Masterwork Tool


Rules Questions

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

5 people marked this as FAQ candidate. 3 people marked this as a favorite.
PRD: Tool, Masterwork wrote:
This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items do not stack.

So what skills can you apply this to? Here are all the skills:

Skills:
Acrobatics
Bluff
Diplomacy
Escape Artist
Fly
Handle Animal
Intimidate
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Linguistics
Perception
Profession
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magic Device

However, some of these are already covered by other tools or skill kits in the same chapter. Taking those out, the following skills aren't covered:

Skills not covered:
Acrobatics
Appraise
Bluff
Climb
Craft
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Linguistics
Perception
Perform
Profession
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magic Device

Now, the "masterwork tool" item is pretty obviously intended to be used to help with some number of skills not covered by other items.

However, can you come up with a masterwork tool for EVERY skill that lacks its own specified tool/kit? Or are there some skills that are never helped by a nonmagical item?


1 person marked this as a favorite.
Jiggy wrote:
PRD: Tool, Masterwork wrote:
This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items do not stack.

So what skills can you apply this to? Here are all the skills:

** spoiler omitted **

However, some of these are already covered by other tools or skill kits in the same chapter. Taking those out, the following skills aren't covered:

** spoiler omitted **

Now, the "masterwork tool" item is pretty obviously intended to be used to help with some number of skills not covered by other items.

However, can you come up with a masterwork tool for EVERY skill that lacks its own specified tool/kit? Or are there some skills that are never helped by a nonmagical item?

I think so you just have to be inventive. I had a book that helped with UMD. The flavor was that is had common phrases and methods of activating items.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I have a fighter with some really nice cookware to help with Profession (Baker).

I have a rogue who'd really like a "masterwork tool" to help with Acrobatics, but it'd be easy to imagine a GM calling me a cheater no matter how I flavored it.

Grand Lodge

Use your imagination for what the tool looks like. A perception tool could be a pair of glasses, a acrobatics tool could be a pair of comfortable shoes. It is all flavor.


Jiggy wrote:

I have a fighter with some really nice cookware to help with Profession (Baker).

I have a rogue who'd really like a "masterwork tool" to help with Acrobatics, but it'd be easy to imagine a GM calling me a cheater no matter how I flavored it.

Well a restrictive GM can shut anything down. Boots can be made that keep you centered might work or a specially weighted vest(that fits under clothes). I like the vest idea better.

Maybe the entire outfit is made to help you because it focuses on your center on gravity.


Jiggy wrote:

I have a fighter with some really nice cookware to help with Profession (Baker).

I have a rogue who'd really like a "masterwork tool" to help with Acrobatics, but it'd be easy to imagine a GM calling me a cheater no matter how I flavored it.

Intimidate: Wicked Looking Mask or finely crafted bone necklace etc...

Diplomacy: Very fine clothing or a guilded official seal worn as a talisman.

Knowledge Skills: Tome or set of scrolls

Heal: Covered by Healer's Kit

Disable Device: Covered by Masterwork thieve's tools.

Perception: Helmet with lenses and ear cones (would look silly i know).

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Kalyth wrote:
Perception: Helmet with lenses and ear cones (would look silly i know).

Of course, you wouldn't have to constantly be wearing it. I could even see having (for convenience) a few separate items: a listening cone for sound-based Perception checks, binoculars for long-range visual perception, and a magnifying glass or similar for close-range perception.

Shadow Lodge RPG Superstar Season 9 Top 8

Jiggy wrote:
However, can you come up with a masterwork tool for EVERY skill that lacks its own specified tool/kit?

Probably. The only in text limitations given is that you cannot stack multiple +2s on the same skill check.

Jiggy wrote:
Or are there some skills that are never helped by a nonmagical item?

I would argue that all of the skills could be helped by a nonmagical item. Couldn't all of actions listed under skills be preformed more competently in real life with the aid of some "tools"?

