Emergency Repair
Technology feat
Emergency Repair is a D&D 3.5 feat (Technology) from WRPG, p. 110. You are adept at spotting mechanical problems and making quick repairs.
Prerequisite
Benefit
As a full-round action, you may make a DC 20 Craft (mechanical object) check to repair a malfunctioning or broken technological device. If you succeed, the device does not destroy itself or endanger its user due to the malfunction. Instead, it operates normally for 1 hour and then ceases functioning until it can undergo normal repairs. If you roll a natural 20 on the check, the item is completely and permanently repaired.
Special
Goblin characters can completely and permanently repair an item by rolling a natural 19 or 20 on the check. A tinker may select Emergency Repair as one of his tinker bonus feats.
Description
You are adept at spotting mechanical problems and making quick repairs.