| Post/Author/DateTime | Post |
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| Quade05-07-07, 12:13 AM | Does anyone know of any rules published about what kind armor you can make from the hide of monsters? I know the Draconomicon has rules for armor created from dragons. I think the rule from 2nd edition was that armor created from a creature was the creatures AC -4 but I'm not sure. |
| j3st3r05-07-07, 03:08 AM | There aren't any official rules on creating armors using different monster hides, so all hides (except dragon) can only be used to create normal armors. There are lots of third party materials that has some suggestions on some moster hides, e.g.: Basilisk Skin: The reptilian skin of the basilisk, when properly harvested and prepared, may be used when crafting clothing or padded, leather, or studded leather armors. The DC of crafting an item with basilisk skin is modified by +3 and the price of such an item increases by 300 gp. The AC of armors crafted with basilisk skin is modified by +1 as long as enough basilisk skin is used to create the armor. One basilisk produces enough hide for a single suit of armor for a small creature. The skin from multiple basilisks can be combined. Basilisk armor has 8 hit points per inch of thickness and hardness 5. I've also created a rule for skinning a creature: Survival DC 15 or craft (taxidermy) DC 15. Success by 5 or more halves the time spend to skin the creature (to a minimum of 1h). Failure less than 5 doesn’t ruin the skin but increases the DC cumulatively by +2. Failure by 5 or more ruins the hide or skin entirely. Time to skin a creature lasts 1h + natural armor bonus + size (-2 tiny, -1 small, 0 medium, +1 large, +2 huge). Minimum time to skin a creature is 1h. Aid Another provides +2 per character to the skill check; Only one character can skin a creature of the same size or smaller. Two characters can skin a creature of one size category larger. Four characters can skin a creature of two size categories larger. |
| penchant05-07-07, 03:28 AM | I've been trying to convince my DM to let me make armor from displacer beast hide for years, but he keeps saying, "Sure but its still just leather armor." |
| j3st3r05-07-07, 06:21 AM | I've been trying to convince my DM to let me make armor from displacer beast hide for years, but he keeps saying, "Sure but its still just leather armor." With a good reason. I don't think that the displacement is something that stays in the skin after the displacer beast is dead, just like you couldn't change armors color at will if it's made out of chameleon's skin. You could always buy/create Major Cloak of Displacement (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#cloakofDisplacementMaj or) and call that a displacer beast hide, but wouldn't you think that the displacer beast would have hunted to extinction if their hides quality would stay on the skin? Nonetheless, here's one suggestion: Displacer Hide/Skin: The hide from a displacer beast or the skin from a displacer serpent maintains some of its supernatural qualities. When used in clothing or armor, the hide or the skin provides concealment (attacks have a 20% miss chance) against everyone beyond 5 feet. One creature produces enough hide or skin for armor for a character of one size category smaller than the creature. The skin or hide from multiple creatures can be combined. The DC of crafting an item with displacer hide or skin is modified by +5 and the price of such an item increases by 500 gp. |
| tarkin05-07-07, 11:14 AM | First, some basic facts. What you want (magic abilities from dead body parts) is called: Power Components They reduce the gold and xp cost (they usually do NOT eliminate them, at least not both), and still require: 1. Same pre-reqs to make. I.E. You want a cloak of Displacement, you still need to have Craft Wonderous Items, know the spell Displacement, etc., even if you have killed a displacer beast. 2. The same amount of time Second, your DM may reasonably require a survival check to ensure that you get a clean hide. Third and most importantly: It is totally unreasonable and ridiculously ignorant to base armor provided in any way shape or form on the natural armor of the creature In real life, the first thing you do after you kill a creature (of any kind - pib, cow, rhinorcerous, alligator, whatever) and skin it is to scrape down the skin, making it thin, so that it is flexible enough to wear) Doing this in effect reduces the armor class to the same good old +3 for Hide armor (and it STILL is not very flexible - see Dex penalty: -3 and Max Dex: 4) , but if you don't do that, then hey it is too thick to move in. Look at Pigs and cows. In D20 they are called Boars and Bison. A normal, regular, run of the mill Boar has a natural armor of 6, the Bison has a natural AC of 4. Hide armor is a set value of +3, because if you get a thicker hide, all that means is you have to work harder at scraping it down so that it is thin enough to wear. Certain SPECIAL creatures have hides you can make armor of that are better than the standard. Examples include Dragons, and certain insectoid races that specifically mention it. You want to add a few extra races? Fine. Make them up individually and make them balanced for whatever game you play, don't come up with some silly rule about Natural Armor. |
