Locksmith
Locksmiths are masters at building and taking apart locks. These craftsmen are well respected in dwarf society. In many ways the true thief's worst enemy, locksmiths make it hard for a thief to exercise his trade.
Role
They are expert in making and opening locks. They are also expert at finding and disarming traps. Their craft safeguards homes and builds strong locks for the gates of dwarf strongholds. To adventurers, there are many benefits to having a locksmith along. They can find and remove traps, open locks, and have all of the other skills of thieves.
Distinctive Appearance
None
Special Benefits
They gain a +10% modifier to their Open Locks ability in addition to that provided by the Locksmithing proficiency, and a +10% bonus to their Find/Remove Traps ability.
Special Hindrances
Locksmiths have a -10% penalty to their Climb Walls ability and a -5% penalty to their Pick Pockets ability.
Class
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
They usually carry axes and hammers. Practical dwarves, they know that not all locks can be picked. Sometimes it is necessary to break a door down instead.
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Alertness, Engineering, Stonemasonry
Equipment
Locksmiths should have one set each of lock making and lock picking tools.
Wealth Options
They start with 4d4x10 gp.
Homeland Terrain
None
Economic System
None