Crafting Labs and repairing technological items.


Rules Questions

Scarab Sages

Is a crafting laboratory (and energy) required for repairing a technological item? Obviously needed for creation, but repair?

Or can repairs be done with technological tool kits? I know the Reclamation Robot can repair and create without a lab, though one could take this as meaning it is effectively a mobile integrated lab.

Any help would be appreciated :)


huh? There's a Alchemist's Lab, Artificer's Lab (portable), but no "crafting laboratory".
Maybe you mean Workshop but it's not required.
Expanded Craft Rules from PFUnch.

A creature can use the regular skills BUT it MUST have the Technologist Feat then many of the craft feats split into "same name" with technology/robot/tech inserted in it. So double the feat tax.

Honestly it's all moot as you just need 3 spells; Technomancy:D1, Make Whole:T2 (or Greater:T4), and finally Recharge:K3.

If you want to do it the hard (mundane) way the creature needs several things; the Technologist Feat, {likely} Knw(Engr), Craft({applicable craft name}), then a bit of money and lots of time. A masterwork tool is usually 50-55gp and adds +2 to the roll. Again Crafter's Fortune:T1 with +5 is helpful.

For regular play for adventurers it's probably best to get a Workshop, a few assistants, some mw tools and a wand of Crafter's Fortune:T1@1, keep your skills decent as your rolls govern the shop and let them "have at it" while you travel with your party. They can mail you the results and when not working on your project the shop earns a nice income. Talk to your GM and see where he wants to go with this.

Scarab Sages

Crafting laboratories are from the 1st Edition Technology Guide, and are necessary to manufacture items of advanced tech. They come in multiple forms such as Production, Military, Cybernetic, Graviton, Medical, and Nanite. The difference is the energy units needed.

The thing is the RAW are unclear if you need one of these advanced tech labs to repair an item.

I honestly do not know how (or if) advanced technology is handled in 2nd edition, I only run (and play) in 1E.


Arafel Nekhren wrote:

Crafting laboratories are from the 1st Edition Technology Guide, and are necessary to manufacture items of advanced tech. They come in multiple forms such as Production, Military, Cybernetic, Graviton, Medical, and Nanite. The difference is the energy units needed.

The thing is the RAW are unclear if you need one of these advanced tech labs to repair an item.

I honestly do not know how (or if) advanced technology is handled in 2nd edition, I only run (and play) in 1E.

why bring up PF2?

This is the PF1 forum.

I read the Tech Guide and guidance is given on page 16, last paragraph of Crafting High Tech Items.
Technological items can be repaired using the appropriate
crafting feats in the same way magical items can be repaired,
but such methods cannot repair the more fundamental
ravages of time that afflict timeworn technological items.

It was there all the time.
Even with all that using magic (as above) is easier and more efficient. It's magic...

Scarab Sages

I apologize, When you mentioned alchemists labs and such I did not realise you knew about the Tech crafting labs from the tech guide, which was why I thought you might have been referring to 2E.

So basically the mention of only "craft" under the tech guide labs can be taken as meaning the labs are only needed for fabrication? This is fair. I suppose it would be fairly trivial to work out costs for technological toolkits and such for repairs. Thank you.

Liberty's Edge

Generally, when you repair something you need the appropriate equipment. The implicit effect is that you need at least a suitable toolkit to repair technological items. If you use something different you probably will get the modifiers for using an improvised toolkit or not using one at all.
To make an example all of us know, you can tighten a screw with improvised tools, but often that damage the screw head, and after a time you will need to replace it.
For some screws, tightening them is impossible without the right tools.
You can solder an electrical contact with a heated knife blade, but doing that on a computer board generally isn't recommended.

As it is something implicit there is a lot of GM latitude, and the game isn't detailed enough that we know if a broken laser pistol simply needs some field cleaning or it needs to have a focusing lens replaced.

I would say that you would suffer the improvised tools penalty (-2) when lacking a technological toolkit. If you have access to a technological lab preparing a toolkit to bring with you when adventuring shouldn't be a problem. If not it would be a bit more complicated, those kinds of tools aren't sold in the general markets.
The best solution is to discuss this with your GM.

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