Leatherworking

Leatherworking can create the following items:

  • Leather Armor
  • Mail Armor (scale mail)
  • Cloaks, boots, belts, etc

Leatherworkers can also Patch items to enhance them.

Crafted Items

Leather Armor

Leather Armor

Basic armor made of boiled bovine leather.

  • Basic leather armor
  • No modifiers
  • Market Value: 50 cp

Brigandine

Armor made of small plates of metal sandwiched between two layers of leather.

  • -4 Stealth
  • +15% Fortification
  • +5% Soak
  • Market Value: 2 sp

Chitin Armor

Armor made from chitinous plates affixed to a leather backing. Very strong protection for such lightweight armor.

  • +5% Soak
  • Hardness 10% vs. missile weapons
  • 20% acid resistance
  • Market Value: 1 gp

Fur Armor

Heavy hide armor adorned with rich furs.

  • +25% Fortification
  • +5% Soak
  • +25% cold resistance
  • Market Value: 2 gp

Nightstalker Armor

Supple black leather, alchemically treated to mute reflections and sounds. It is lighter and less restrictive even than ordinary leather armor, but offers less protection against armor-piercing attacks.

  • +5% Dodge
  • +4 Stealth
  • Market Value: 4 gp

Chimeric Armor

Made from the hide of the chimera, this primal armor would suit a warrior at home in nature.

  • +20% fire resistance
  • +20% lightning resistance
  • +20% acid resistance
  • Market Value: 6 gp

Wyvern Armor

This drake-scale armor is lightweight, flexible, and seemingly hard as steel.

  • +15% Soak
  • +50% poison resistance
  • Market Value: 8 gp

Rust Monster Armor

The hide of a Rust Monster makes for a strange, but effective defense against iron weapons.

  • On contact, prior to doing damage, iron weapons suffer 20% penalty to future damage dealt until repaired.
  • Market Value: 10 gp

Were-fur Armor

The hide of a lycanthrope has interesting magical properties. Not only does it provide some of the power of the fabled creature, but it can be easily stored or concealed: at will, you may cause the armor to disappear, merging with your normal form, or to reappear, instantly donning the full suit of fur armor.

  • +5% Soak
  • Fast Healing 10% (if you suffer damage from a silver weapon, you lose this ability for 3 rounds)
  • Market Value: 15 gp

Mail of the Hydra

This scale mail is formed of hydra scales, and its mantle includes two heads, one on each shoulder. On command, they join you in speech, repeating everything you say, allowing you to cast multiple spells at the same time.

  • +10% Soak
  • Triplecast: encounter, free; your next spell is tripled. Spell must be at-will; any associated costs are necessarily tripled.
  • You regrow any limbs or heads severed while wearing the armor in 3 rounds, assuming you are alive during the regeneration process. You may not act if you have no head(s).
  • Market Value: 20 gp

Gorgon Mail

This mail is made from the scales of a gorgon. Those beholding it are slowly turned to stone.

  • Constant emanation 5; on turn start, enemies suffer 1 stack of Petrification. Each stack inflicts -10% movement and haste. At -100%, enemy is petrified.
  • You are immmune to petrification.
  • Market Value: 25 gp

Gargoyle Hide

The hide of a gargoyle can turn between pliable skin and hard stone at your command.

  • Ablative Armor: once/rd, upon suffering damage, you may choose to suffer the damage, or 20% of your max hp, whichever is lower.
  • Statue: at-will, swift; you become a solid stone statue for as long as you desire.
  • Market Value: 30 gp

Feathered Mail

This armor is comprised entirely of white feathers harvested from celestial creatures. When struck, the feathers become hard as steel, and glow with golden light, erupting with angelic chimes.

  • Hardness 10%
  • Angelic Rebuke: once/rd, upon suffering a melee attack, you generate a close burst 3, causing enemies to suffer 20% action loss (Will ends, fear).
  • Angel Wing: encounter, free, 2 rds; you gain a fly speed equal to 150% of your normal movement speed.
  • Market Value: 35 gp

Hide of the Chaos Beast

This ever-shifting hide armor allows you to change your form.

