Repair (skill)

Most Repair checks are made to fix complex electronic or mechanical devices. The DC is set by the DM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Making repairs also involves a monetary cost when spare parts or new components are needed.


 * Simple (tool, simple weapon) DC 10/1 min
 * Moderate (mechanical or electronic component) DC 15/10 min
 * Complex (mechanical or electronic device) DC 20/1 hr
 * Advanced (cutting-edge mechanical or electronic device) DC 25/10 hr

Jury Rig
A character can choose to attempt jury-rigged, or temporary, repairs. Doing this reduces the Repair check DC by 5, and allows the character to make the checks in as little as a full-round action. However, a jury-rigged repair can only fix a single problem with a check, and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter.

Try again?
Yes, though in some specific cases, the DM may decide that a failed Repair check has negative ramifications that prevent repeated checks.

Special
A character can take 10 or take 20 on a Repair check. When making a Repair check to accomplish a jury-rig repair, a character can't take 20. Repair requires an electrical tool kit, a mechanical tool kit, or a multipurpose tool, depending on the task. If the character do not have the appropriate tools, he or she takes a -4 penalty on the check. Craft (mechanical) or Craft (electronic) can provide a +2 synergy bonus on Repair checks made for mechanical or electronic devices. A character with the Gearhead feat and at least 1 rank in this skill gets a +2 bonus on all Repair checks.