Blacksmith: Difference between revisions
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!Core Professions | !Core Professions | ||
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]] • [[ | |[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]] • [[Thief]] • [[Thug]] • [[Trader]] | ||
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!Other Professions | !Other Professions | ||
Latest revision as of 10:20, 16 March 2025
Source: Harker's Guide to Vampire Hunting
Occupation Tags: Mercantile
Your crafts experience makes you an invaluable member to any community, forging everything from horseshoes to blades. Whether it be maintaining metalworks, creating items of utility and use, or arming soldiers from local militias to state-funded militaries, you can always find work with your your skills. You are a centerpoint for adventurers, ensuring their arms are ready for the challenges that await them.
Starting Equipment
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: brigandine armor, blacksmith tools, clothes (travel), clothes (common), hammer, crowbar, whetstone, a heater shield or any weapon with a value of 50 sc or less
Skills
Each time you gain a rank in the Blacksmith profession (including rank 1), gain +3 Smithing, and +1 in three skills of your choice:
- Athleticism: Applied Force
- Crafting: Carpentry*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Woodcarving*
- Influence: Gossiping, Persuading
- Knowledge: Economics, Engineering
- Observation: Appraising
- Stamina: Forced March
- Subterfuge: Lockpicking*
Craftsperson
When you become a rank 1 Blacksmith, and every time you gain a rank in the Blacksmith profession, you can enhance or repair equipment, forge wares for sale, and make a reputation for yourself through your work.
Rank 1
You may repair a single damaged weapon, shield, or armor set provided that you have all of its pieces and have access to a forge or can reasonably heat a campfire to forge-level heat, which can be done over one hour with a bellows. (1/Rest)
You can also take a week to offer your services in a populated area crafting and repairing metal work. You may make an INT/Smithing check and earn a number of sc equal to the result + 2d10 each time you do this.
Rank 2
Your rank 1 ability becomes two damaged weapons, shields, or armor sets.
Your income from rank 1 becomes your Smithing check + 4d10 sc, and you may offer discounts to a local community, gaining +1 Goodwill per week per 2d10 sc by which you decrease your income. You may only earn up to +5 Goodwill per community in this way.
Rank 3-5
Having become particularly skilled in one type of smithing, you are respected as a craftsperson skilled in the art of weaponsmithing, armorsmithing, or tradescrafting. Choose one specialization: Weaponsmith, Armorsmith, or Tradesmith. At ranks 4 and 5, you advance in the same professional track that you chose at this rank.
| Rank 3 | You specialize in crafting and repairing weapons. When you craft a weapon, sourcing the material costs you 10% less if you are tracking such expenses.
You may sharpen or reinforce a weapon provided that you have all of its pieces and have access to a forge or can reasonably heat a campfire to forge-level heat, which can be done over one hour with a bellows. (1/Rest) A weapon reinforced in this way grants that weapon +1 to its damage for 24 hours. You may also repair any broken weapon 1/Recoup, provided that you have access to a forge. |
| Rank 4 | Your crafting discount for weapons increases to 25% and you may sharpen or reinforce two weapons per Take a Rest. A weapon reinforced in this way now lasts for 72 hours. Additionally, any weapon you forge is of a higher quality, gaining a +1 bonus to attacks for the first 24 hours in which it is used. These weapons sell for 150% of their normal value. |
| Rank 5 | You become a renowned weaponsmith, one whose instruments of war are known far and wide. Your crafting discount for weapons increases to 50% and you may sharpen or reinforce four weapons per Take a Rest. Your damage bonus for weapons reinforced in this way becomes +2 for the duration.
You may create a single masterwork weapon in your life. This weapon gains a permanent +1 to attacks and damage and reduces its APC by 1, to a minimum of 2. It is considered magical. |
| Rank 3 | You specialize in crafting and repairing armor. When you craft armor, sourcing the material costs you 10% less if you are tracking such expenses.
You may now reinforce an armor set provided that you have all of its pieces and have access to a forge or can reasonably heat a campfire to forge-level heat, which can be done over one hour with a bellows. (1/Rest) Reinforcing armor in this way grants that armor +1 AR for 24 hours. |
| Rank 4 | Your crafting discount for armor increases to 25% and your reinforcement for armor becomes 48 hours. |
| Rank 5 | You become a renowned armorsmith, your protective implements sought from adventurer and king alike. Your crafting discount for armor increases to 50% and you may reinforce two armor sets per Take a Rest. Reinforcing armor in this way now lasts 72 hours. When you reinforce armor it retains the +1 bonus to AR, but also gains a +1 bonus to any other defense of your choice for the duration.
Armor forged by you can either have its STR requirement lowered by 1 (min 0) or its speed loss reduced by 5 ft. |
| Rank 3 | You specialize in trading your services as a smith. When you craft any gear it costs you 25% less in materials. Your income from rank 2 increases to your Smithing check + 6d10 sc, and you now gain +2 Goodwill per 3d10 sc you decrease your income by. You may earn up to +10 Goodwill in this way, per community. |
| Rank 4 | Your crafting discount for gear increases to 50% and your weekly income increases to your Smithing check + 8d10 sc. You now gain +3 Goodwill per 4d10 sc you decrease your income by. You may earn up to +15 Goodwill in this way, per community. |
| Rank 5 | Your presence is a welcome sight in any community you visit, as your reputation as a capable blacksmith is a balm to nations. Your crafting discount for gear increases to 75%, and your weekly income increases to your Smithing check + 15d10 sc. Whether you reduce your income or not, you always gain +1 Goodwill with the local community during a week of work, and you may earn up to +20 Goodwill in this way per community. |
| Core Professions | Archivist • Barrister • Charlatan • Clergy • Entertainer • Guard • Honorable • Inquisitor • Knight • Nomad • Physician • Pioneer • Sailor • Soldier • Thief • Thug • Trader |
|---|---|
| Other Professions | Archivist: Librarian • Bartender • Blacksmith • Courtesan |