All Creatures
Abilities | Monsters | NPCs


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

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak LeadsmithCreature 4

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 +15, Crafting +10, Intimidation +13, Society +13, Stealth +10
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 20; Fort +10, Ref +13, Will +8
HP 60
Speed 20 feet
Melee [one-action] club +13 [+8/+3], Damage 1d6-2+6 bludgeoningRanged [one-action] club +13 [+8/+3] (thrown 10 feet), Damage 1d6-2+6 bludgeoningRanged [one-action] dwarven scattergun +13 [+8/+3] (concussive, dwarf, kickback, scatter 10 feet, range increment 50 feet, reload 2), Damage 1d8-2 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.