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Smith

Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks.

Recall Knowledge - Humanoid (Society): DC 18

Elite | Normal | Weak
Proficiency without Level

SmithCreature 3

NMediumHumanHumanoid
Source Gamemastery Guide pg. 245
Perception +5
Languages Common
Skills Athletics +8, Crafting +15, Diplomacy +5, Smithy Lore +15, Society +8
Str +3, Dex +1, Con +2, Int +3, Wis +0, Cha +0
Items leather apron (functions as padded armor), artisan's tools, light hammer
AC 17; Fort +9, Ref +8, Will +5
HP 50
Speed 25 feet
Melee Single ActionSingle Action light hammer +10 [+6/+2] (agile), Damage 1d6+3 bludgeoning plus smith's furyRanged Single ActionSingle Action light hammer +8 [+4/+0] (agile, thrown 20 feet), Damage 1d6+3 bludgeoning plus smith's furySmith's Fury The smith deals an additional 1d6 damage when they hit with a weapon they created.

All Monsters in "Tradespeople"

NameLevel
Apprentice-1
Guildmaster8
Merchant-1
Smith3

Tradespeople

Source Gamemastery Guide pg. 244
Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments.

Sidebar - Additional Lore Common Artisan Guilds

Cartographers
Cobblers
Cooks and bakers
Glassblowers
Herbalists
Jewelers and gem cutters
Leatherworkers
Locksmiths
Magecrafters
Masons and stonecutters
Painters and sign makers
Physicians and apothecaries
Potion brewers
Potters
Scroll keepers
Shipwrights and sailmakers
Skinners and tanners
Wagonmakers and wheelwrights
Weaponsmiths
Wandcrafters
Weavers
Woodcarvers and coopers