Master Craftsman Feat Questions


Rules Questions


I've recently seen the Master Craftsman feat and I suddenly felt like finally I could make an Item Crafter not using magic and able to make very good stuff; then I've re-read the feat and every time I'm having more doubts about the feat. Including if it's really viable to take it (and invest the needed to not be behind a Caster Crafter) and still being able to do anything else right enought.

The feat says:

Quote:

Master Crafstman

Prerequisites: 5 ranks in any Craft or Profession skill.

Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

-> Should I take the feat for every Craft/Profession involved on creating weapons, bows (they are weapons too but i've seen it's a different craft specialization), armors and shields and every kind of Wondrows item?

-> If it have to be taken for every related skill, which skills are related to Wondrous Items?

-> Will the character qualify only for Craft Magic Arms and Armor and Craft Wondrous Item or there is some other item creation feat which he qualifies for?

Thank you in andvance for your giving your time and answers.


Quote:
-> Should I take the feat for every Craft/Profession involved on creating weapons, bows (they are weapons too but i've seen it's a different craft specialization), armors and shields and every kind of Wondrows item?

You can only take the feat once, so you'd have to choose what craft/profession you want to use.

Quote:
Which skills are related to Wondrous Items?

Depends on the item. If it's a magical bottle, craft: glassmaking, if your want to make magic boots you could have leatherwork or cobbler, if your making magic crops profession farmer could be used.

Quote:
-> Will the character qualify only for Craft Magic Arms and Armor and Craft Wondrous Item or there is some other item creation feat which he qualifies for?

Just Craft Magic Arms and Armour and Craft Wondrous Item, and remember it just lets you take the feats, it doesn't give you the benefits of those feats.

Sovereign Court RPG Superstar 2011 Top 32

Much internet argument has been written about this, and the sides boil down into two camps:

1. The skill used must be appropriate to the item being created. If you have Master Craftsman with Craft(armorsmith), you can only make magic armor, and armor-like wondrous items such as bracers.
2. Master Craftsman lets you make any weapon, armor, or wondrous item(depending on your other feats) with any Craft skill. You can use Craft(gemcutting) to make magic weapons, for example, possibly by bedazzling them.

Both sides have good arguments, so ask your GM. Personally, I feel the investment required to go the Master Craftsman route is such that it's not broken to allow option 2, and that's how I run my home games. The player need only justify how their fantastic crafting skill helps them enchant the whatever.


ryric wrote:

1. The skill used must be appropriate to the item being created. If you have Master Craftsman with Craft(armorsmith), you can only make magic armor, and armor-like wondrous items such as bracers.

2. Master Craftsman lets you make any weapon, armor, or wondrous item(depending on your other feats) with any Craft skill. You can use Craft(gemcutting) to make magic weapons, for example, possibly by bedazzling them.

Interestingly, it might be possible to make weapons with Craft (gemcutting) even with the first camp depending on your GM since there are some crystaline materials like Blood Crystal.


ryric wrote:

Much internet argument has been written about this, and the sides boil down into two camps:

1. The skill used must be appropriate to the item being created. If you have Master Craftsman with Craft(armorsmith), you can only make magic armor, and armor-like wondrous items such as bracers.
2. Master Craftsman lets you make any weapon, armor, or wondrous item(depending on your other feats) with any Craft skill. You can use Craft(gemcutting) to make magic weapons, for example, possibly by bedazzling them.

Both sides have good arguments, so ask your GM. Personally, I feel the investment required to go the Master Craftsman route is such that it's not broken to allow option 2, and that's how I run my home games. The player need only justify how their fantastic crafting skill helps them enchant the whatever.

I like Craft (alchemy) as especially easy for justifying option 2 for any item. "Then I soak my whatever in a bath of Appropriate Reagents...."

Some GMs may let you take Craft Construct with it, because the prereqs are Create WI and Create MA&A, and because it's in the Bestiary not the CRB so it wasn't necessarily intentionally excluded the way other item creation feats were.


1 person marked this as a favorite.

Odd Question: Does the Master Craftsman actually pay the full Magical item cost, Half the Magical Item Cost, or the Creation Cost in GP, or the Item crafting cost and the Magical Item cost? I want to clarify, Because Master Craftsman speaks alot about requirements, but little about actual cost in gold pieces. I already have a notion, just want to clarify in case there is something that I missed.

Also, since the word "Craft" is used for enchanting items (You are not actually making the item as a caster, you are effectively enchanting it), there has been some arguments as to what Skills are "appropriate" to use for the check.

Just some clarification notes. Thank you for any insight in advance.

Liberty's Edge

1) It costs the normal cost to make that magic item. As an example, Boots of levitation will cost 3,750 gp.

2) The skill needed is the one needed to make a normal version of the item.
Craft wondrous items is very clear about that:
"Skill Used In Creation: Spellcraft or an applicable Craft or Profession skill check."
To stay with the previous example, Alchemy is not applicable to make boots. You need Craft Leatherworking or Profession Cobbler.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A follow up on the "applicable Craft or Profession check:" Master Craftsman, in addition to the bonus to the specified Craft or Profession skill, is allowing a non-spellcaster to make (some) magic items as if they were a spellcaster (which would be otherwise impossible); the restriction is that the magic items must be ones that the specified Craft or Profession skill can create (only). Depending on the specific skill, the character could make magic items in more than one category (by item crafting feat). For example, a character with the Craft (Leather) skill and Master Craftsman in Craft (Leather) can make magic boots and leather cloaks (with Craft Wondrous Item), as well as magic leather/hide armor (with Craft Magic Arms and Armor), and even some types of constructs (flesh golem, dragonhide golem, etc. with Craft Construct).

An alchemist with Master Craftsman in Craft (Alchemy), in addition to the ability to Brew Potions they get from the class, can also make other magic items that they would otherwise not be able to (as they are technically not spellcasters): Craft Wondrous Item to make things like truecolor dye, universal solvent, wound paste, war paint of the terrible visage, dusts, elixirs, etc.


right. It is mainly an alternative method to craft a limited array of magic items etc based off the chosen skill. Casters would simply choose a Craft {magic item} feat. It is open to the Retraining rules. Fairy Godmothers got a break on crafting vehicular vegetables and glass footwear
The costs (half the price) doesn't change though it is likely consumables will be used by a non-caster increasing their cost (thus less profit) as higher DCs may not be practical.

It takes GM Caveat to allow Master Craftsman feat to be taken more than once and that would seem onerous for an NPC. A PC should have realized that adventuring pays far more than crafting and to get a party member to craft something for him that he cannot easily create or trade crafting within his abilities.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Master Craftsman Feat Questions All Messageboards

Want to post a reply? Sign in.