Smith
Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired.
- AC
- 17
- HP
- 50
- Perc
- +5
- Fort
- +9
- Ref
- +8
- Will
- +5
- STR
- +3
- DEX
- +1
- CON
- +2
- INT
- +3
- WIS
- +0
- CHA
- +0
- light hammer +10 1d6+3 bludgeoning
- fist +10 1d4+3 bludgeoning
- light hammer +8 1d6+3 bludgeoning
- AC
- 17
- HP
- 50
- STR
- +3
- DEX
- +1
- CON
- +2
- INT
- +3
- WIS
- +0
- CHA
- +0
Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint.
AC 17
Fort +9
Ref +8
Will +5
HP 50
Speed 25 feet
Melee
[Single Action]
light hammer +10 (Agile),
Damage 1d6+3 bludgeoning plus smith's fury
Melee
[Single Action]
fist +10 (Agile, Nonlethal, Unarmed),
Damage 1d4+3 bludgeoning
Ranged
[Single Action]
light hammer +8 (Agile, thrown 20 feet),
Damage 1d6+3 bludgeoning plus smith's fury
Smith's Fury The smith deals an additional 1d6 damage when they hit with a weapon they created.