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Leadsmith

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

LeadsmithCreature 5

Legacy Content

Uncommon NE Medium Dwarf Humanoid 
Source Pathfinder #180: The Smoking Gun pg. 9
Various dwarven investigators for hire
Perception +12; darkvision
Languages Common, Dwarven
Skills Athletics +17, Crafting +12, Intimidation +15, Society +15, Stealth +12
Str +4, Dex +4, Con +2, Int +2, Wis +0, Cha +0
Private Detective (1 minute) Frequency once per hour; Effect The Leadsmith spends 1 minute examining a subject for clues. For the next 24 hours, whenever the Leadsmith makes a Perception check or a skill check using Intelligence, Wisdom, or Charisma to Recall Knowledge about this subject, the Leadsmith gains a +2 circumstance bonus to the check.
Items breastplate, club, dwarven scattergun
AC 22; Fort +12, Ref +15, Will +10
HP 75
Speed 20 feet
Melee [one-action] club +15 [+10/+5], Damage 1d6+6 bludgeoningRanged [one-action] club +15 [+10/+5] (thrown 10 feet), Damage 1d6+6 bludgeoningRanged [one-action] dwarven scattergun +15 [+10/+5] (concussive, dwarf, kickback, scatter 10 feet, range increment 50 feet, reload 2), Damage 1d8 piercingBully Effect The Leadsmith's melee and ranged Strikes deal an additional 2d6 bludgeoning damage to creatures that were Shoved within the past round.Clear A Path [one-action] Requirements The Leadsmith is wielding a firearm or crossbow in one hand, and their other hand either wields a one-handed melee weapon or is empty; Effect The Leadsmith makes a melee attack and then reloads their gun in one fluid movement. The Leadsmith makes a one-handed melee weapon Strike or unarmed Strike against an opponent within reach, then Interacts to reload. The Leadsmith doesn't need a free hand to reload in this way.