Smith (1.1) Adventurer Class
Blacksmiths are essential to the daily lives of adventurers. Need to repair armor, fix broken weapons, and replace spent arrows. You may also be known as Black Smith, Armor Smith, Weaponsmith, or just Smith.
Playing the Smith
With this NPC class you can stay at a fixed location and play up the look of a black smith. Adventurers will visit you throughout the event and you will fix their broken items, this is a great opportunity for role playing. Although not as effective at adventuring as traditional warrior classes you do have some very handy abilities, especially as you progress in levels.
Abilities
Armor Allowed: none
Weapons Allowed: Dagger, Knife, Stick, Club, Staff, all One-Handed and Two-Handed Hammers.
Level 1
Armor Repair: You can repair 1 APR of armor.This ability can only be used in villages, towns, strongholds, or bases.
Restore Weapon: Can repair weapons to full damage. This ability can only be used in villages, towns, strongholds, or bases.
Refill arrows: Can replenish used or spent arrows. This ability can only be used in villages, towns, strongholds, or bases.
Runic Inscription: Sometimes there may be a need for special runes on armor and weapons to help facilitate quests. When this happens the smith is the NPC/player that can do this, but staff will arrange this before the event begins. This ability can only be used in villages, towns, strongholds, or bases.
Level 2
Smith’s Heat Resistance: Due to your years of training and working in the confines of a hot forge you are now used to extreme heat. You reduce the damage of the first fire attack in a battle, duel, or encounter by 2.
Level 3
Cultural Ability
Duel Wield Hammers: You may Duel Wield one-handed Hammers.
Level 4
Analyze Weapon: Your discerning eye allows you to see flaws in metal weapons. You may call out “Analyze Weapon” and then point to a target. You may only target an opponent who is currently wielding a weapon which is made of metal. The target’s weapon damage is reduced by 2, for the duration of the encounter, battle, or duel, or until the smith is slain, whichever comes first. You may not target natural weapons (e.g. claws), even if they are made of metal. Unlike the Hedge Witch's Hex power, the Smith does not have to continuously point at the target. This ability can be used once per day (1x/day) and can be renewed.
Level 5
Analyze Armor: Your discerning eye allows you to see weaknesses in armor. You may call out “Analyze Armor” and then point to a target. You may only target an opponent who is currently wearing armor (of any material). The target’s APR is reduced by 2 for the duration of the encounter, battle, or duel, or until the smith is slain, whichever comes first. This ability has no effect on APR not related to armor (like Dexterous Movement, Arcane Armor, etc.) Unlike the Hedge Witch's Hex power, the Smith does not have to continuously point at the target. This ability can be used once per day (1x/day) and can be renewed.
Level 6
Cultural Ability
Forge Mastery: You can quickly set up a makeshift forge and efficiently work with metal, allowing them to repair weapons, armor, and arrows on the spot during battles. You do need something that clearly represents your makeshift forge. You may now use the abilities Armor Repair, Restore Weapon, Refill Arrows, and Inscribe Runes outside of towns, strongholds, or bases. You may use any of these abilities in combat as long as you are within arm’s reach of your forge.
Level 7
Metal Maestro: You now gain the rank and title of Metal Maestro. At the start of each event gain 20 GP from your smithing work.
Hammer Fighting Bonus: You now gain a +1 damage bonus to any hammers you wield as weapons.
Level 8
Armor Destruction: You must call this out. If your next hit is successful, the target's armor is reduced to 0 APR. It may still be worn, but it no longer gives any APR until it is repaired. This ability deals no damage. This ability can be used once per day (1x/day) and can be renewed.
Level 9
Cultural Ability
Level 10
Hammer Master: You now gain the rank and title of Hammer Master. At the start of each event gain 40 GP due to funds gathered from your work.
Fiery Hammer: Using your forge skills you heat your hammer up to a red hot temperature. When you strike with the hammer it gains an additional +4 damage and is considered a fire attack. This must be called out. This ability can be used three times per day (3x/day) and can be renewed.
RUNIC INSCRIPTION AS ABILITY NAME FOR RUNES. DUEL WIELD SHOULD BE DUAL ON ALL THE CLASSES.