ARMOR CRAFTING

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jmecha
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ARMOR CRAFTING

Post by jmecha »

Armor Crafting makes us of the Skill Craft Armor and can produce a wide variety of results depending upon the materials used, skill ranks invested, and luck of the dice. Some of the important things to remember is to Craft an Armor, your Character has to be able to equip said Armor, and the Difficulty for crafting scales not only with the grade of the material you use, but also with the size and complexity of the Armor being crafted.

For example....
Clothes are one of the easiest Armors to craft.
Full Plate is one of the most difficult Armors to Craft.

The Raw Formula is as follows....
iDC = 20 + iValueDC + iSizeDC + iPropertyDC + iModDC

In English......
The Initial Difficulty is 20 + the Value of the Armor + the Size of the Armor + What Properties the Armor already has + Materials Used

Also Note that You have to beat the the Base DC by 5 to get no flaws in your crafted weapon, and if you beat your Base DC by 10 or More it will be a Masterwork Weapon with additional qualities.


Armor are broken down into a few different Size groups for the purpose of Crafting.

SIZES
Clothing -4 Base DC
Padded -3 Base DC
Leather -2 Base DC
Studded Leather/ Hide/ Small Shield -1 Base DC
Chain Shirt/Scale Mail / Helmet/ Hood/ Large Shield -0 to Base DC
Chain Mail/ Breast Plate / Tower Shield +1 Base DC
Splint Mail/ Banded Mail +2 Base DC
Half Plate +3 Base DC
Full Plate +4 Base DC

Armor Values are also important
Armor Value is less then 15gp, -5 to the Base DC
Armor Value is between 15gp and 119gp, No Change to the Base DC
Armor Value is between 120gp and 849gp, +2 to the Base DC
Armor Value is between 850gp and 1619gp, +3 to Base DC
Armor Value is between 1620gp and 2999gp, +4 to the Base DC
Armor Value is between 3000gp and 5999gp, +5 to Base DC
Armor Value is between 6000gp and 8999gp, +6 to the Base DC
Armor Value is between 9000gp and 11,999 gp, +8 to the Base DC
Armor Value is above 12,000 gp, +10 to Base DC

Now on to Materials!
Your Armor Crafting Materials come in five different grades

Iron The easiest material to work with, it adds 0 to the Base DC
Silver produces +1 Armor, but adds +1 to the Base DC
Dark Steel produces +2 Armor, but adds +2 to the Base DC
Admantine produces +3 Armor, but adds +4 to the Base DC
Mitheral produces +4 Armor, but adds +6 to the Base DC

Obsidian can be added to Silver, Dark Steel, Admantine, and Mitheral to provide Spell Resistance Property, but it adds a +5 to the Base DC

ELEMENTAL PROTECTIONS!
To add protection from the various dangerous elements to their armor, crafters may add some extra additives.

FIRE
10% Protection requires a Potion of Fire breathing and raises the Base DC 1
25% Protection requires a Potion of Fire Breathing and a Ruby, then raises the Base DC by 2
50%Protection requires a Potion of Fire Breathing, a Ruby, and a Fire Elemental Essence...then raises the Base DC by 4

ACID
10% Protection requires a Potion of Acid Breath and raises the Base DC 1
25% Protection requires a Potion of Acid Breath and a Emerald, then raises the Base DC by 2
50%Protection requires a Potion of Acid Breath, a Emerald, and a Earth Elemental Essence...then raises the Base DC by 4

COLD
10% Protection requires a Potion of Cold breathing and raises the Base DC 1
25% Protection requires a Potion of Cold Breathing and a Sapphire, then raises the Base DC by 2
50%Protection requires a Potion of Cold Breathing, a Sapphire, and a Cold Elemental Essence...then raises the Base DC by 4

ELECTRICAL
10% Protection requires a Potion of Lighting Breathing and raises the Base DC 1
25% Protection requires a Potion of Lighting Breathing and a Diamond, then raises the Base DC by 2
50%Protection requires a Potion of Lighting Breathing, a Diamond, and a Air Elemental Essence...then raises the Base DC by 4

EXISTING PROPERTIES
If you decide to take an Armor that has existing properties and use that as the base Armor it will effect the Difficult of the Craft.
Armor with Zero existing properties is -2 to the Base DC.
Armor with 1 Property adds 1 to the DC
Armor with 2 properties adds 4 to the DC
Armor with 4 properties adds 16 to the DC
Last edited by jmecha on Sat Jul 06, 2019 3:00 pm, edited 2 times in total.
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Re: ARMOR CRAFTING

Post by jmecha »

Example Admantine Full Plate

To craft Full Plate, you need to be able to wear Full Plate.
For the purposes of our Example the Character is going to equip a suit of Full Plate and put a Bar of Admantine into he Armor Crafting Mannequin.

With a single Bashing attack against the Armor Crafting Mannequin we learn the DC of this Project and the EXP Cost.

