How Much Do You Repair With A Crafter's Eyepiece?


Rules Discussion

Shadow Lodge

Crafter's Eyepiece
Relevant section:
When you Repair an item, increase the Hit Points restored by 15 per proficiency rank instead of 10.

Repair (Crafting Untrained Actions)
Relevant section:

  • Critical Success: You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
  • Success: You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).

So, the repair action indicates you only repair 5 hp per proficiency rank on a success while the eyepiece seems to believe this should be 10 per rank, which it boosts to 15 per rank.

Are these two sections using different versions of the rules that require an errata, or is it intended that your 'per rank' bonus is increased to 15 if you score a success or critical success (so an expert crafter would repair 35hp on a success or 40hp on a critical success)?


Definitely needs errata to clarify if the intent is to add 5 per proficiency rank to the repair rules, or up the per-tier part to 15 for both success and critical success.

I'd expect the intended function is to increase the total by 5 per proficiency rank across the board.


Also, Serenrae allows for redeeming evil doers. A Cleric of Sarenrae could drop a dude to Dying 1, heal him a bit, and then say, "Okay. Are ready to repent and give up your evil ways?"

Shadow Lodge

thenobledrake wrote:

Definitely needs errata to clarify if the intent is to add 5 per proficiency rank to the repair rules, or up the per-tier part to 15 for both success and critical success.

I'd expect the intended function is to increase the total by 5 per proficiency rank across the board.

Odd that they didn't phrase it like that, though they might have wanted to avoid the possibility of someone stacking the buff (technically, you could wear multiple eyepieces at once).

Shadow Lodge

iNickedYerKnickers wrote:
Also, Serenrae allows for redeeming evil doers. A Cleric of Sarenrae could drop a dude to Dying 1, heal him a bit, and then say, "Okay. Are ready to repent and give up your evil ways?"
Wrong thread, but the Dying rules don't apply to most creatures:
Knocked Out and Dying wrote:

Creatures cannot be reduced to fewer than 0 Hit Points. When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.

Player characters, their companions, and other significant characters and creatures don’t automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM’s discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.

Basically, the guy you attack on the street will just die, while a significant NPC might use the Dying rules if the GM desires...

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