  • Each round, choose one of:
    • Physical resistance 10%
    • Fire, frost, and lightning resistance 20%
    • Spell turning (2 ranks, recharging at 1 rank/rd)
  • Lesser Polymorph: 3/day, free; you take the form of a normal beast for up to 1 hr/level.
  • Greater Polymorph: 1/day, free, 3 rds; you modify your form as you see fit. Each round, you may select three of the following features:
    • Extra limb: offhand claw attack (medium damage)
    • Powerful legs: +100% movement speed, +200% jumping ability
    • Wings: fly speed = 100% walking speed, poor maneuverability
    • Burrowing claws: burrow speed = 50% walking speed
    • Aquatic features: breathe underwater, swim speed = 100% walking speed
    • Thick scales: +10% Soak, +10% physical resistance
    • Inurement: +20% resistance to energy damage
  • Market Value: 40 gp

Dragon Leather

Boots

Boots of Elvenkind

  • Effect: +10 to Balance checks, +5 to Stealth.
  • Market Value: 1 gp

Boots of Feather-falling

  • Effect: Negates falling damage for up to 1000 feet of falling per day.
  • Market Value: 1 gp

Boots of Water-walking

  • Effect: Allow you to walk on water.
  • Market Value: 2 gp

Boots of Carrying

  • Effect: +300% to carrying capacity.
    • 1/hr: gain +300% lifting capacity for a single motion, such as lifting an iron gate.
  • Market Value: 2 gp

Boots of Levitation

  • Effect: At will, swift, you may levitate up to 5 squares off the ground, but you cannot move horizontally while you do so.
  • Level: 6
  • Market Value: 2 gp

Boots of Speed

Lesser:

  • Effect: Gain +2 squares of movement, +2 to Initiative, and double jump distances.
  • Level: 4
  • Market Value: 2 gp

Greater:

  • Effect: Gain +4 squares of movement, +4 to Initiative, +10% to Haste, and triple jump distances.
  • Level: 10
  • Market Value: 10 gp

Boots of the Winterlands

  • Effect: Gain endure elements, immune to terrain effects of snow and ice, leave no tracks in snow.
  • Level: 3
  • Market Value: 2.5 gp

Boots of Stomping

  • Effect: Recharge 33%, swift, close burst 5; enemies suffer medium physical damage plus knockdown. Also causes light siege damage to buildings.
  • Market Value: 5 gp

Boots of Featherweight

  • Effect: Negates your weight. You do not crush leaves and twigs underfoot, nor leave an impression in mud or snow, nor trigger pressure plates. You gain +5 to Stealth when moving silently. You ignore movement penalties caused by mud, snow, or other viscous ground conditions.
  • Market Value: 8 gp

Seven-League Boots

  • Effect: Recharge (1 hour), move; you teleport up to 100 feet/level.
  • Level: 8
  • Market Value: 6 gp

Winged Boots

  • Effect: Once per hour: you gain a fly speed equal to twice your walking speed for 5 minutes. Cannot hover; must obey normal flight rules.
  • Level: 10
  • Market Value: 10 gp

Slippers of Spider-climbing

  • Effect: You may walk on any firm surface by sticking to it, like a spider.
  • Market Value: 12 gp

Boots of the Quick Step

  • Effect: Recharge 20%, immediate; you leap up to 6 squares, avoiding whatever fate awaited you in the original square.
  • Market Value: 15 gp

Boots of the Planes

  • Effect: 10/day, recharge 33%, free; you enter a coterminous plane.
  • Market Value: 20 gp

Boots of Subjective Gravity

  • Effect: On command, these boots change their plane of gravity as you direct.
  • Market Value: 25 gp

Boots of Time Hopping

  • Effect: 10 rds/day, non-contiguous: you gain 25% haste.
    • Recharge 20%, immediate; you disappear from reality, reappearing in the same location anywhere from 1 round to 24 hours later.
    • Recharge 20%, std, melee attack; you kick an enemy, causing them to Time Hop for 1-5 rounds (Will ends).
  • Market Value: 30 gp

Bracers

Bracers of Armor

  • Effect: At-will, free; you store or summon stored armor.
  • Level: 2
  • Market Value: 1 gp

Greater Bracers of Armor

As Bracers of Armor, but you can store 3 different sets of armor.

