Repairing Equipment (SNS)

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Blacksmiths are most often in demand for their ability to repair damaged equipment. Certain kinds of damage need the attention of a professional and can't be fixed in the field.
==Repairing Armor==
Blacksmiths can repair damaged armor as long as they have access to the proper tools. Nonmetallic (leather, studded leather, or padded) armor can be repaired with patching materials and some thread. Metallic armor requires the use of a forge.
To properly repair a suit of damaged armor, the blacksmith gathers his materials and spends his time fixing the dents, breaks, and tears. Multiply each level below 10 of the armor's defensive rating by the number of times the armor sustained damage to find out the total time required (in hours) to repair the armor.
For example, if a suit of leather (AC 8) was damaged twice, it would take 4 (2×2) hours to properly repair.
Broken armor can also be repaired- although it requires more time. It takes a blacksmith one day for every Armor Class level of the armor below 10 to repair it. Thus, broken leather armor (AC 8) would take 2 (10-8) days to repair. Repaired armor functions normally in combat.
==Repairing Weapons==
Blacksmiths (or anyone else with the Weaponsmithing proficiency) can repair damaged weapons. However, these repairs require the appropriate tools. For example, metallic weapons require the use of a fully operational forge.
A blacksmith can repair a damaged weapon in one hour per day it took to create the weapon. A long sword, for example, takes 30 days to create. It would therefore take a blacksmith 30 hours to repair the damaged weapon. Consult Table 41: Weapon Construction under the Weaponsmithing proficiency in the Player's Handbook to find out exact construction times of various weapons.
Broken weapons, on the other hand, take substantially longer to repair. This repair time is equal to one-half the weapon's construction time. This means that a broken long sword would take 15 days to repair.
Of course, a blacksmith must have all of the weapon's pieces in order to repair it. If these pieces are not available, the blacksmith must craft an entirely new weapon; this process takes the full construction time of the weapon in question. A long sword with a missing tip would take a full 30 days to repair.
==Repairing magical Armor and Weaponry==
Repairing magical weapons and suits of armor does not require any additional powers or abilities over and above those the blacksmith already possesses, as he does not have to re-enchant the items. However, the repairing of these magical items does require a great deal of skill, patience, and luck. Blacksmiths suffer a base -4 penalty to their proficiency checks when attempting this difficult task.
In addition, the degree of the item's enchantment also affects the difficulty of the repair job. The DM should give an additional -1 penalty for each level of the item's enchantment (+1, +2, etc.) to the blacksmith's proficiency roll.
For example, Hoppsman the blacksmith, who possesses a Weaponsmithing proficiency of 16, attempts to repair a broken short sword +1. He rolls a 12 on his proficiency check. Normally, this would be enough to successfully repair the sword. However, Hoppsman must subtract 5 (4 base and 1 for the weapon's level of enchantment) from his proficiency score for repairing a magical weapon. This penalty changes his score to an 11. The complexity of the task is beyond the skill of the blacksmith.
The full restoration of a piece of magical weaponry or armor requires all of the item's pieces. The blacksmith can replace the missing pieces of the item, but its enchantment will disappear.