Blacksmith OCC

Blacksmith

Blacksmiths are masters o f metalworking, making everything from nails and horseshoes to kettles and weapons. As such, they are the warrior and adventurer's best friend, because they produce, repair, and modity weapons and armor.

This brings the profession in constant contact with a never ending array of interesting people, which makes the average Blacksmith a great source of rumors, legends, and other interesting talk. Like a bartender, just about anything worth hearing goes through the local Smith at one point or another, which makes him a worthy person for adventurers to stop by and see when they are looking for that vital clue or bit of info to put them on the right track.

This is especially true when it comes to rumors about war, soldiers, mercenaries, pirates and the military and militia in the area, as well as trouble with bandits and buildup of local forces. Likewise, they are likely to know about bounties (and bounty hunters) and conflicts with bandits and monsters.

This goes double in the Shadow Coast, because most (80%) of all travelers, warriors, rogues and adventurers use the colonies as a base camp and supply depot, if not a starting off place to go exploring, hunting or adventuring. Coastlander Blacksmiths have been asked to refrain from any actual combat because they are considered too valuable to get themselves killed.

For they are more important to the townspeople than any adventurer. It is the Blacksmith who shoes animals and makes tools, knives, axes, shovels, pots, pans, and other utensils, nails, door hinges, locks, bolts, and metal pieces and items of all kinds. Most comply with that request, but there is a special breed of Warrior Smith who has a special love of forging specialty weapons and armor and who likes a good brawl, battle or adventure from time to time.

Even those who don't go adventuring are strong, powerfully built individuals who can usually account well for themselves in a fight.

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Alignments: Any.

Attribute Requirements : I.Q. 6, P.E. 12, P.S. 14 or higher. A good P.P. is helpful, but not a necessity.

O.C.C. Bonuses: + 1 to P.S., + 1 to P.E., and +3D6 to S.D.C.

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O.C.C. Skills

  • Language: Native tongue at 98% plus two of choice (+15%).
  • Mathematics: Basic (+5%)
  • Athletics (General)
  • Body Building and Weight Lifting
  • Recognize Weapon Quality (+20%)
  • Field Armorer (+20%)
  • Pick Locks (+5%)
  • Metalworking (+10%)
    Dwarven Blacksmiths get a one-time +10% bonus; Kobolds get a +5% bonus.
  • W.P. Blunt
  • Hand to Hand: Basic.

This can be changed to Hand to Hand: Expert for the cost of one "O.C .C. Realted" skill or to Hand to Hand: Martial Arts or Assassin (if evil) for the cost of three "O.C.C. Related" skills.

O.C.C. Related Skills

Select four at level one, two at level three, and one at levels eight and twelve. All new skills start at level one proficiency.

  • Communications: Any.
  • Domestic: Any (+5%).
  • Espionage: Detect Concealment and Traps only.
  • Horsemanship: General or Exotic only.
  • Medical: Brewing, First Aid or Holistic Medicine only.
  • Military: Heraldry and Military Etiquette only.
  • Physical: Any, except Prowl.
  • Rogue: Any.
  • Science: Mathematics: Advanced only.
  • Scholar/Technical: Any (+10%).
  • Weapon Proficiencies: Chain, Knife, Sword, Shield, Spear, Staff, Paired Weapons, and Siege Weapons only.
  • Wilderness: Any.

Secondary Skills

The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels 3, 7 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses.

All secondary skills start at the base skill level. Skills are limited ("any," "only," "none") as previously indicated in the list.

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Starting Equipment

Two sets of work clothes, other clothing, boots, a pair of heavy gauntlets, a pair of heavy leather gloves, a set of forging hammers (3D4, 2D4 and 1D4 per strike), a set of tongs, belt, bedroll, backpack, a large sack, a small sack, a water skin, and a tinder box.

Armor

Starts with a suit of studded leather (A.R. 13 , S.D.C. 38) for adventuring and defending his shop or the town (most smiths are in the militia), as well as a suit of soft leather (A.R. 1 0, S.D.C. 20; these are the leathers smiths wear for protection when working metals; it keeps away the heat and flying shards of metal and/or sparks).

Weapons

Starts with a pair of small but heavy hammers (2D6 damage each), a Mace (2D6 damage) or War Hammer (3D4 damage), a small knife (1D4; easy to hide in a belt or boot) and one weapon of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later.

Money

The character starts with 350 in gold, which can be used immediately to purchase more equipment or it can be saved for later. Additional money will come from payment for jobs and/or booty.

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Level of Experience