Master Craftsman Profession and Craft groups


Rules Questions


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I don't have a question about the rules surrounding it's usage as pertains to how each class can use it, I have house rules for that. What I want to ask is, similar to fighter weapon groups, what each craft or profession sub-skill allows you to create using Craft Wondrous item.

Obviously (Weapon) (Armor) and (Bows) let you make weapons/bolts, armor/shields, and bows/arrows but the other ones are a bit less clear, unless they open up all the possible crafting skills, which I assume they don't.

I'm sorry if this has come up before but a quick search yielded no results so here are my tentative ideas for which craft skill allows which item. I've chosen to leave out Profession because the way I see it a master craftsman works (in lore) by weaving the natural magic that suffuses the air in a fantasy setting into the items the create as they make them, something a Craft skill would be needed for to make the fine adjustments but not a Profession skill, just my personal opinion.

Master Craftman Wondrous Item sub-skill groups

Alchemy: Any non potion liquid, such as elixirs

Armor: All armor and shields but also Helmets, Bracers, gauntlets and greaves (armored boots)

Baskets: nothing I can think of

Books: Blessed book, Attribute boosting books, other books and tome related items, no Golem Manuals as they require spell trigger and completion to use

Bows: All bows and arrows

Calligraphy: nothing, as scrolls can't be created and books are more about the binding than the writing

Carpentry: Druid wooden armor with the ironwood spell, maybe? can't think of many wood based wondrous items off the top of my head

Cloth: cloaks, bags of holding, veils (if that's an item), portable hole, carpet of flying

Clothing: Shirts, vests, gloves, hats, belts, bracers (or would those be armor?), headbands, cloaks (I'm pretty sure a skilled tailor could make cloaks), robes

Glass: Goggles, lenses, glasses, bottles of air, endless water, smoking and so on

Jewelry: Amulets, necklaces, chokers, crowns (headgear that is mroe jewelry than clothing), bracelets, earrings (if those are an item)

Leather: belts, handy haversack, bags of holding (IMO this is for simple leather items that don't need to conform to a specific body's shape, so no gloves or boots or other clothing)

locks: Magical locks and keys (since keys are created with locks)

paintings: magical paintings such as Animated Portrait

Pottery: Magical bowls such as "Bowl of Conjuring Water Elementals" or other such things

Sculptures: Figurines of wondrous power and similar small or large statuettes

Ships: Folding boats, Apparatus of the crab (maybe?), other seafaring style items

Shoes: Boots and shoes

Stonemasonry: Not sure here, can't do Golems cause that's a bit much, maybe magically enhanced walls?

Traps: can't do magical traps because they require spell trigger or completion

Weapons: All weapons except bows and arrows

That's my tentative list of craft Sub-skills and what magic items that Master Craftsman lets you make. Any comments or suggestions on these, just taking the list from the Core Rulebook and the different sub-skills suggested under Craft.

Shadow Lodge

Here's the list I gave my players. Some items overlap - headbands for example could be clothing or jewelry.

Clothing – (chest) jackets, mantels, shirts, vests, (body), body wraps, cassocks, corsets, dusters, robes, vestments, (feet) slippers (hands) gloves, (head) hats, hoods, masks (headband) headband (shoulders) capes, cloaks, cords, mantles, pauldrons, shawls, stoles, wings

Jewelry – (eye) lenses, monocles, spectacles, goggles, (head) circlets, crowns, masks (headband) laurels, phylacteries, (neck), amulets, brooches, medallions, necklaces, periapts, scarabs (wrist) armbands, bracelets, (other) magic gems or beads (eg pearl of power, ioun stones), gem figurines, rods*, staves*, wands*, rings

*The book considers these jewelry but I'm considering keeping them to woodcutting or sculpture since Jewelry already packs plenty of punch in terms of item variety and importance

Leather – belts, (chest) corsets, harnesses, (feet) boots, sandals, shoes, slippers, (head) masks, (eyes) goggles, (headband), headband, (wrist) armbands, bracers, (other) bags

Armour – armour, shields, gauntlets, helms, vambraces

Weapons – all weapons except bows and arrows

Bows – bows and arrows

Alchemy – Potions, elixirs, paints, glues, solvents, dusts, syrups, salts, incense

Calligraphy / Profession Scribe – scrolls, magical pages or books

Carpentry / Woodcutting – magic chests or other furniture, staves, wands, rods

Gemcutting - magic gems or beads (eg pearl of power, ioun stones), gem figurines

Cloth – bags, pennants, banners, tapestries, carpets

Sculptures – figurines of wondrous power, rods, staves, wands

Blacksmithing – horseshoes, manacles / shackles, cauldrons

Glass – bottles, (eye) lenses, monocles, spectacles, goggles


True, except you can only use Craft wondrous items so Jewelry wouldn't work for rings and alchemy wouldn't work for potions. Also wands and Staves are Spell Completion/trigger items so you couldn't create those as MAster Craftsman does not allow those kind of items to be crafted plus they require separate craft feats, ditto for caligraphy and scrolls.

I'm not trying to be restrictive but I do agree that MAster Crafstman has some limits and using my lore definition means there are limits to what can be crafted.

But thank you, this is very helpful


I don't necessarily agree with this ruling, but if it were imposed I would be as liberal as possible.

So Bracers for instance could be made using Craft (Cloth, Clothing, Leather, Jewelry or Armour) I'd even consider allowing (shoes) for the skill with leatherwork needed and (bows) as bracers are essentially an archery item.

Shadow Lodge

The list was intended for crafting in general, not just Master Craftsman - I give bonuses to characters who use craft skills to make items instead of just spellcraft, so it's useful to know how to get those bonuses with rings, staves, etc.

I'd generally be inclined to be very flexible with Master Craftsman as dragonhunterq mentioned. However in this case I've also houseruled Master Craftsman to be much easier than it currently is - namely any character with 5 or more ranks in a Craft skill can take crafting feats, using any Craft skill in which they have 5 or more ranks to make items as described in Master Craftsman. Since I'm granting extra benefits to craft skills and making things easier on Master Craftsmen I was concerned less with maximizing the variety of things you could make with a skill, and more with with balancing out the number of things that each skill could make. This led for example to belts and bracers being exclusively leatherwork.


Weirdo wrote:
I'd generally be inclined to be very flexible with Master Craftsman as dragonhunterq mentioned. However in this case I've also houseruled Master Craftsman to be much easier than it currently is - namely any character with 5 or more ranks in a Craft skill can take crafting feats, using any Craft skill in which they have 5 or more ranks to make items as described in Master Craftsman.

If I understand you right, I do the same thing. Maybe it's because I heard it from you even, or someone else (long ago).

Might as well give the +2 to them all as well; not sure if you do or not. Considering the way you worded it, I'd guess not.

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