Repairing my pet


Inventor Class


From the playtest: "Because the construct isn’t a
living creature, effects that heal living creatures can’t help
it recover Hit Points. Restoring Hit Points to it requires
using the Repair action or other means that can restore
Hit Points to objects and nonliving creatures."

From the Repair action: "You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place."

I'm pretty sure I missed it somewhere but what would the DC be?
Is it equal to the Hard DC needed to rebuild it from scratch if destroyed or something else?


Under normal circumstances it would be "Normal DC of your level" since the construct is always the same level as you.


That makes sense! Thank you.


Pathfinder Lost Omens, Rulebook Subscriber

Repair Rule from Nethys

Quote:


Source Core Rulebook pg. 243 2.0
Requirements You have a repair kit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can’t Repair a destroyed item.

Fixing From Broke

Page 26 - Construct Companions Second Paragraph wrote:


If your companion is destroyed, you can spend 1 day of
downtime and attempt a Crafting check with a high DC
for your level. On a successful check, you rebuild your
companion. You can have only one construct companion
at a time, and you can have either a construct companion
or an animal companion, but not both


Pathfinder Lost Omens, Rulebook Subscriber

Follow up, a character who is not the inventor might have to roll a higher because the whole innovation thing has been pretty hardline people don't aren't proficient with your stuff. That would be a GM call


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

One thing I was thinking about is how wonky repair is versus traditional healing. Not being able to use magical healing might be a real problem late in games. A success on a repair is only going to be 25 hp, at legendary skill in crafting. That's going to be really low healing at around level 20.

On the other hand, there's quick repair. 1 minute repair time at trained, 3 actions at master, 1 action at legendary. That might be a decent way to balance it out, but still. Maybe a feat that increases the amount repaired?


Gaulin wrote:
Maybe a feat that increases the amount repaired?

The Crafter's Eyepiece item would increase amount repaired by an additional amount (still unsure exactly how much since the item reads weird when referenced against the repair skill), and Torag's Silver Anvil would add an extra 10 on top of that.

I assume given the new book is heavily crafting/tech based that there will be a plethora of new items specifically intended for repairing items, and probably even some specifically for fixing constructs (given the Automaton ancestry). Odds are, there will be an insane amount of new Crafting focused skill feats as well.

Obviously, the viability of a class should never have to hinge on its equipment, but there are at least a few options already in the game to give us a starting point.

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