Monday, August 17, 2015

Improved Armor Tables Part 1 - Hide and Chitin


The ultimate expression of victory over a monster is not killing it or taking its treasure - it's making armor out of its hide.  Adventurers are bound to come across all sorts of interesting and thickly armored creatures that they might want to turn into armor - not only is it an excellent trophy of your victory, but it is also a great way to add a dash of unique flair to your character's look.  After all, who is going to forget the grizzled dwarven hero decked out in black beetle armor, or the salty sea captain wearing a cuirass made from the rubbery hide of a giant squid?

Presented here are rules for creating both hide and chitin armor with variable levels of protection depending on the natural armor bonus of the creature they come from.  After all, mammoth hide should be stronger and heavier than wolf hide, and ankheg armor is going to be more protective than a cave fisher breastplate.

The following rules in gold and their accompanying tables are available as Open Game Content under the OGL.  Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.


Hide Armor
   This tough armor is made from plates and strips of hardened hide, usually less treated and refined than normal leather armor.  Its appearance and functionality vary widely depending on how it is made and what beast the hide was taken from.  Sometimes, especially with hide armors constructed in cold environments, the fur is even left on.  Fur armor does not cost extra to create, nor does it improve the quality of the armor, but it does provide a +5 circumstance bonus to Fortitude saves made to resist the effects of cold weather and impose a -9 circumstance penalty on Fortitude saves made to resist the effects of hot weather (this includes the -4 penalty for wearing armor of any kind). 
   The AC bonus of any given hide armor is equal to half the total natural armor bonus of the creature it came from (rounded down, minimum 1).  Hide armor with an AC bonus of +3 or less is light armor, +4 or more is medium armor.  No matter the natural armor bonus of the creature it came from, hide armor can never have a base AC bonus of more than +6 or it becomes too thick and restrictive to wear.  The hide of a creature with higher natural armor can be used to make thinner hide armor than it usually would at the option of the creator at no extra cost; this does not reduce the amount of raw material required (for instance, mammoth hide usually produces a suit of hide armor that has a +6 armor bonus, but it could be scraped down and specially treated to produce a suit of hide with a +4 armor bonus). 
   It takes the hide of one Large creature, two Medium creatures, or four Small creatures to create one Medium-sized suit of hide armor (half as much for a Small suit of hide).  Doubling the amount of raw materials produces a suit with an armor bonus +1 greater because it allows the armorer to select only the thickest parts of the hide or double-up on thinner areas.  For example, the pelt of one brown bear (a Large sized creature) provides enough raw materials for one suit of Medium sized hide armor that has a +3 armor bonus, but the addition of another brown bear pelt provides enough raw materials to make hide armor with a +4 bonus, and yet another brown bear pelt could yield a suit of hide with a +5 armor bonus.  Most hide armors available for sale are produced in this fashion from layered cowhide. 

   Ideally, the hide should come from a creature that has been killed primarily with bludgeoning and/or piercing damage and without the use of fire or acid.  Hides that have been excessively slashed might require the use of one or more mending spells before they are suitable for crafting into armor, per the GM’s discretion.  Crafting or wearing the hide of certain creatures may be considered an evil act.  The suitability of any given creature’s hide for the construction of armor is a decision for the GM.


