Leadsmith

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

Attacks

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

Abilities

Bully Effect

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

Clear A Path

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


Effect 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 Detective

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.