But I think that the issue isn't what could or couldn't apply here, it's more of an issue of acting in the spirit of the rules. I doubt that the Masterwork Tool was included to give each character a pair of goggles, ear cones and magnifying glasses - each for the low price of 50g. A spyglass is 1000g, and a magnifying glass is already included for 100g -- it only helps Appraise. The MWT was likely included to give more bizarre or creative players the opportunity to add more "flavor" to their character. If people appear to be "abusing" the MWT, then the GM can either remove that items +2 bonus or give it some stipulations.

If you have a book for each knowledge skill that gives your wizard an additional +2, that's fine. Researching that book only helps when you take time to investigate something, and does not help with checks off the top of your head.

PCs Encounter a Troll
PC Wizard: Troll, Troll.... Aha! Page 136. 'Trolls are large muscular humanoids that...'
[3 minutes later, everyone else has died fighting the Troll]
PC Wizard: Guys, use fire on it! Guys...?

Liberty's Edge

8 people marked this as FAQ candidate. 1 person marked this as a favorite.
wraithstrike wrote:
Well a restrictive GM can shut anything down.

Pursuant to another thread in the PFS forum, Jiggy (as well as myself) is seeking a Paizo response which would have legal bearing upon that campaign since it is expected to abide by a consistent rule-set. (So, fwap that FAQ button.)


One of my PFS PCs uses Really Nice Accessories, cost of 200gp, as a MW tool for Bluff, Diplomacy, Intimidate, and Perform(act).

In the past, I've used MW Tumbling Soles (50 gp) for +2 to Tumble.

Point being, it's a universal 50gp cost for +2 to a skill; the execution leaves a lot of room for creativity.

-Matt

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

WalterGM wrote:
I doubt that the Masterwork Tool was included to give each character a pair of goggles, ear cones and magnifying glasses - each for the low price of 50g. A spyglass is 1000g, and a magnifying glass is already included for 100g -- it only helps Appraise.

Okay, I may have given some poor examples. I think everyone can agree that the magnifying glass doesn't work, since it already exists and is an Appraise booster. (One could argue that the binoculars still work, since the +2 while using them is different and more limited than the effect of the spyglass, but I digress.)

The real point is that I could picture the following scenario:

GM: Make a [SKILL] check.

Player: *rolls* Got a 21.

GM: How'd your bonus get so high?

Player: Well, there's X, Y, Z, and then +2 for a masterwork tool.

GM: You can't use that for [SKILL]. That makes your check a 19, which means you fail because every skill check ever in PFS has a DC of 20.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Mike Schneider wrote:
wraithstrike wrote:
Well a restrictive GM can shut anything down.
Pursuant to another thread in the PFS forum, Jiggy (as well as myself) is seeking a Paizo response which would have legal bearing upon that campaign since it is expected to abide by a consistent rule-set. (So, fwap that FAQ button.)

Which thread are you talking about? I don't recall being involved in any response-lobbying at the moment.

Shadow Lodge RPG Superstar Season 9 Top 8

Jiggy wrote:


The real point is that I could picture the following scenario:

GM: Make a [SKILL] check.

Player: *rolls* Got a 21.

GM: How'd your bonus get so high?

Player: Well, there's X, Y, Z, and then +2 for a masterwork tool.

GM: You can't use that for [SKILL]. That makes your check a 19, which means you fail because every skill check ever in PFS has a DC of 20.

I can see that this is a valid reason to want more of a consensus response than the "do what you feel" response I proffered. Without a response backed by the authority of Paizo or a rules outlet we've overlooked, however, it will be hard to achieve.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Okay, I can figure out how to fluff some of the masterwork tools (I like the idea of athletic shoes for Acrobatics, for instance). But some of them are stumping me:

Escape Artist?
Sense Motive?
Sleight of Hand?

Anyone have ideas on some of these?