| Quade05-07-07, 11:55 AM | Third and most importantly: It is totally unreasonable and ridiculously ignorant to base armor provided in any way shape or form on the natural armor of the creature In real life, the first thing you do after you kill a creature (of any kind - pib, cow, rhinorcerous, alligator, whatever) and skin it is to scrape down the skin, making it thin, so that it is flexible enough to wear) Doing this in effect reduces the armor class to the same good old +3 for Hide armor (and it STILL is not very flexible - see Dex penalty: -3 and Max Dex: 4) , but if you don't do that, then hey it is too thick to move in. Hide armor is a set value of +3, because if you get a thicker hide, all that means is you have to work harder at scraping it down so that it is thin enough to wear. Thanks to everyone for the responces and if anyone knows of any Non-official published OGL books on this topic let me know, I'd love to give them a look. While I agree in most part that all you will get is Hide/Leather from an magical creatures hide, I probably will throw in some minor changes of my own. I do not think it is unreasonable to expect some minor changes to the armor based on what it is taken from. The Character in question got the Hide of a Bluespawn Godslayer and considering the creature I don't think it's terribly unbalancing to give armor from such a creature a +1 to the AC and a +1 on electrical saves. Oh and as for Hide Armor, from what I remember reading about it, it's not that it's scraped more, it's in fact scraped less. It's normally thicker and less prepared then leather armor and while it gives added protection, it is stiffer, more encoumbering and it smells. :) |
| tarkin05-07-07, 02:27 PM | Yes, it is scraped less. That is why you get Hide +3, as opposed to Leather +2. But the point is, that it still must be scraped. Because it must be scraped, no you can't get better AC simply by starting out with a better creature. We already have hides that are too thick to be usefull and we must scrape them down. If you want a particular creature to give a special hide that is both hard and still flexible, that is different. That makes sense. X creature has a particular, special hide. But that is not what is being asked for. What they ask for is some abusive rule that lets people hunt down a creature with a ridiculously high AC and somehow get it for your own, ignoring the massive penalties you would get for not scraping it down. I do admit, that Super-thick hide might be appropriate, looking like this: Thick Hide: AC +4, Max Dex +2, skill penalty -5, or even Ultimate thick Hide: AC +5, Max Dex +0, skill penalty -7 But even those seem beyond reason, or otherwise people would have made them in real life. You don't hear about armor made from Sharkskin or Rhinocerous or Elephant as being better than a Breastplate, so it should be obvious that some "rule" based on the natural armor is silly. It did not happen in real life so it should not happen in the game, at least not for all creatures. As for magical powers, you can do that, but you still need to enchant it. See Power Components. The rule exists in d20, I see ZERO reasons to reinvent it. In particular, I see zero reason to ignore the existing rules and let them get something even if they don't have: a feat, time, or the knowledge on how to make the item. If you wish to claim this is a good idea, then give a reason don't simply say "I think it should be done." Dead body parts don't do anything by themselves. You can't pick up a dead condor's wings, strap them to your body and fly. |
| Quade05-07-07, 03:04 PM | If you wish to claim this is a good idea, then give a reason don't simply say "I think it should be done." He He, well, I'm the GM and this is for my own campaign world so pretty much what I say goes. The fact that the game is OGL now gives rise to a lot of House Rules, in fact it pretty much invites them, so I can't really say I need a reason other then thats the way I'm going to do it. If I, as the GM, feels that a Bluespawn Godslayers hide is slightly resistant to electricity then it is, again because it's my campaign. I was just looking for what others have done in this case and if there was any other published works on it. Thanks... |
| Vharuck05-07-07, 04:31 PM | If you want to create armor with magical properties, I'd suggest using the Craft Magic Arms and Armor feat. Maybe to keep it from being limited to spellcasters, allow non-spellcasters to take it and craft items but instead of having to cast spells while making it (normally the process of enchanting items), they must supply magical materials (in this case, the displacer beast hide). These materials would be in addition to the regular gold and XP cost to make the item. Otherwise you're stepping on wizards' toes by telling them anyone can do the same thing without even blowing a feat. |
| Grave_Accomplice05-07-07, 05:42 PM | Thanks to everyone for the responces and if anyone knows of any Non-official published OGL books on this topic let me know, I'd love to give them a look. Heros of High Favor: Half Orcs by Bad Axe Games. It has several new uses for wilderness lore/survival skills. Weapons, armor, harvesting poisons, etc. PDF's go for $5 or so. Books are slightly more. |
