FANDOM


Armorer
Warrior
2 Slots
Intelligence -2

A character with the Armorer proficiency can make armor, as long as they have access to proper material and facilities. Constructing a suit of armor takes two weeks per point of AC below 10 (for example, a shield takes two weeks, and a suit of plate armor would take four months and two weeks). A suit of field plate or full plate also requires the presence of the intended wearer for at least one week, as these require precise fitting. At the end of the period, the proficiency check is made.

A failure by 4 or less represents a flawed suit of armor whose AC is one less than normal. If the flawed armor is worn by a character hit by an attack roll of 19 or 20, the armor breaks, worsening AC by 4 and hampering the character's movement (the character moves at 1/2 speed and takes a -4 penalty on attack rolls). Removal of broken armor takes 1d4 rounds. The flaw is not easily detectable - only a creature with the Armorer proficiency can tell the difference, with detailed inspection.

The Complete Fighter's HandbookEdit

An armorer can repair armor that has taken damage, and can also craft barding for animals. The raw materials for a suit of armor cost about half of what the finished suit of armor would sell for.

A character with the Armorer proficiency knows enough blacksmithing to create metal armor (though not enough to create useful iron items), enough leatherworking to shape boiled leather into plates and underlayers (though not enough to make other leather items), and enough tailoring to make padded armor and armor padding (thought not enought to create a full garment).

WorkshopEdit

Workshop Setup Cost Shelter (Tent) Shelter (Hut)
Smithy 200 gp 100 gp 300 gp
Leatherworks 75 gp 75 gp 150 gp
Combined Workshop 250 gp 100 gp 300 gp

A workshop's setup cost covers the cost of basic tools necessary to craft armors. A functioning workshop requires the proficient character. and two full-time proficient apprentices. Another three apprentices could be hired to keep the workshop running 24 hours a day (8-hour shifts, with time for cleaning and repairs between them), but only three people can operate the workshop at one time.

You can expand the workshop by paying 50% of the cost of the existing workshop for capacity for another 3 workers. For instance, a 200 gp smithy with a 300 gp hut would cost 250 gp to expand. The new 750 gp smithy would take another 375 gp to expand for an additional 3 workers.

Each apprentice costs 2 gp per week to upkeep. Apprentices only work with overseers, which cost 15 gp per week and have an Armorer proficiency score of 12 or better (+15 gp/week for each point of proficiency above 12 - an overseer with an Armorer score of 16 thus costs 75 gp).

Armor Crafting TableEdit

The below table summarizes the costs of creating any given piece of armor, and includes a modifier to the armorer's ability score based on the ease of crafting a particular kind of armor. Some discounts are applied to materials that are typically quite readily available

Armor Cost to Purchase Mod Crafting Cost Craft Time Material Cost Required Labor Labor Cost
Banded Mail 200 gp +1 148 gp 12 wks 100 gp Two Apprentices 48 gp
Brigandine 120 gp +1 92 gp 8 wks 60 gp Two Apprentices 32 gp
Bronze Plate 400 gp +0 314 gp 12 wks 200 gp One Apprentice and A Part-Time Overseer 114 gp
Chain Mail 75 gp +3 58 gp 10 wks 38 gp One Apprentice 20 gp
Field Plate 2,000 gp -3 1,304 gp 16 wks 1,000 gp Two Apprentices and One Overseer 304 gp
Full Plate 7,000 gp -3 3,842 gp 18 wks 3,500 gp Two Apprentices and One Overseer 342 gp
Great Helm 30 gp +3 23 gp 4 wks 15 gp One Apprentice 8 gp
Basinet Helm 8 gp +3 6 gp 1 wk 4 gp One Apprentice 2 gp
Hide Armor 15 gp +3 15 gp 8 wks 7 gp One Part-Time Apprentice 8 gp
Leather Armor 5 gp +3 5 gp 4 wks 1 gp One Part-Time Apprentice 4 gp
Padded Armor 4 gp +3 4 gp 4 wks 0 gp One Part-Time Apprentice 4 gp
Plate Mail 600 gp +0 433 gp 14 wks 300 gp One Apprentice and A Part-Time Overseer 133 gp
Ring Mail 100 gp +1 74 gp 6 wks 50 gp Two Apprentices 24 gp
Scale Mail 120 gp +1 92 gp 8 wks 60 gp Two Apprentices 32 gp
Body Shield 10 gp +3 9 gp 2 wks 5 gp One Apprentice 4 gp
Buckler 1 gp +3 1 gp 2 wks 0 gp One Part-Time Apprentice 1 gp
Medium Shield  7 gp +3 7 gp 2 wks 3 gp One Apprentice 4 gp
Small Shield 3 gp +3 3 gp 2 wks 2 gp One Part-Time Apprentice 1 gp
Splint Mail 80 gp +3 64 gp 12 wks 40 gp One Apprentice 24 gp
Studded Leather 20 gp +3 16 gp 6 wks 10 gp One Part-Time Apprentice 6 gp
Chain Barding 500 gp +0 440 gp 10 wks 250 gp Two Apprentices and One Overseer 190 gp
Full Plate Barding 2,000 gp -3 1,304 gp 16 wks 1,000 gp Two Apprentices and One Overseer 304 gp
Full Scale Barding 1,000 gp +0 652 gp 8 wks 500 gp Two Apprentices and One Overseer 152 gp
Half Brigandine Barding 500 gp +0 364 gp 6 wks 250 gp Two Apprentices and One Overseer 114 gp
Half Padded Barding 100 gp +0 88 gp 2 wks 50 gp Two Apprentices and One Overseer 38 gp
Half Scale Barding 500 gp +0 402 gp 8 wks 250 gp Two Apprentices and One Overseer 152 gp
Leather or Padded Barding 150 gp +0 150 gp 4 wks 75 gp Two Apprentices and One Overseer 75 gp

Added ExpensesEdit

Certain events might create additional expenses for an armorer. Bribery, theft, unclaimed crafts and unsold stock all may drain a shop's coffers. A PC armorer also may make armor at a steep discount for friends and allies.

Crafting on the RoadEdit

A horse can carry a tent and leatherworking supplies, ennabling the crafting of non-metal armors while travelling, but the time is increased by x4 due to the part-time nature of the crafts, and a character who crafts will take a penalty on Intelligence checks to notice danger afterwards, thanks to their tiredness.

Repairing ArmorEdit

If using the optional armor damage rules, an apprentice can repair armor for 1/100th of the armor's retail value for each Damage Pont repaired. Compare the cost with the 2 gp/week wage of an apprentice to see how long it takes to repair. Armorers typically charge 50% of the cost of repair when charging customers. Magical armor that has taken minor damage can also be repaired in this way.

Skills & PowersEdit

CP 5, Initial Rating 5, Intelligence (Knowledge) / Strength (Muscle)

No proficiency check is required to make most armor, but a check is required if the effort is rushed or if the materials are inadequate. The proficient character can also repair damaged armor with a check - if the check fails, the armor is ruined.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.