"Wrench of Repair": Recommended Item Level?


Homebrew


So, I have a PC Mechanic who would love to have a tool as a melee weapon. Now, this itself I find no trouble at all. Take a suitable melee weapon, like one of the batons, and add a "functions as a toolkit" property to it. Bam, done, the only thing that changes is the price ( total price of weapon and toolkit plus maybe a 10% surcharge ).

However, lets say I wanted to make a device that functions as such, but is fully technomagical with various extra properties. How much item level, and/or credit cost, would each or all of these ideas be worth?

1. "Treated as a magic weapon"

2. "Mending, at will"

3. "Unseen Servant, 1/day"

4. "Make Whole, 1/day"

5. "Increased damage against technological constructs" ( if so, how much? )


Increased damage is just the Bane Fusion, maybe with a slight discount for only working on Technological Constructs.

Unlike Pathfidner, Starfinder doesn't have robust rules for adding magical abilities like Make Whole, Unseen Servant, or Mending to an item, especially not weapons.

I would suggest treating the item as Batons of the appropriate level. Having it have the effect of the Bane rune is straightforward. I would probably have it give a bonus to checks to create or repair technological items (regardless of what skill would normally be required to repair them). As far how much and the price, I'd need to delve through the already existing items to get a good idea.

And as for how to have it create the magical effects...I'm not sure. We just don't have the same sort of crafting system in Starfinder that we didn't in Pathfinder.

Liberty's Edge

For the price of a baton that "functions like a toolkit" without any magical properties I would add the price from the baton and the toolkit together and add about 50 to 100.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Claxon wrote:

Increased damage is just the Bane Fusion, maybe with a slight discount for only working on Technological Constructs.

Unlike Pathfidner, Starfinder doesn't have robust rules for adding magical abilities like Make Whole, Unseen Servant, or Mending to an item, especially not weapons.

I would suggest treating the item as Batons of the appropriate level. Having it have the effect of the Bane rune is straightforward. I would probably have it give a bonus to checks to create or repair technological items (regardless of what skill would normally be required to repair them). As far how much and the price, I'd need to delve through the already existing items to get a good idea.

And as for how to have it create the magical effects...I'm not sure. We just don't have the same sort of crafting system in Starfinder that we didn't in Pathfinder.

There's a bit of a problem with this approach, in that the Bane Fusion does not add any damage. The only thing it does is give the option of the stunned critical hit effect, in place of any existing crit effect.

Like most fusions that only affect critical hits, it's a bit lackluster, even if the crit effect is powerful when it does happen.

Community / Forums / Starfinder / Homebrew / "Wrench of Repair": Recommended Item Level? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew