Dilemma
I am making a character for an upcoming (low-power, no magic) campaign and the DM stated we should all consider mundane skills for repairs to our equipment, healing of our characters, and the like. Since we are using the 32 point buy system our stats will not be out of control. That isn't the problem. The problem is, something I have never really delved into before; the indivivual crafting skills.
I want to embrace the trope of the blacksmithing arctic dwarf. One would automatically think Craft (Blacksmithing) would stand-out. Arctic dwarf was allowed since we will be basing this on Norse Mythology and all living in "Icelandic" fantasy setting. We are using the weather rules, and I really wanted that +4 to saves; as does everyone else. I see that arctic dwarves have Icecunning, which allows their Stonecunning to include ice as well. Ok, great. I will have a +2 to craft with metal, stone, and ice.
- When I look at the craft skill, I see the individual craft skills on the table are: Craft (Alchemy), Craft (Armorsmithing), Craft (Bowmaking), Craft (Weaponsmithing), Craft (Trapsmithing), Craft (...Varies...)
- Whenever I look at the feat Metallurgy it grants a +3 bonus on all Craft (Armorsmithing, Blacksmithing, and Weaponsmithing) checks.
- Whenever I look at the Stoneblessed Prestige Class, I notice Craft (Stoneworking) 5 ranks as a prerequisite. Craft (Stoneworking) isn't on the table; nor is Craft (Blacksmithing). I understand that Craft (Blacksmithing) should be used for an iron pot. Would Craft (Stoneworking) be for stone tools? Would stone weapons be under Craft (Weaponsmithing)?
- Looking at the Drow of the Underdark book, it separates Craft (Poisonmaking) from Craft (Alchemy); although Craft (Alchemy) can be used to craft poison at a -5 penalty. Using the Poisonmaking vs. Alchemy as some sort of precedence, could Craft (Blacksmithing) be used to craft arms and armor with a -5 penalty?
Question
I know the above text has many "?" so here is the main question: Are there definitive Craft skills for definitive items?
If there is a Craft (Stoneworking), is there a Craft (Woodworking), and a Craft (Metalworking)... for example.
The Planned Build and Roleplaying Background
Dwarf Paragon 3 / Ranger 4 / Fighter 6 / Battlesmith 5 / Occult Slayer 5
We all are required to roleplay through our paragon levels to create a backstory. Whenever we get our 3rd level of paragon, and ability increase, we become "heroes" and can then start our adventuring career. Our paragon levels would then be considered racial hit dice and not count towards our base progression (Base Attack, Base Save). I plan on Spell-less Ranger for the bonus feats. Since my Wisdom is very low I want Endurance for Steadfast Determination. I want Fighter for the feats and Dungeoncrasher. I want Battlesmith to get some more power behind my hammer. And since the evil of the world still possess magic, Occult Slayer doesn't seem to shabby for defense against said magic.
Since I am to be the blacksmith, I will also repair our equipment, and perhaps craft some equipment when time and location permits. There will be an alchemist in the party to craft poison and alchemical items to hurt our enemies and help heal us. There will be a woodworker to repair our longship and build more longships when time and location permits.
We all have to work together and will mimic as much as possible as to what we all had to suffer through in 2nd edition. We are all experienced gamers and are up for this challenge.
We are using Vitality and Wound Points and Craft Points optional rules as well - so that there will always be a fear of death and a way to craft items without magic users.