| penchant05-08-07, 12:44 AM | Actually my reference to displacer hides dates back to 1e games, when rules were murky and we played by the seat of our pants. The power components suggestion is good and can add some flavor to even 'generic' magic items. However I like the ideas that dragon craft items inspire. These are not enchanted at all (though can be enchanted) but still have some small abilities that are non magical in nature. While dragons are very magical creatures, there are plenty of other creatures out there that are magical in their own niche. While I agree that a displacer beast hide should not give you displacement, a minor version of that ability that is non magical in nature would be nice. Like a 5% concealment or +2 bonus to hide checks from outline distortion would be good. These are things that people can do that have nothing to do with spell casters, and can be supported by a whole economy of specialized experts. They are also high end gear for low end people. How disappointing is it to play a 3rd level character and have just one or two things (if you are lucky) written down in the magic items column? What if you have a cloak of fire resistance 5(EX), a long sword of shock (+1 pt elect. dam EX), and leather displacer beast armor (Stats as leather armor +2 to hide checks). All these can be non magical, non enchanted and reasonably affordable. Certainly less than 1000+ gp that is the minimun for magic armor or 2000+ gp for a magic sword. The cloak and sword already exist from Dragon Craft but could also come from less formidable creatures with similar abilities. |
| Grave_Accomplice05-08-07, 04:12 PM | Gotta love OGL. :) Here's some material from HoHF: Half Orcs. Keep in mind that this book was made for half-orc barbarians. It was designed to reward their roleplaying with bonuses that they would most often have access to. Methods of creating their own trophies, creating resistant armor without high level spellcasters present, and what not. The checks below require the Craft (Armorsmithing) skill. If you want to create 'savage' versions of breastplate, banded, splint, half-plate, or full-plate armors (savage = being made of leather, bone, and other natural components): -normal DC's to create, but the armor is worth only 1/4 of its civilized equivalent (reduced time to create) -armor is 1 point worse for both AC and armor check penalties. -Failure in a skill check destroys all components. Start again from sratch. Masterwork additions (those listed below are for light armors. Add +5 to the DC and twice the cost for Medium armors. Add +10 to the DC and quadruple the cost for Heavy armors): (All skill and cost requirements are in addition to masterwork DC and cost requirements) -Energy Resistance: Requires the hide of a critter with resistance. The DC to add the same resistance to armor made from its hide is 20 +1/point of resistance. The market value is +300 gp/point of resistance. The max you can add is half the creatures resistance. -Naturally Tough Armor: Requires a critter with a great deal of natural armor. The DC to craft is the same for the armor of the chosen type +5 for every point additional armor. The max additional armor available is +1 for every 5 points the creature had (example given in the book: an adult red dragon with a +18 NA could add up to +3 to armor made from it's hide). The market cost is +1000 gp per additional AC squared. You can also add up to +1 point of AC to shields in this manner. The above are all considered nonmagical bonuses, and I don't think you can transfer magical properties over without a mage. However, having made your armor from a creature with an ability you want to emulate should reduce the cost of the item. The power components rule mentioned earlier would work for this. |
| Grave_Accomplice05-08-07, 06:27 PM | But the point is, that it still must be scraped. Because it must be scraped, no you can't get better AC simply by starting out with a better creature. We already have hides that are too thick to be usefull and we must scrape them down. If you want a particular creature to give a special hide that is both hard and still flexible, that is different. That makes sense. X creature has a particular, special hide. But that is not what is being asked for. What they ask for is some abusive rule that lets people hunt down a creature with a ridiculously high AC and somehow get it for your own, ignoring the massive penalties you would get for not scraping it down. Not sure how accurate this is (explorers tend to embellish), but one explorer describes dealing with elephant hide wearing individuals, possibly of Maylain descent, in this link: http://books.google.com/books?id=uparKuIV_RIC&pg=PA179&lpg=PA179&dq=elephant+hide+armor&source=web&ots=Svzpzumssn&sig=tRoqSi1FIkGH1e_AzHf3j_Z2mvc#PPP4,M1 You'll find it in page 179: "... are armed top to toe with helmet, braclets, coat-of-mail, greaves and linings of elephant-hide-armor so proof that nothing can make a dint on it besides firearms, for the best sword or cutlass was turned...". The statement appears to have been made in 1690-1691. Given the animals that armored hides can be made available,there's no reason to assume that a fantasy based game can't do something similar. |
| Grave_Accomplice05-13-07, 03:34 PM | To the OP: You can also look at MGP's The Quintessential Half-Orc. There are stats in it for hide armor made from various animals, as well as rules for enchanting 'spirit armor'; hide armor that allows you to temporarily gain some of the creatures power (special abilities, resistances, immunities, feats, etc). |