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

Thief

Attribute Requirements

None

Barred Beliefs

None

Race Requirement

Dwarves

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

Carpentry, Locksmithing

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