ARMOR CRAFTING
Posted: Sun Nov 25, 2018 12:17 am
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
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