- See also Proficiencies (CFH)#Armorer.
Player's Handbook[]
This character can make all of the types of armor listed in the Player's Handbook, given the proper materials and facilities. When making armor, the proficiency check is rolled at the end of the normal construction time.
The time required to make armor is equal to two weeks per level of AC below 10. For example, a shield would require two weeks of work, whereas a suit of full plate armor would require 18 weeks of work.
If the proficiency check indicates failure but is within 4 of the amount needed for success, the armorer has created usable, but flawed, armor. Such armor functions as 1 AC worse than usual, although it looks like the armor it was intended to be. Only a character with armorer proficiency can detect the flaws, and this requires careful and detailed inspection.
If the flawed armor is struck in melee combat with a natural die roll of 19 or 20, it breaks. The character's AC immediately worsens by 4 additional classes (although never above 10), and the broken armor hampers the character's movement. Until the character can remove the broken armor (a process requiring 1d4 rounds), the character moves at of his normal rate and suffers a -4 penalty to all of his attack rolls. 1⁄2
If an armorer is creating a suit of field plate or full plate armor, the character who will use the armor must be present at least once a week during the creation of the armor, since such types of armor require very exact fitting.
Player's Option: Skills & Powers[]
A character with this proficiency can make the types of armor typically available in the campaign world. The armorer requires the proper raw materials (plate metal, tough leather, etc.) and enough time to do the job properly. Time ranges from about two weeks for a shield to 20 weeks for a suit of plate mail armor. No proficiency check is required generally, though if the armorer tries to rush the job or work with less than adequate materials a proficiency check should be rolled to determine if the character is successful.
The armorer can also make field repairs to armor that has been damaged through use. These repairs always require proficiency checks, and if the check fails the armor or shield is lost.
The Complete Book of Dwarves[]
Dwarves are more adept at making armor than other races. Their armorers are the finest in any world and their special skills are carefully hidden from outsiders. They are capable of producing high quality armor very quickly. Instead of 2 weeks per level of AC below 10, a dwarf armorer requires only 12 weeks per point of AC below 10. While a human armorer takes 10 weeks to make a suit of chain mail, a dwarf armorer labors only 72 weeks (5 H 12).
The Complete Fighter's Handbook contains extensive rules about the use of the armorer proficiency and is recommended to any character interested in utilizing this proficiency to the fullest.
Note from The Complete Paladin's Handbook[]
This proficiency also allows characters to construct barding for mounts, presuming the availability of materials and facilities. Table 24 gives the time required to make barding for war horses, and mounts of comparable size. For smaller or larger mounts, the DM should adjust the times accordingly. Elephant barding might require an extra week or two; barding for a small mule might take a week less. Subtract two weeks for all types of half barding.
Barding Type | AC | Time (weeks)* |
---|---|---|
Leather, Padded | 6 | 4 |
Scale, Brigandine, | 5 | 8 |
Ring, Studded Leather | ||
Chain | 4 | 10 |
Banded, Splint | 3 | 14 |
Plate | 2 | 16 |
Field Plate | 1 | 18 |
Full Plate | 0 | 20 |
As with character armor, barding may be flawed. After creating the barding, the DM secretly makes a proficiency check. If the check fails but is within 4 of a successful result, the character believes the armor is normal, until in combat it functions as 1 AC worse (flawed chain barding has an effective AC of 5). Flawed armor breaks on a natural roll of 19 or 20 in melee combat; the animal's AC then worsens by 4, though it can't be reduced below AC 10 (if flawed leather barding breaks, it has an effective AC of 9). As long as a mount wears broken armor, its movement rate is halved, and it suffers a –4 penalty to its attack rolls. A character can remove broken armor from a mount in 2-8 (2d4) rounds.
Because barding must be fitted exactly, a set of barding styled for one mount won't work for any other animal, even of the same species.