I'm still trying to convince another GM I play with to let me use a masterwork soapbox for diplomacy checks.

Jiggy wrote:

Escape Artist?

Sense Motive?
Sleight of Hand?

-Vest made of slick material

-*Shrugs*
-Glove with magnets or hooks sewn into it.

Grand Lodge

As I stated in the PFS thread, I think the description for MWT is too vague. Also this seems to almost fall in the no reskinning for PFS.


Linguistics

rosetta stone

;)


Knowledges

masterwork crib sheet

crib sheet


Provos wrote:
As I stated in the PFS thread, I think the description for MWT is too vague. Also this seems to almost fall in the no reskinning for PFS.

So it's an indeterminate tool that helps out with skills, got it :D

Liberty's Edge

Jiggy wrote:
Mike Schneider wrote:
wraithstrike wrote:
Well a restrictive GM can shut anything down.
Pursuant to another thread in the PFS forum, Jiggy (as well as myself) is seeking a Paizo response which would have legal bearing upon that campaign since it is expected to abide by a consistent rule-set. (So, fwap that FAQ button.)
Which thread are you talking about? I don't recall being involved in any response-lobbying at the moment.

Well, OK, maybe you weren't -- but I was! :-D

Shadow Lodge

2 people marked this as a favorite.

Man, I totally thought this thread was about something else.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
Jiggy wrote:


I have a rogue who'd really like a "masterwork tool" to help with Acrobatics, but it'd be easy to imagine a GM calling me a cheater no matter how I flavored it.

I'd be fine with it. A balancing pole for a +2 acrobatics checks while crossing a narrow surface. A pole vault stick or a trampoline to aid with jump checks. Those seem fairly logical to me.

For more broad skills try to narrow the focus of your mwk item. And the GM is far more likely to let it fly.


This is an interesting thread. I always assumed masterwork tools only applied to Craft and Profession and the like. The idea that I could apply them to, say, Stealth is intriguing.

Liberty's Edge

TOZ wrote:
Man, I totally thought this thread was about something else.

You should have seen my original thread this one branch from.

Shadow Lodge RPG Superstar Season 9 Top 8

Maezer wrote:
Jiggy wrote:


I have a rogue who'd really like a "masterwork tool" to help with Acrobatics, but it'd be easy to imagine a GM calling me a cheater no matter how I flavored it.

I'd be fine with it. A balancing pole for a +2 acrobatics checks while crossing a narrow surface. A pole vault stick or a trampoline to aid with jump checks. Those seem fairly logical to me.

For more broad skills try to narrow the focus of your mwk item. And the GM is far more likely to let it fly.

But does your trampoline still weigh 1 pound? As per its listing as a MWT?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
WalterGM wrote:


But does your trampoline still weigh 1 pound? As per its listing as a MWT?

No. Clearly mine was a custom item. The 1 pound version requires far more exacting circumstances. It only functions on any single 5' span of a particular narrow surface within 5 minutes of high noon during a midsummer day while singing a tavern song.


Kobold Cleaver wrote:
This is an interesting thread. I always assumed masterwork tools only applied to Craft and Profession and the like. The idea that I could apply them to, say, Stealth is intriguing.

Stealth could be Camo designed for a certain terrain or just soft soled shoes.

Had a player once ask if he could buy a wing man with his 50g to aid his bluff checks.

Grand Lodge

Politicians, the number one masterwork tool.


blackbloodtroll wrote:
Politicians, the number one masterwork tool.

Plays a rimshot.

Liberty's Edge

So what about in PFS day job checks. Is it expected that there will be a MW tool for all? Some seem more of a stretch than others. Profession cook is clear, but what about barrister or gambler. I just imagine this being different from DM to DM, which becomes an issue for PFS. Is there a ruling I don't know of?


IIRc you can have a masterwork tool for ANY skill check.

The listed ones are just examples.

You can have a masterwork tool for Spellcraft, or Perform, etc...

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