Autorepairing weapon


Advice


Is there any way to get a weapon that autorepairs itself when broken?

Either rune, specific magic weapon, Archetype feats, etc.

Ty.


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Mending Lattice.

Not quite auto-repair, since it takes a free action triggered by the item taking damage.


Mending Lattice is your best bet. Legendary Crafters with Quick Repair can do it in a single action. Which means they can technically Ready to do it as a reaction (though this is probably not a good use of actions).


For homebrew, I could see creating Fulu that are similar and could have multiple attached at once.


Thanks for teh answers, I'm the GM, was simply trying to see if there was a "raw" way to do an implementation of something that I wanted to put in, but it seems I'll have to homebrew it.


But now you have some data points to balance it against.


The Champion has Shield Paragon, a 20th-level feat that has your shield return to you during your next daily preparations if it gets destroyed.

In general, repairing an item on the go without the use of Crafting is quite expensive, and even a Mending Lattice will require you to be trained in Crafting. If you wanted to homebrew some kind of auto-repairing item, I'd have the item come with the benefits of Quick Repair on it, but just for that item: that way, it would auto-repair during exploration, and if you happen to have a higher proficiency rank in Crafting, you'd be able to fix it mid-combat.


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Can I ask what the use case is for an auto-repairing weapon?

In general there aren't that many ways of damaging a weapon, so needing to repair one shouldn't come up much. Unless there's some specific thing being done where the player is intentionally damage their weapon to gain some benefit, in which cost of automatically repairing the weapon should be weighed against the thing being done, and the existing methods of repairing.


Claxon wrote:

Can I ask what the use case is for an auto-repairing weapon?

In general there aren't that many ways of damaging a weapon, so needing to repair one shouldn't come up much. Unless there's some specific thing being done where the player is intentionally damage their weapon to gain some benefit, in which cost of automatically repairing the weapon should be weighed against the thing being done, and the existing methods of repairing.

Without wanting to spoil stuff in case one of my players reads here, it's about a gimmick of a bbeg who can "overcharge" something of his, breaking it in the process.

Seeing as that's something he enjoys doing, he has countermeasures to get said thing back up in working order, even when in combat, but I was searching if there was something published to fine tune said "countermeasures" (like action cost, frequency, checks, misc conditions, and etc)

I already have a good idea about what I want it to be doing, but if there was something closer than Quick Repair that I base this upon it would have been better.

Moreover, that's something that can potentially end up in the players' hands, complicating things a bit compared to if it was simply an npc ability.


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Honestly shroudb, I would just say this NPC has a custom ability that's like a combination of Quick Repair (at Legendary proficiency) and Reactive Shield.

To put it another way, say the NPC has a special feat that allows them to perform Quick Repair as a reaction when an item they are holding or wearing breaks. And that they have Craft at Legendary proficiency. NPCs often break the rules, don't try to constrain yourself by making characters that use PC rules. Heck, I wouldn't even explain how the ability works to players unless they attempt to force you too. That's like a player asking how a hydra gets extra reactive attacks. The short answer is because it's a NPC ability to do extra interesting things, and as a GM you have worked to make this custom NPC balanced for combat against the party.

If an NPC has an ability to overcharge something that results in breaking it, it also makes sense that they would find a way to quickly repair it too. By making it cost a reaction, it also means the NPC has to choose what they spend their reaction on.

I would say, if your PCs got hold of some ability or item that let quickly repair things, that's probably not that big of a deal. The one thing they absolutely shouldn't get hold of is whatever custom ability the NPC has to overcharge items for greater effect.


shroudb wrote:
Claxon wrote:

Can I ask what the use case is for an auto-repairing weapon?

In general there aren't that many ways of damaging a weapon, so needing to repair one shouldn't come up much. Unless there's some specific thing being done where the player is intentionally damage their weapon to gain some benefit, in which cost of automatically repairing the weapon should be weighed against the thing being done, and the existing methods of repairing.

Without wanting to spoil stuff in case one of my players reads here, it's about a gimmick of a bbeg who can "overcharge" something of his, breaking it in the process.

Seeing as that's something he enjoys doing, he has countermeasures to get said thing back up in working order, even when in combat, but I was searching if there was something published to fine tune said "countermeasures" (like action cost, frequency, checks, misc conditions, and etc)

I already have a good idea about what I want it to be doing, but if there was something closer than Quick Repair that I base this upon it would have been better.

Moreover, that's something that can potentially end up in the players' hands, complicating things a bit compared to if it was simply an npc ability.

Sounds kind of like Inventor Unstable Trait TBH, where some of their abilities have a flat check to effectively be shut off the rest of the fight as they malfunction when pushed too far.

That then includes Unstable Redundancies to get a free "get it working again" if you want them to be able to fail the flat check twice (but players not be able to if they get the item).

Haphazard Repair may also be relevant since it lets you quickly repair the item, an for an NPC could just be made into a free action. It's limited in usages by the unstable flat check, so this won't be a "I can repair this for free infinite times per combat" situation. This doesn't undo the "it's shut off because I failed the flat check" though (and actually requires the flat check).

But this sounds like it might get the flavor you want and the mechanics all exist so they'd be easy to work with.


The idea is that it's the doohickey that repairs itself. The bbeg is just exploiting this fact, and since he's experienced with the item, he has some failsafes to do that easier/more often.

Hence why I want the "original" ability to repair itself to be something in bound with some preexisting option that a pc may have either way, since if they get the doohickey, they do not suddenly get something completely broken.

The point I am atm is basically:
I remember in pf1 there was some kind of living special material that slowly repairs itself. Giving the bbeg a way to do so instantly is the easy part, the harder part was the power level of the "permanent" ability that comes with the item in case the players get the item that i wanted to see if there was something equivalent to give to them.

As it stands now, I think I'll simply have it repair itself in morning prep as the item ability and have the bbeg need an action and a check to do so in-combat.

While this will make it hard to "main" the weapon, since it will be broken when activated, it's less of a concern to have a secondary weapon for the players since I run ABP.

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