Armor and Weapon Crafting
Armor Crafting
Players and non-player characters can craft armor, if they have the proper skills, the required materials, the correct tools and a workspace to apply their ability. Unlike how it seems in the base rules, armor is not available off the rack like going to a clothing store today -- it must be crafted to the measurements of the person who will wear it, and then time will be needed to create the armor. For these rules we assume that raw materials are immediately available if you are an established Armorer in a town or city, with perhaps some delay (and likely DOUBLE cost) if you are a traveling journeyman or wandering adventurer.
In general, assume that NPC journeymen Armorers have a skill of 25 and master Armorers have a skill of 55. It will be the rare NPC that approaches a skill of 80.
Armor | Materials | Time |
Quilted Leather | 3CC | 8 hours |
Leather Armor | 4CC | 1 day |
Ringed Leather | 40CC | 11 days |
Bezainted Leather | 50CC | 13 days |
Jazeraint Armor | 65CC | 23 days |
Brigandine Armor | 70CC | 32 days |
Chainmail | 300CC | 180 days |
Plate Mail | 420CC | 357 days |
Plate Armor | 540CC | 729 days |
Elven Lamellar* | 20CC | 19 days |
Dwarven Chainmai* | 350CC | 210 days |
Dwarven Plate Mail* | 490CC | 415 days |
Dwarven Plate Armor* | 630CC | 851 days |
*non-human manufacture in appropriate locations, included for completeness
Helmets | Materials | Time |
Cloth Hat | 5b | 1 hour |
Leather Helm | 2CC | 3 hours |
Metal Helm | 15CC | 3 days |
Full Helm | 45CC | 9 days |
Elven Battlehelm* | 6CC | 2 days |
Dwarven Warhelm* | 65CC | 12 days |
*non-human manufacture in appropriate locations, included for completeness
Shields | Materials | Time |
Buckler | 3CC | 4 hours |
Small Shield | 6CC | 6 hours |
Banded Shield | 22CC | 3 days |
Metal Shield | 70CC | 9 days |
Dwarven Tower Shield* | 90CC | 12 days |
*non-human manufacture in appropriate locations, included for completeness
Material cost and time for armor and helmets will be modified by the weight of the person the armor is for:
Weight Range | Modifier | Weight Range | Modifier | |
85-109# | -30% | 186-210# | +10% | |
110-134# | -20% | 211-240# | +20% | |
135-159# | -10% | 241-265# | +30% | |
160-185# | As priced | 266-300# | +40% |
EXAMPLE - A 250# character needs a suit of Chainmail made for them. It will cost 390CC for the materials and take 234 days to create it.
When armor or helmets are created, roll 2d10 on the following crafting table to determine quality. To this roll subtract Armorer EL/10 (round up) and add AV*2 for armors and helmets or AV/3 (round down):
0 or less | 1 to 4 | 5 to 11 | 12 to 16 | 17 to 20 | 21 or more |
Superior | Fine | Good | Fair | Poor | Junk |
Superior armor has 40% more DV, and can sell for 20% more. Fine armor has 20% more DV and can sell for 10% more. Fair armor has 20% less DV and sells for 10% less, poor armor has 40% less DV and sells for 20% less. For shields, substitute AV for DV.
A result of Junk indicates that the Armorer screwed up and loses 1d6x10% of his material (as well as his time).
Armorers may trade time for quality, adding 50% to the crafting time for a -4 to the crafting roll. Likewise, they may risk quality for time, taking 66% of the normal time for a +4 to the crafting roll.
Weapon Crafting
Armorers can also create weapons as well as armor. However, since weapons are more generic there is a chance that they are available for immediate purchase (90% for cultural weapons, 30% for similar weapons, 10% for other weapons if used by neighboring trade partner and 1% otherwise for weapons), roll until failure. If weapons created by other races are available in the region, use ONE-FIFTH the base percentage. Ammunition is always available for cultural ranged weapons and 50% available for trade partner weapons.
EXAMPLE - A group in Caldo has an 90% chance to immediately purchase Short Swords, Pikes and Javelins. They have a 30% chance to purchase some other sword, polearm or spear weapon and a 10% chance for Bows, Daggers and Axes due to trade partners. All weapons have a 1% chance. He may attempt to purchase Short Swords for his party, rolling for each purchase until he rolls a 91 or higher. If he wanted to purchase Dwarven axes, his chance for immediately available weapons is 2%.
All other rules regarding materials and armorer skill as specified for Armor applies toward weapons as well.
For bows the skill is Bowyer (EL20 for journeymen, EL40 for masters). For arrows, quarrels or bolts the skill is Fletcher (EL20 for journeymen, EL40 for masters).
