Hello,
An issue that I’ve been experiencing rather recently on my shaman character that uses this item has run into a major issue of it needing to be repaired. The dc for such is set to 60. While the dc to craft it requires simply 42.
The majority of art crafters from what I have seen tend to end up at around 44 skill points invested to hit ‘Headband of protection’ or in some cases 46 for the possibility of mastery.
In effect this requires an art crafter to either Nat 20 their repair rolls or roll between a 14-16 depending on their skill ranks this makes the chance to repair is around 20-30% Per crafting point used for these high invested art crafters. Not to mention the compound probability issue if you want to fully repair the thing. I believe if you only spend 30 points on attempting to repair it, you’d end up with a 0.000000000000021 chance of getting a full repair.
If you just happen to use the item and not be invested into art crafting your screwed. Least, you have a friend or repair bot for your big head slot item. In a similar vein tailoring and smithing items of a similar dc to craft have the same repair dc.
Rogue leathers 45 crafting cost/45 repair cost
Adamantine bracers of avoidance 45 crafting cost/45 repair cost
And yet these items have repair kits associated with their craft, Art crafting does not.
I will argue that there is a certain ease of craft regarding materials on most of these items. 3 Lady's Tear, 1 Helmet (Mithral), 1 Rare Hardwood, 5 Potion of Owl's Wisdom is a far cry from the cost of adamantine, mithral dust and such from others. However, I should not have to remake the item every time it gets damaged.
I can see a few easy solutions to this problem.
1) Grant art crafting a repair kit, by far the easiest thing to do in my opinion and it would also create decent quality of life for those invested into the trade skill.
2) Lower the repair dc’s of these items.
3) Allow other trade skills to repair these items