Masterwork objects and winter wolf fur cloak?


Rules Questions


How much does it cost to make an object masterwork (such as clothing, a tool, etc etc) and what effect would that have on said object (increase in hit points, increase in hardness, etc etc)?

Also, does anyone have any idea how much a winter wolf fur cloak would cost? I believe a winter wolf pelt (as found via a frost giant's possessions) can be sold for 200 gp but I'm guessing that's probably more than enough pelt to make SEVERAL winter wolf fur cloaks.


In order to make something masterwork you need to already have a masterwork version in existence or clear rules. Weapons and armor have set rules but there's no set rules for anything else. Weapons are 300 gp, armor and shields 150 gp, lockpicks 70 gp, alchemist's lab 200 gp, healer's kit 50 gp.

Masterwork also means different things but it never means an increase in hit points or hardness. It only ever helps an item do its job better (so +1 on attack, +1 on ACP (if we treat it as negative), +2 on a related skill).

The only general rules for masterwork items are for weapons, armor and shields, and masterwork tools for a skill. Those are 50 gp and give +2 to a skill (unless an item exists that already does it). These are ask your GM territory.

Assuming the frost giant is using the pelt as a cloak our only basis is armor which costs twice as much for a large creature. So a large winter wolf cloak should make 2 medium winter wolf cloaks. If he's not using it as a cloak then it's just a pelt and how much of a cloak it makes is up to the GM.


You could try to do the math to reverse engineer the price from a Rime pelt...


Only armor, weapons and tools are masterwork.
Also note that many of a frost giants possessions are trinkets they took from smaller folk they killed so that 200gp winterwolf pelt is probably for medium sized. I'd imagine a frost giant sized one would be worth a bit more.

Liberty's Edge

You could treat the item as masterwork tools for a skill, with the skill enhancing effect determining what kind of aspect has the tool:
- a masterwork tool for diplomacy at the court can be a set of fine clothing, or some fancy jewelery;
- a cold survival masterwork tool can be a very well made cold weather outfit;
- and so on.

PRD wrote:


Masterwork Tool

Price 50 gp; Weight 1 lb.

This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack.

Several common items already count as masterwork tools for particular skills. These are the alchemist's lab, climber's kit, disguise kit, healer's kit, masterwork musical instrument, and masterwork thieves' tools. Therefore, there is no masterwork climber's kit, masterwork healer's kit, and so on—those items are already the best available for general checks with the relevant skill.

Some skills have no appropriate tool or masterwork tool—no nonmagical item exists that grants a bonus for all uses of that skill. For example, just because a certain perfume is favored by local nobles (granting a +2 circumstance bonus on Diplomacy checks to influence them) doesn't mean that perfume has the same effect on a member of the thieves' guild, a foreign berserker, or a medusa. Likewise, just because a fake beard woven by dwarves out of the beards of famous dwarves may grant a +2 circumstance bonus on Use Magic Device checks to emulate the dwarven race doesn't mean the beard has any effect on using that skill to activate elven items or paladin items, or to decipher a written spell.

Individual GMs may want to allow masterwork tools for other skills at the listed cost. The circumstance bonus for such a tool should never be more than +2. The tool should either have a limited number of uses (such as the disguise and healer's kits) or only apply to certain aspects of the skill (such as the balancing pole's bonus on Acrobatics checks to traverse a narrow surface or the magnifying glass's bonus on Appraise checks for detailed items).


A big thank you to all who answered. ^_^


'Ultimate Equipment' has some rules for special materials like dragon hide. This rules can be used as a guideline.

UE - Special Materials wrote:
One dragon produces enough hide to make a single suit of masterwork hide armor for a creature one size category smaller than the dragon.

Winter wolfs are large so you can create one medium armor from one pelt. A cloak is something like 50% of an armor so (on my table) you can create one medium armor or two medium cloaks from one pelt.

UE wrote:
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. 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%.

A winter wolf is immune to cold so i would allow this rules too. The cloaks are immune to cold and you can use it for the creation of a cloak of resistance (the value of the cloak is substracted from the base price).

Paizo Glitterati Robot

Removed some derailing posts. It looks like this person has already gotten an answer that works for them, and there's no need to argue.

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