
Der Origami Mann |
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I am searching for rules about armor made of
I found only this thread here: Armor made from Ankheg Hide and some rules about special materials
Angelskin
Source: Pathfinder Roleplaying Game Ultimate Equipment
The preserved skin of an angel retains a portion of celestial grace and can be crafted into leather, hide, or studded leather armor. Angelskin radiates a moderate good aura that masks malign auras. Any evil aura radiated by the wearer is reduced in strength by 10 Hit Dice. Auras reduced below 1 Hit Die can't be detected by means such as detect evil; the creature doesn't detect as evil, though this has no effect on other aspects of the creature's alignment. For example, a weak chaotic creature wearing angelskin armor detects as chaotic, but not evil.
Spells and supernatural abilities that have special effects when cast on or used against creatures with evil alignments (even beneficial effects) have a 20% chance of treating an evil wearer as neutral instead. Ongoing effects such as smite evil make this roll the first time they are used against the creature; if the effect treats the target as neutral, it does so for the remainder of the effect's duration. If the ongoing effect applies to an area and the wearer leaves that area, the percentage chance should be rolled again. Permanent magic items such as holy weapons always treat the wearer as evil. Armor constructed from angelskin is always of masterwork quality; the masterwork cost is included in the prices given below.
Angelskin has 5 hit points per inch of thickness and hardness 5.
Bone
Source: Pathfinder Roleplaying Game Ultimate Combat
Bone can be used in place of wood and steel in weapons and armor. Other animal-based materials like horn, shell, and ivory also use the rules for bone weapon and armor. The cost of a bone weapon or bone armor is half the price of a normal weapon or armor of its type.
Weapons Light and one-handed melee weapons, as well as two-handed weapons that deal bludgeoning damage only, can be crafted from bone. Hafted two-handed weapons such as spears can be crafted with bone tips, as can arrowheads. Other two-handed weapons cannot be constructed of bone. Bone weapons have half the hardness of their base weapons and have the fragile weapon quality. Masterwork bone weapons also have the fragile quality, but magic bone weapons do not. Bone weapons take a –2 penalty on damage rolls (minimum 1 damage).
Armor Studded leather, scale mail, breastplates, and wooden shields can all be constructed using bone. Bone either replaces the metal components of the armor, or in the case of wooden shields, large pieces of bone or shell replace the wood. Bone armor has a hardness of 5 and has the fragile armor quality. Masterwork bone armor also has the fragile quality, but magic bone armor does not. The armor/shield bonus of bone armor is reduced by 1, but in the case of studded leather, the armor check penalty is also reduced by 1 (to 0).
Dragonhide
Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality.
One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer.
Because dragonhide armor isn't made of metal, druids can wear it without penalty.
HP/inch 10 (hide of a dragon is typically between 1/2 inch and 1 inch thick).
Hardness 10
Cost Dragonhide armor costs twice as much as masterwork armor of the same type, but it takes no longer to make than ordinary armor of that type (double all Craft results). If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%.
Dragonhide - Variant rules
If the dragonhide used to construct this armor comes from a dragon that had immunity to an energy type, the armor pieces also have immunity to that energy type, but only confer the immunity on the wearer if he is wearing a suit of armor made entirely of dragonhide from the same type of dragon. A piece of dragonhide armor costs double the armor piece cost + 100 gp. Alternatively, a plate torso armor piece can be constructed from dragonhide for 700 gp, and an agile plate torso armor piece can be constructed from dragonhide for 1,100 gp; if either is worn alone, it bestows any energy damage immunity possessed by the dragon to the wearer.
Eel-Hide
Source: Pathfinder Roleplaying Game Ultimate Equipment
This supple material offers as much protection as leather, but is more flexible and resistant to electricity. Leather, hide, or studded leather armor can be produced with eel hide. The armor check penalty of such armor is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus of the armor is increased by 1. Additionally, wearing eel hide grants the wearer electricity resistance 2. Armor crafted from eel hide is always considered masterwork, and the masterwork costs are included in the listed prices.
Eel hide has the same hit points and hardness as leather.
Griffon-mane
Source: Pathfinder Roleplaying Game Ultimate Equipment
This rough-spun cloth, ranging in color from golden-brown to brown-black, is woven from the mane of leonine magical beasts, primarily griffons but also chimeras and manticores, and is exceptionally strong and light. Wearing a cloak, robe, clothing outfit, or padded or quilted armor made from griffon mane grants a +2 competence bonus on Fly checks. If an item made of griffon mane is magically given the ability to fly, the cost to add that specific magical property is reduced by 10%, though this does not reduce the cost of any other abilities the item has.
Griffon mane has twice the number of hit points of normal cloth and hardness 1.