Chitin Armor
   This exotic armor resembles plate, except instead of metal it is made from the natural carapaces of giant vermin.  Gaps between the shaped plates of chitin are protected with leather or mail.  Chitin armor is lighter than steel and never rusts, but its plates are generally bulkier and less fitted than steel plate.  Chitin armor is not commonly available for sale, as the secrets of its manufacture are not widely known.  It is most common among races that dwell deep underground, or in places such as deserts, swamps, and the ocean, where the carapaces of giant vermin are easier to obtain than iron.  Like plate armor, chitin must be made to fit each individual wearer.  A captured suit of chitin armor has a 10% chance of fitting a new wearer, otherwise it must be resized.  Resizing a suit of chitin to fit a new wearer of the same size category costs 100 to 400 (2d4x50) gold pieces. 
   The qualities of chitin armor vary depending on what beast the carapace belonged to.  The armor bonus of a suit of chitin armor is equal to the total natural armor bonus of the creature it came from.  The carapaces of creatures with a natural armor bonus under +4 are too thin and fragile to be made into armor.  Chitin armor with an AC bonus of +4 to +6 is considered medium armor, and +7 to +9 is heavy armor.  No matter the natural armor bonus of the creature it came from, chitin armor can never have a base AC bonus of more than +9.   
   It takes the carapaces of two Large creatures, four Medium creatures, or eight Small creatures to create one Medium-sized suit of chitin armor (half as much for a Small suit of chitin), because the armorer must select just the right plates to serve as parts of the armor.  Carapaces provided to the armorer must be fresh (under a week old) and cleaned of flesh or they begin to rot and are useless.  Once selected for the armor, the plates of chitin must be soaked and treated in a bath of special alchemical ingredients costing 1,000 gp (this is factored into the cost of the armor) that strengthens the material and allows the armorer to mold the plates to better fit the wearer.  Because of the difficulty of crafting chitin armor, the Craft DC is 4 more than it normally would be.  

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I don't know why, but it really bugged me that all hide armor had +4 armor bonus.  Shouldn't we be able to make heavier hide armors from thicker hides and lighter hide armors from thinner hides?  Well, now you can.  You'll notice that the only thing different about the +4 hide armor from the basic hide armor given in the Core Rulebook is the price - 40 gp instead of 15.  To make this 'variable-bonus hide armor' thing work, I needed a simple progression of armors from +1 to +6, and having the mid-level version cost only 15 gold was just too restrictive.  Instead, the cost of hide armor increases exponentially with its armor class bonus.  

I really needed to add chitin armor because, like most people who grew up playing Baldur's Gate, I think ankheg armor is awesome.  Chitin armor also evokes that otherworldly, fantastical aesthetic that I associate with Morrowind or Dark Sun.  But also, the Pathfinder rules system lacked the rules for making armor out of giant bugs, and I decided it was about time that got fixed.  With a little bit of creativity, the rules for chitin armor can be applied to other chitin items as well, like shields or even weapons.  Imagine a svirfneblin warrior bearing a tower shield made out of the wing-case of a giant beetle and brandishing a pick made from the beetle's horn.  

These two variable-bonus armors add a lot of flexibility to the armor tables, especially for druids, who are forbidden from wearing metal armor.  To keep things balanced, I made sure that most instances of each chitin and hide armor were comparable to, but ultimately not as good as (or at least different from), other armors providing the same AC bonus.  +3 hide armor, for example, has a higher armor check penalty than studded leather.  +2 hide armor is also slightly inferior to leather armor, to show that hide armor is rougher and less refined.  With chitin, +7 chitin armor has the +1 max Dex bonus of banded mail but the inferior -7 armor check penalty of splint mail.  Plus it costs a couple thousand more gold pieces.  

The added expense of chitin armor is important for a couple of reasons.  First of all, it adds another barrier to its acquisition by druids.  Druids are scary powerful - they don't need easy access to plate armor at low levels on top of that.  Secondly, it make the armor rarer and therefore more special.  You should be able to have rhinoceros beetle armor, but it shouldn't be a common thing.  Now, getting that special armor becomes like a mini quest.  Of course, in a campaign setting where chitin armor was supposed to be common, a GM might make it cheaper.  

Another important thing to note about both of these armors is that the GM controls a player's access to them.  You can't just find crocodile skin armor or ankheg plate in any given store (unless your GM wants that).  You need to go out and find the monsters, kill them in a way that leaves their hides or carapaces in a salvageable condition, haul them to a skilled armorer before they rot, and wait around for the armor to be finished.  The GM can make each of those steps and easy or as hard as it needs to be to feel right for the campaign world. 

-your sclerotized d20 despot

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