Leadsmith

Level 5
Creature· dwarfUncommonMediumLegacy
AC 22
HP 75
Speed 20 ft.
Fort +12
Ref +15
Will +10
Perc +12
Size Medium
Uncommon
Languages common, dwarven
Senses darkvision
Skills athletics +17, intimidation +15, society +15, crafting +12, stealth +12
Recall Knowledge society DC 22

Attacks

Melee Club +15/+10/+5
Damage: 1d6+6 bludgeoning
Melee Club +15/+10/+5(thrown 10 ft.)
Damage: 1d6+6 bludgeoning
Ranged Dwarven Scattergun +15/+10/+5 (range 50 ft.)(concussive, dwarf, kickback, reload 2 ft., scatter 10 ft.)
Damage: 1d8 piercing

Abilities

Bully Effectoffensive

The Leadsmith's melee and ranged Strikes deal an additional 2d6 bludgeoning damage to creatures that were Shoved within the past round.

Clear A Pathoffensive

Requirements The Leadsmith is wielding a firearm or crossbow in one hand, and their other hand either wields a one-handed melee weapon or is empty

The Leadsmith makes a melee attack and then reloads their gun in one fluid movement. The Leadsmith makes a one-handed melee weapon Strike or unarmed Strike against an opponent within reach, then Interacts to reload. The Leadsmith doesn't need a free hand to reload in this way.

Private Detectiveoffensive

Frequency once per hour Effect The Leadsmith spends 1 minute examining a subject for clues. For the next 24 hours, whenever the Leadsmith makes a Perception check or a skill check using Intelligence, Wisdom, or Charisma to Recall Knowledge about this subject, the Leadsmith gains a +2 circumstance bonus to the check.

Traits