Der Origami Mann |

My first idea was to take the rules / variant rules and made "craft rules" for every creaturetype:
Armorsmiths can work with the hides of creatures (with supernatural or extraordinary abilities) to produce armor or shields (of masterwork quality).
- hide armor for a creature one size category smaller.
- banded mail for a creature two sizes smaller
- half-plate for a creature three sizes smaller
- breastplate / full plate for a creature four sizes smaller
- light / heavy shield in addition to the armor, provided that the creature is mininimum one size lcategory larger.
- If the hide comes from a creature that had immunity to an energy type, the armor is also immune to that energy type (cold), although this does not confer any protection to the wearer.
- If the armor is later given the ability to protect the wearer against that energy type (cold), the cost to add such protection is reduced by 25%.
- If the hide comes from a beast that had weakness to an energy type, the armor is also weakness to that energy type (fire), although this does not confer any vulnerability to the wearer.
- If the armor is later given the ability to protect the wearer against that energy type (fire), the cost to add such protection is raised by 25%.

Der Origami Mann |

You don't need crafting rules for all of these, the crafting rules exist.
Not realy. There are limited rules for crafting, but no rules for "crafting components" and their effects AND no rules for using components that have been crafted. I think - for example - a winter wolf hide is a special material, but there are no rules for it.
We killed a winter wolf and I made a craft (leather) check to get the winter wolf hide. Now I want to craft an armor with this winter wolf hide.
As written the winterwolf (size: large ; nature AC: 7) have immunity to cold and weakness to fire.
So what effects have this on a crafted hide armor?
Here are the rules i found:
Crafting rules:
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
Check
You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must still make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.
1. Find the item's price in silver pieces (1 gp = 10 sp).
2. Find the item's DC from Table: Craft Skills.
3. Pay 1/3 of the item's price for the raw material cost.
4. Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.
[spoiler=Craft - create MW items]
Create Masterwork ItemsYou can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
Table: Craft Skills
Item:
(Craft Skill | Craft DC)
Acid:
(Alchemy | 15)
Alchemist's fire, smokestick, or tindertwig
(Alchemy | 20)
Antitoxin, sunrod, tanglefoot bag, or thunderstone
(Alchemy | 25)
Armor or shield
(Armor | 10 + AC bonus)
Longbow, shortbow, or arrows
(Bows | 12)
Composite longbow or composite shortbow
(Bows | 15)
Composite longbow or composite shortbow with high strength rating
(Bows | 15 + (2 x rating))
Crossbow, or bolts
(Weapons | 15)
Simple melee or thrown weapon
(Weapons | 12)
Martial melee or thrown weapon
(Weapons | 15)
Exotic melee or thrown weapon
Weapons | 18
Mechanical trap
Traps | Rules for crafting traps)
Very simple item (wooden spoon)
(Varies | 5)
Typical item (iron pot)
Varies | 10)
High-quality item (bell)
Varies | 15)
Complex or superior item (lock)
(Varies |20)

Der Origami Mann |

OK, we take the resistance type from the dragonhide for the beast. Also we can take the armor size by the creature size.
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Let´s have a look on the dragontypes:
|
Tiny Dragon:
tiny dragon (water)
AC +3 natural
Immune acid, paralysis, sleep
|
Small Dragon:
small dragon (water)
AC +6 natural
Immune acid, paralysis, sleep
|
Medium Dragons:
Medium dragon (water)
AC +9 natural
Immune: acid, paralysis, sleep
medium dragon (water)
AC +12 natural)
Immune acid, paralysis, sleep
|
Large Dragons:
Large Dragon (Water)
AC +15 natural
DR 5/magic;
Immune: acid, paralysis, sleep
Large dragon (water)
AC +18 natural
DR 5/magic
Immune: acid, paralysis, sleep
large dragon (water)
AC +21 natural
DR 10/magic
Immune acid, paralysis, sleep
|
Huge Dragons:
Huge dragon (water)
AC +24 natural
DR 10/magic
Immune acid, paralysis, sleep
Huge dragon (water)
AC +27 natural
DR 15/magic
Immune acid, paralysis, sleep
Huge dragon (water)
AC +30 natural
DR 15/magic
Immune acid, paralysis, sleep
Huge dragon (water)
AC +33 natural
DR 20/magic
Immune acid, paralysis, sleep
|
Gargantuan Dragon:
Gargantuan dragon (water)
AC +36 natural
DR 20/magic
Immune acid, paralysis, sleep
-> You need a Gargantuan Dragon Hide (+36 natural AC) for a medium full plate (+9)?!
--> Do you realy want tell me, that you can only made ONE (!) breastplate / full plate for a creature four sizes smaller? This could not be true ...

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The crafting rules are very incomplete in almost every system. In pathfinder socicety they don't even use the crafting skill. I have tried to combind all the crafting rules from all D20 sources but my guid is no were to complete. I am even looking at a feat that will allow you to apply the Magebred template from thrid. Be a magical beast breader if you like. That with what your looking for would be cool. But fact is only about 10% of gamers today craft anything. They either find it or buy it. Out of the 10% only 1% really want more detailed rules for crafting that cover everything. I would be in that 1% but that is why you can not find what your looking for.

Dragonchess Player |

1) The rules can't cover every situation. That's why there needs to be a person as the GM.
2) For armor made of winter wolf hide, I'd probably house-rule something like: "This material is as strong as leather, but is resistant to cold. Leather or hide armor can be produced from winter wolf hide, leaving the fur attached. Armor made from winter wolf hide acts as furs (+2 Fort save to resist cold weather) and grants the wearer cold resistance 2. Armor made from winter wolf hide is always considered masterwork, and the masterwork costs are included in the listed prices. Light armor +800 gp, Medium armor +1,600 gp."