Daggers | Materials | Time |
Throwing Dagger | 15b | 7 hours |
Fighting Dagger | 6CC | 2 days |
Secret Knife | 2CC | 1 day |
Elven Throwing Knife* | 2CC | 2 days |
Elven Estoc* | 7CC | 4 days |
NOTE - *non-human manufacture in appropriate locations, included for completeness
Swords | Materials | Time |
Short Sword | 9CC | 4 days |
Sword | 12CC | 5 days |
Broadsword | 24CC | 15 days |
Bastard Sword | 33CC | 20 days |
Greatsword | 48CC | 41 days |
Scimitar | 12CC | 7 days |
Talwar | 18CC | 16 days |
Dueling Foil | 6CC | 3 days |
Sword Cane | 11CC | 5 days |
Elven Rapier* | 21CC | 60 days |
NOTE - *non-human manufacture in appropriate locations, included for completeness
Axes | Materials | Time |
Throwing Axe | 8CC | 2 days |
Hand Axe | 10CC | 3 days |
Axe | 20CC | 6 days |
Battleaxe | 30CC | 11 days |
Dwarven Axe* | 26CC | 8 days |
Dwarven War Axe* | 40CC | 15 days |
NOTE - *non-human manufacture in appropriate locations, included for completeness
Polearms | Materials | Time |
Glaive | 20CC | 3 days |
Halberd | 36CC | 7 days |
Pike | 18CC | 4 days |
Spears | Materials | Time |
Spear | 8CC | 2 days |
Javelin | 3CC | 8 hours |
Lance | 25b | 7 hours |
Heavy Lance | 12CC | 4 days |
Elven Spear* | 9CC | 3 days |
NOTE - *non-human manufacture in appropriate locations, included for completeness
Maces | Materials | Time |
Club | 4CC | 3 hours |
Mace | 25CC | 3 days |
Great Hammer | 50CC | 8 days |
Staves | Materials | Time |
Quarterstaff | 6CC | 5 hours |
Warstaff | 12CC | 1 day |
Flails | Materials | Time |
Flail | 22CC | 3 days |
Ball & Chain | 40CC | 5 days |
Other Weapons | Materials | Time |
Sap | 12b | 2 hours |
Cestus | 9b | 4 hours |
Heavy Cestus | 18b | 1 day |
Bullwhip | 6b | 2 hours |
Cat of Nine Tails | 14b | 4 hours |
Knout | 2CC | 8 hours |
Lash | 2b | 1 hour |
Infantry Caltrops (10) | 6CC | 3 hours |
Cavalry Caltrops (10) | 12CC | 6 hours |
Bows & Arrows | Materials | Time |
Bow | 6CC | 7 days |
Longbow | 10CC | 12 days |
Shortbow | 4CC | 5 days |
Composite Bow | 9CC | 16 days |
Arrows (10) | 15b | 5 hours |
Elven Selfbow* | 8CC | 21 days |
Elven Arrow (10)* | 16b | 8 hours |
NOTE - *non-human manufacture in appropriate locations, included for completeness
Crossbows & Bolts | Materials | Time |
Light Crossbow | 7CC | 3 days |
Heavy Crossbow | 12CC | 6 days |
Arbalest | 20CC | 9 days |
Quarrels (20) | 3CC | 9 hours |
Arbalest Bolts (5) | 4CC | 1 day |
Dwarven Rep. Crossbow* | 18CC | 11 days |
Dwarven Rep. Stonebow* | 18CC | 11 days |
Rep. Crossbow Darts (5)* | 3b | 1 hour |
Rep. Stonebow Pellets (5) | 6b | 1 hour |
NOTE - *non-human manufacture in appropriate locations, included for completeness
Slings | Materials | Time |
Sling | 3b | 1 hour |
Handle Sling | 15b | 6 hours |
Sling Balls (10) | 12b | 2 hours |
When weapons are created, roll 2d10 on the following crafting table to determine quality. To this roll subtract Armorer EL/10 (round up) and add WSB*2:
-2 or less | -1 to 1 | 3 to 9 | 10 to 14 | 15 to 18 | 19 or more |
Superior | Fine | Good | Fair | Poor | Junk |
Superior weapons have 40% more FV (round up), and can sell for 25% more. Fine weapons have 20% more FV and can sell for 10% more. Fair weapons have 20% less FV and sell for 10% less, poor weapons have 40% less FV and can sell for 25% less.
Alternately, Superior weapons may have +1 WSB instead of increased FV and may sell for 50% above normal price.
A result of Junk indicates that the Armorer screwed up and loses 1d6x10% of his material (as well as his time).
Armorers may trade time for quality, adding 50% to the crafting time for a -4 to the crafting roll. Likewise, they may risk quality for time, taking 66% of the normal time for a +4 to the crafting roll.