  • Level: 7
  • Market Value: 4 gp

Bracers of Shielding

  • Effect: At-will, free; bracer becomes a shield, suitable for blocking. Normal requirements for using a shield.
  • Level: 2
  • Market Value: 1 gp

Bracers of Flame

  • Effect: Recharge 33%, swift, short cone; medium fire damage (your choice of attribute).
  • Market Value: 2.5 gp

Bracers of Archery

  • Effect: Reduces hit penalty for ranged attacks by 10%.
  • Level: 5
  • Market Value: 4 gp

Bracers of Brachiation

  • Effect: Wearer gains brachiation speed equal to walking speed. All trees, vines, poles, and ropes become as easy to traverse as walking on flat ground.
  • Market Value: 5 gp

Bracer of Useful Items

  • Effect: Stores up to 10 items weighing up to 50 lbs each. Can be stored or retrieved as a free action.
  • Market Value: 5 gp

Bracers of Attraction

  • Effect: Can be fitted to a pinned or helpless creature, binding his arms together, rendering it impossible to wield weapons or cast spells with somatic components.
  • Market Value: 5 gp

Bracers of Striking

  • Effect: Your unarmed attack inflicts medium damage as a lethal weapon (instead of light as subdual).
    • Powered Strike: recharge 33%, std, melee attack; you make an unarmed strike, inflicting 200% normal damage plus optional push 5.
  • Market Value: 8 gp

Bracers of the Blinding Strike

  • Effect: You gain +2 to initiative rolls, and +15% melee haste with unarmed strikes.
  • Market Value: 10 gp

Bracers of Recharging

  • Effect: 3/day, immediate; you recharge one Recharge ability currently on cooldown. 1/day, immediate: you recharge an Encounter ability currently on cooldown.
  • Market Value: 10 gp

Bracers of Blasting

  • Effect:
    • Slam: Recharge 33%, swift, close burst 5; you slam the bracers together, creating a sonic boom. Enemies suffer medium sonic damage plus stun 1 rd (Fort negates).
    • Ultraslam: Daily, swift, close burst 10; creates a sonic blast that inflicts heavy siege damage to all objects, ignoring hardness. (If used more than once per day, causes 10% fatigue to the item)
  • Market Value: 12 gp

Anti-magic Bracers

  • Effect: At-will, immediate; you create an emanation 2 of anti-magic for 1 or more rounds. Can be used for up to 5 rounds per day.
    • Alternate mode: can be used as Bracers of Attraction, nullifying all magic on wearer, except for the magic of the bracers. In this case, the anti-magic effect lasts as long as the bracers are worn, but is not an emanation 2.
  • Market Value: 50 gp

Bracers of Force

  • Effect: At-will, immediate; you are surrounded by a bubble of force, blocking all attacks, making yourself immobile (even if used in mid-air). The bubble itself suffers damage in your place. It has Hit Points equal to 100% of your maximum; if reduced to 0, it no longer functions for the rest of the day. The bubble regains 10% of lost HP per hour not in use.
    • Overload: daily, immediate; enemies are pushed 5, then a centered circle 1-5 appears. A dome of force protects you and your allies for up to 6 hours. This consumes all HP of the bracers for the day.
  • Market Value: 20 gp

Bracers of Invulnerability

  • Effect: You are invulnerable. Bracers must be dispelled or removed to make you vulnerable.
  • Market Value: 1,000 gp

Cloak

Cloak of the Manta Ray

  • Effect: At will, you can take the form of a manta ray, gaining a swim speed of 10 and the ability to breathe underwater. In our out of manta ray form, you may use the following ability once/encounter: swift, melee, 1d6/level+AP or SP ongoing poison damage (Fort ends).
  • Level: 4
  • Market Value: {{Market Value|4|A}}

Miscellaneous

Reins of Summoning

  • Effect: At-will, standard; you summon a mount bonded to the reins. The mount appears at a designated location within short range. You may return the mount from whence he came as a standard action.
  • Level: 10
  • Market Value: 5 gp

Feats

  • Hybrid Mail: You may combine two forms of leather armor into one suit, granting all the bonuses of both. The cost is equal to both normal suits combined. Only you or another skilled Leatherworker may wear this armor.
  • Hair of the Dog: You may use animal fur, scales, or hide as a quasi-magical sympathetic component. You create "fur linings" for your armor, which only you may benefit from. Each is applied as a non-reusable item enhancement to leather armor. The cost is 1 gp / 2 gp / 5 gp / 10 gp / 20 gp in leatherworking materials, depending on the rank. You may choose from the below effects:
    • Ferocity: Grants +5/10/15/20/25% Critical Chance and Hit Power.
    • Tenacity: Grants +5/10/15/20/25% Hit Points and Haste.
    • Savagery: Grants +5/10/15/20/25% Armor Penetration and +10/20/30/40/50% Critical Power.
  • Leather Armor Specialization: While wearing leather armor, you gain +10% to Soak and Dodge, and +2 movement.
  • Skinner: You gain a +25% damage bonus versus animals and dragons.
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