Troubleshooter |

It doesn't sit well with me that winter wolf armor would be better than white dragon armor. They're both immune to cold, but you don't get cold resist on white dragon armor. You get a discount when enchanting it.
Still, they occupy opposite conceptual spaces, so that's not totally out of the question.
I DO think that bonuses like this is a cool idea. White dragon platemail is no better than platemail until you enchant it. It's only ever 'special' once you enchant it, or for druids. That kind of sucks! So I'm with you on cobbling up new houserules for making nonmagical armor 'special'. Hell, I've been a fan of multiple grades of nonmagical weaponry for a long time. We've only got normal and masterwork; blah to that.
However, I think there has to be a natural limit to the benefits you can get. CR 20 creatures may have +30 natural armor, but there's no way you should be giving that bonus to a PC. On the one hand, it turns most monsters into walking treasure chests -- PCs smiling with glee when they're finally ambushed by a legendary horror, and every fight follows a genre-breaking pattern of Kill - Butcher, Kill - Butcher. Further, it can't really be balanced -- even if you simply try to make it so expensive that a PC has to spend all their money on it, then they're left effectively without equipment whenever they can't bring their broken, overly-specialized advantage to bear.
For the legalese, I'd say something like "Winter wolf armor includes the benefits of a cold weather outfit."

waiph |

The idea is that a Large Dragon has enough viable flesh to make into hide armor. You need thick parts of the hide to make several areas, and a lot of the dragon hide goes to waste cause it's jsut not thick enough or have enough surface to be worth stitching together.
When you make the next step up, you slice off chunks of the hide that have any flexability and take chunks of skin and scale and layer it, making it into a suit of armor akin to steal as opposed to something flexable as hide armor.
To make half-plate, it's more choice scails, smaller viable areas on the dragon and it has to be more heavily layered.
Full plate entails taking individual scales, layering them for an entire suit of armor, so it doesn't seem that strange that it would take an enourmous creature considering how the rest of the armor scales up a size per style of quality.
What irks me is the Breastplate, expecially considering the piecemeal armor rules wherein halfplate torso IS a Breastplate. so why would it take a larger dragon to make the Breastplate on its own than to make one as part of Half-plate?
I'd also like to see Dragon hide Scalemail that can be made for a creature 2 catagories smaller than the dragon. Offers less protection than the banded male, but select areas with the flexability and lightness to be madium armor need to be chosen as opposed to harder chunks for Bandedmail.
but that's my take

Der Origami Mann |

The idea is that a Large Dragon has enough viable flesh to make into hide armor. You need thick parts of the hide to make several areas, and a lot of the dragon hide goes to waste cause it's jsut not thick enough or have enough surface to be worth stitching together.
That is correct, but i think you can get a good armor from a cowhide (a friend made one in real) - so why you need a huge dragon to made the same armor from a dragonhide?
On the one hand, it turns most monsters into walking treasure chests (...)
That is a good point, but the characters need to take points in crafting skills for it and it takes time to craft things and there is a DC for it ...

RuyanVe |

There's actually a magic item in AP #68 called Rimepelt. In rare situations when you skin a winterwolf its hide manifests as a Rimepelt.
At CL 11 It has similar properties to what Dragonchess Player wrote--still doesn't grant resist cold or immunity--and occupies the shoulder slot and you need a successful Profession (hunter) DC 25 check; failure results in the destruction of the pelt.
Ruyan.

waiph |

waiph wrote:The idea is that a Large Dragon has enough viable flesh to make into hide armor. You need thick parts of the hide to make several areas, and a lot of the dragon hide goes to waste cause it's jsut not thick enough or have enough surface to be worth stitching together.That is correct, but i think you can get a good armor from a cowhide (a friend made one in real) - so why you need a huge dragon to made the same armor from a dragonhide?
Would that be a Leather Armor, or a Hide armor made from a single cow? Also i believe that they are Large creatures anyway, aren't they? You need a Huge Dragon in order to make a suit of Bandedmail which is the equivalent of Steel armor, and for that a lot of hide goes to waste.
There's actually a magic item in AP #68 called Rimepelt. In rare situations when you skin a winterwolf its hide manifests as a Rimepelt.
At CL 11 It has similar properties to what Dragonchess Player wrote--still doesn't grant resist cold or immunity--and occupies the shoulder slot and you need a successful Profession (hunter) DC 25 check; failure results in the destruction of the pelt.
Ruyan.
So it's a magic item that does what a Cold Weather Outfit does and occupies a magic item slot, as opposed to jsut wearing Cold weather gear?
Is its value that it stacks with Furs or that it stacks with Survival checks to deal with the cold?
Der Origami Mann |

There's actually a magic item in AP #68 called Rimepelt.
Thanks - The Rimpelt is a cool item, but the DC 25 (survival) will be a verry hard DC for my character.