The challenging art of crafting armor falls under those who can smith it and bend it to their will.
Ability Score(s): Power + Precision
Usage: Use this skill when attempting to craft armor in order to determine the quality of the armor as well as how valuable the armor is. Armor is created either as single pieces or as a full suit, and in order to craft a suit of armor from scratch you need a suitable amount of time to do so, whereas repairing a set of armor is significantly shorter.
The base DC for crafting an armor piece is based on the slot it occupies, and the time is determined by if it's being crafted or repaired, and if you try to take less time to craft it.
Armor being forged from scratch holds with it benefits; allowing the forger to mold it to fit a specific individual - this benefit is especially great when it comes to unusually sized beings or beings who have extremities (such as wings).
Creating a piece of armor from scratch requires materials equal to half the cost of the armor being forged, and forging said piece of armor takes a number of days equal to 2d4+2 (minimum of 4 days). This can be reduced by increasing the DC of the check.
Armor DCs
Head: DC 20 + Armor Penalty
Body: DC 30 + (Armor Penalty x 2)
Arms or Legs: DC 25 + Armor Penalty
Shield: DC 25 + Armor Penalty (+10 if Pavise)
Armor crafted for a specific individual can be made, reducing the Armor Penalty of the armor piece in question by 1 so long as the individual is wearing their custom-made armor. This armor instead adds an additional 1 to the AP for anyone outside of the intended wearer attempting to wear it. Doing so doesn't increase or decrease the DC.
Making an armor suit takes more time (3d6+2 days) however it decreases the DC by 10 for each piece of armor. Armor suits are Head, Body, Arms, and Legs. Shields aren't counted as armor suits.
Armor which has lost Defense Points can be repaired using armorsmithing; allowing one to bang out dents and reinforce plating. Armor repairs usually take 1 hour and restore a number of DP equal to 2d6 + Armorsmithing result. Repairs also cost materials to use, these materials being worth 1/10 of the armor's price (in Silver pieces).
In order to repair a piece of armor you must make a check against its normal crafting DC (see above) and add a +5 if the armor is at half DP or less, and add +10 if the armor is at 0 DP. You can spend an additional +1d4 hours to negate this increase to the DC.
You can willingly increase the DC of the crafting check in order to try and reduce the amount of time it'd normally take for you to craft the set of armor. This results in the risk of weaknesses or imperfections showing up in the armor.
You can increase the DC by 5 in order to try and speed the process up, and in doing so you cut the time in half. If you instead try to increase the process speed by 1/4 you can increase the DC by 10.
You can increase the value of the armor you've crafted; this can be done by sacrificing usability for ornateness. Not doing so is possible, however it's much more difficult.
If you choose to sacrifice its durability you don't increase the DC but instead increase the material cost (materials must be worth x0.75 of the armor's price and the value is increased by an additional x1.5.) and the suit of armor only has 3/4 of its normal Defense Points (rounded down).
Choosing to keep its durability in tact increases the DC by 15.
In order to replace a piece of armor's materials you modify the DC based upon the materials being used. Normal DCs are counted as using the original materials and not modifying them.
Bone or Wood: DC +0
Leather: DC +2
Copper or Bronze: DC +4
Iron: DC +5
Steel: DC +8
Gold or Orichalcum: DC +10
Silver or Mithral: DC +12
Platinum: DC +15
Adamantine: DC +20