Dwarf Smith
Creature 0 — dwarf, humanoid
Many dwarves become smiths as their attention to detail, lifestyles that keep them close to useful materials such as iron, and a pride in their work all come together to become a brilliant skill set for working with armaments. Though dwarves are capable of smithing most any kind of item, most focus on armaments as a way of creating objects to defend their fellow dwarves. From the dwarven perspective, most things in life are best done correctly, and that means taking one's time. Dwarves are a foc
Source: pathfinder-npc-core
Perception +5
Skills athletics +6, crafting +12, society +6
Str
+2
Dex
+1
Con
+2
Int
+3
Wis
+1
Cha
-1
AC 14
Fort +6
Ref +3
Will +5
HP 12
Resistances fire 1
Speed 20 feet
Offense
Melee Clan Dagger +6, Damage 1d4+2 piercing
Melee Light Hammer +6, Damage 1d6+2 bludgeoning
Ranged Light Hammer +4, Damage 1d6+2 bludgeoning
Melee Fist +6, Damage 1d4+2 bludgeoning
Abilities
Blacksmithing Specialist — For encounters involving blacksmithing, the dwarf smith is a 5th-level challenge.
Temper Armament (downtime) — The smith spends 1 day tempering a single suit of metallic armor, metallic shield, or metallic weapon. Tempering armor or a shield increases its Hardness by 1. Tempering a weapon grants the weapon a +1 circumstance bonus to damage rolls. Regardless of the item, the tempering remains for 3 days, after which item is temporarily immune to further tempering for 1 week as the technique would otherwise damage it.
Crack the Shell — The dwarf smith makes a Strike to break a creature's defenses. If the Strike hits and the creature is wearing armor with Hardness 9 or lower, the armor is Broken. This Strike doesn't further damage armor that's already broken.
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