Blacksmith / Metal Craft

Practitioners of this craft are able to control the powers of the forge to make common objects like nails, tools, weapons, and the like.  For each slot spent in Blacksmithing, the metal crafter can either learn a new metal, or achieve greater mastery of an existing metal skill.  Note that similar metals are grouped together in the same category - one does not need to take separate skill points for Iron, Steel, Carbon-steel, Corrosion-resistant Steel, and so on. However, Gold, Silver, and Steel are all different metals. If a Blacksmith is working with a material that he is not familiar with, his Checks are made at -1 if the metal is similar to a metal he is experienced with and -2 if it is not.

For example, a Blacksmith with three slots available can choose to place them all into iron, in which he would then be very skilled in that one metal, or he could spend one slot each in iron, steel, and copper and thus be able to work several metals but not with the skill of a master.

Blacksmiths can forge new creations on a successful Blacksmithing check and repair existing metal items at +1.  Note, however, that a failed repair attempt will further damage the item, possibly making it irreparable.

Critical Success:  The item will be of high quality and will resist damage from critical fumbles while in use. 

Critical Fumble: The item will appear to be of excellent quality and will function as such for the first 1d12 uses, but will then chip, rust, lose its edge, or otherwise rapidly deteriorate and be unrepairable.

1.     Apprentice

2.     Journeyman

3.     Blacksmith

4.     Master Blacksmith

5.     Legendary Blacksmith