The DC will be determined by iDC = 20 + iValueDC + iSizeDC + iPropertyDC + iModDC

In this Case the Base DC is 20 + Value of the Platemail 3 + Size of Platemail 4 + No Existing properties -2 + Admantine 4 = A final DC of 29

If you decide you are ready to roll the dice and pay the price, Bash again and after 5 attacks the disce will be rolled.

To make a Flawed Suit of Admantine Full Plate +3, you would need to get a total of 29-35 on your Craft Armor Roll
To make a Suit of Admantine Full Plate +3, you would need to get a total between 36 and 39 on your Craft Armor Roll
To make a Masterwork Suit of Admantine Full Plate +3, you would need to get a total of 40 or higher on your roll.
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Re: ARMOR CRAFTING

Post by jmecha »

MASTERWORK ARMOR! and not so masterwork armor

Whenever Armor is Crafted there is a chance the Armor may have flaws or be Masterwork, depending upon the Craft Armor Roll in relation to the final DC.

If you beat the DC but by 5 or less, You get a flawed Armor.
If you beat the DC by 6-9 you get Armor with the appropriate bonuses and enchantments for the materials used to make it.
If you beat the Dc by 10 or more, well you made a Masterwork with the potential for some sweet additional bonuses.

Flawed Iron Armor will weigh 5 lbs extra
Flawed Silver Armor will weigh 10 lbs extra
Flawed Dark Steel Armor will weigh 15 lbs extra
Flawed Admantine Armor will weigh 15 lbs extra
Flawed Mitheral Armor will weigh 30 lbs extra

Masterworked Iron Armor will weigh 80% of their normally weight
Masterworked Silver Armor will weigh 60% of their normal weight
Masterworked Dark Steel Armor will weigh 40% of their normal weight
Masterworked Admantine Armor will weigh 20% of their normal weight
Masterworked Mitheral Armor will weigh 10% of their normal weight

Masterwork Perks

The script will determine the Crafter's Highest Attribute at the time of crafting and roll a d100.
If that roll is above a 20 then it will at random select a skill associated with the highest attribute and provide Bonus relative to the quality of the Material used to make the Armor.

If that Roll is above 50 but less then 90 it will also add a bonus to a save, relative to the quality of material used.((if Highest Attribute is Str or Con bonus to Fort, if Dex is highest bonus to Reflex, if Int or Wis is highest bonus to Will, if Charisma is highest bonus to universal saves))

If that roll is above 90 The Weapon will also provide a +1 Attribute Bonus to the highest Attribute of the Crafter at the time of Crafting

STRENGTH
Climb
Discipline
Jump
Swim

DEXTERITY
Hide
Move Silently
Open Lock
Parry
Pick Pocket
Set Trap
Tumble

CONSTITUTION
Discipline
Concentration
Jump
Swim

INTELLIGENCE
Appraise
Craft Armor
Craft Trap
Disable Trap
Lore
Search
Spell Craft

WISDOM
Heal
Listen
Spot
Sense motive

CHARISMA

Animal Empathy
Bluff
Intimidate
Perform
Persuade
Taunt
Use Magical Device

IN ADDITION
Another d100 is rolled with the Crafter's Skill Ranks in Craft Weapon Added to the Roll.
If the Roll is higher then 50....
then a Coin is tossed.
If Head the Armor gains an additional +1 to Ac vs a particular Damage type such as either Bludgeoning, Piercing or Slashing
If Tails the Armor gains an additional +1 to Damage Resistance against Bludgeoning, Piercing, or Slashing.

ALIGNMENT MATTERS
UNDER CONSTRUCTION

CLASSES

If the Crafter is a Ranger and they Masterwork their Crafting Roll, the Armor provide +1 AC against their Favored Enemy.

If the Crafter is a Bard and they Masterwork their Craft Roll they will then roll a behind the Scenes d100 + Perform Skill, and if they roll greater then 80 they will craft Armor that has DR against Sonic Damage.

MORE PERKS
d100 is rolled + Craft Armor Ranks and if you beat a 70 the Armor will either grant....
Ambidexterity
Mobility
Dodge
Two Weapon Fighting
Weapon Proficiency Martial
Weapon Proficiency Exotic

Some Racial perks
d100 is rolled + Craft Armor Ranks and if you beat a 70 the Armor will either grant....

If Dwarf Damage Reduction 5
If Elf Arcane Spell Failure Reduction ((More Details to come))
If Gnome Cast Improved Invisablity Daily
If Half Elf Rapid Shot Feat
If Halfling Universal Saves Bonus
If Half-Orc +1d6 Sneak Attack
If Human + Skill Bonus


FLAWED ARMOR
The script will find the Crafter's Lowest Attribute at the time of crafting and it is possible that.....

