Fixing [Broken] objects


Rules Questions

Sovereign Court

There's a rules inconsistency when it comes to items that are broken between what's in the Craft skill section and what's under the description for the Broken condition.

Craft, Repair Items wrote:
You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.
Broken condition wrote:
If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).

Craft says you have to pay 1/5 the cost to repair it but not how long it takes. Broken says there's no cost unless you pay a craftsman to do it, who does the repair at a loss, as well as not varying depending on what you're fixing.

So, it's about as clear as mud. Anybody got an idea?

Dark Archive

If you look at this FAQ linkage you can see that cost and price are defined terms..

Cost = cost to craft an item

Price = price to buy an item at (generally 2x cost)

So to fix broken items in the craft section, takes 1/5 price, while in the broken section it says 1/10 cost which is equal to 1/5 price.

Also, broken points you to the craft section. the biggest problem I see is the DC differences.

Craft says to use the DC that it took to create the item, while broken says to use a DC of 20.

Sovereign Court

Well, good to know they at least agree on the cost of fixing. From there, I think we can assume we use the item's individual item crafting DC at the rate defined in Broken and that should work out. Thanks!

Actually, wait, that still doesn't make sense on the cost. The cost of crafting an item is 1/3 the price in materials and the rest in time invested. So, really, the Price is 3x the cost of the materials or how much you value the time invested into turning the raw materials into the finished product + that 1/3 in materials. The only time there's a half is when you're selling non-trade goods, which sell for half the buying price generally. That and the cost of crafting magical equipment is half the price.

Since we're generally talking about nonmagical items, since to fix magic stuff you either need spells or the crafting feat to do anything with them, the price is 3x the cost in materials. The cost of fixing via Craft is 1/5 the price, meaning:

P=3M
F=P/5 == 5F=P
5F=3M
F=3M/5

So the cost of fixing is 60% of the Material cost, provided my math is correct. According to Broken, NPCs charge 1/10 the cost of the materials, meaning:

N=M/10
N != F

So, no, 60% of the Material cost if the PC does it and the NPC charging 10% of the Material cost does not make sense in the slightest, since he's losing remarkable money every time he fixes something. I really doubt your average NPC has Master Craftsman and the appropriate craft feat, so its generally nonmagical stuff we're talking about.

Having though more about this, I'm just going to go by the Craft fixing csot and DC with the 1 hp/hour of Broken and call it good, since at this point, I think whoever wrote Broken and Sunder didn't actually check with Craft about fixing stuff and just threw some numbers down. At least till some errata or an FAQ on the matter shows up...

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