"Some of your Weakness goes into the Armor"
"Some of your Clumsiness goes into the Armor"
"Some of your Frailty goes into the Armor"
"Some of your Stupidity goes into the Armor"
"Some of your Foolishness goes into the Armor"
"Some of your Ugliness goes into the Armor"


All of the same rolls that happen for Masterwork Armor, now happen but with the possibility for a negative effect.
Last edited by jmecha on Wed Jul 03, 2019 11:43 am, edited 4 times in total.
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Re: ARMOR CRAFTING

Post by jmecha »

Failure, and Total Failure

If you fail to meet the minimal DC then you have failed and will lose the materials on the Armor Dummy and gain EXP equal to your ranks in Craft Armor.

If you roll a 1 on the D20 Craft Roll and miss the DC by 10 or more, then you have critically failed. You will lose the Materials on the Armor Dummy, the Armor you were wearing, and for your trial and error learn a lesson worth your Craft Armor Ranks x 10.
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Galadorn
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Re: ARMOR CRAFTING

Post by Galadorn »

Amazing amazing amazing.
Anything special happen if you roll a natural 20?
And shouldn't this be stickied maybe?
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Re: ARMOR CRAFTING

Post by jmecha »

Natural 20 = Master Craft Quality
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Re: ARMOR CRAFTING

Post by epetrow »

Need to update to add 1 to all Elemental DC costs. In game it is +2/+3/+5 to DC for +10%/25%/50% respectively.
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Re: ARMOR CRAFTING

Post by Galadorn »

bump
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Re: ARMOR CRAFTING

Post by Galadorn »

jmecha wrote:Example Admantine Full Plate
To make a Flawed Suit of Admantine Full Plate +3, you would need to get a total of 29-35 on your Craft Armor Roll
To make a Suit of Admantine Full Plate +3, you would need to get a total between 36 and 39 on your Craft Armor Roll
To make a Masterwork Suit of Admantine Full Plate +3, you would need to get a total of 40 or higher on your roll.
Once again... numbers seem... off.

If the Base DC is 29.
Beating it by 5, would mean a roll of 34 wouldn't it?
But above it says 36 to create a non-flawed item.

That is actually 7 over the base DC. :?

...and rolling a 39, is literally "10" over the Base DC -- which is supposed to be Masterwork... but next line says you need a 40, which is definitely at least "11" over the base DC.

Just checkin' :wink:
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Re: ARMOR CRAFTING

Post by jmecha »

The Guides were written off of my very limited ability to read script. it is very likely I made some errors in my efforts to translate code to easily understood words for people to read. If you want to shoot me a PM with all the mistakes I made and the proper corrections I will work to see the Guides revised.
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Galadorn
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Re: ARMOR CRAFTING

Post by Galadorn »

Besides the numbers I mentioned above, I can't see anything wrong. But it does seem wrong. All I wanted to know was if it's 5 over the Base DC, does that mean roll 5 over or roll 6 over?
If Base DC is 9, is a 14 flawed? and is a 19 MW?
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Re: ARMOR CRAFTING

Post by Stormbringer »

Galadorn wrote:Besides the numbers I mentioned above, I can't see anything wrong. But it does seem wrong. All I wanted to know was if it's 5 over the Base DC, does that mean roll 5 over or roll 6 over?
If Base DC is 9, is a 14 flawed? and is a 19 MW?
If the Base DC is 9 with .. a roll with your skill included is a 9-14 it is flawed..
14-18 nothing special but its well made....
19 + awesome job and hope for a great roll of a behind the scenes

I'll use an example of clothing

Base DC is 20
Clothing is a -3
clothing cost-5
Item property DC adjustment -2
for a DC of 10
to avoid negative effects a 16 or higher is needed. (should be a 15)

On a roll of 10-16 you will get flawed clothing
0n a roll of 17-19 it does not have neg effects
on a roll of 20+ its MC'ed

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Re: ARMOR CRAFTING

Post by Galadorn »

I’m so sorry to re-ask....but your explanation is again contradictory... :(

Your first example said: DC 9....roll 9-14 = flawed. As well you said a 14-18 is normal.... so...wait a 14 is the same number. :( :(

Your second example said: DC 10....roll 16 = flawed.

:(

I’m really not trying to bother anyone. But the numbers still are not consistent. Can you see what I mean?

If DC is 10. Rolling a 15 is FIVE more than the DC...so should that be “non-flawed” success? And rolling a 20 should be MW?

Why the “16”? Isn’t that SIX over the target DC??? Or am I crazy.....
Last edited by Galadorn on Mon Apr 22, 2019 7:53 am, edited 1 time in total.
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Re: ARMOR CRAFTING

Post by Galadorn »

This is what I think it should be: (??)

DC 10

Natural 1 = lose everything

Total modified Roll: 1-9 = lose materials, keep original

Roll 10-14 = flawed

Roll 15-19 = normal

Roll 20+ = MW

Yes?
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Re: ARMOR CRAFTING

Post by Galadorn »

((Unless you must BEAT the DC, to succeed at all... in which case add 1 to all numbers above?))...becaaaause normally if there’s a “DC” you only need to match the DC to win?
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