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LeadsmithCreature 5


UncommonNEMediumDwarfHumanoid
Source Pathfinder #180: The Smoking Gun
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

AC 22; Fort +12; Reflex +15; Will +10;
HP 75
Speed 20 feet

Club One Action +15 (+10, +5) to hit 1d6+6 Bludgeoning
Club One Action +15 (+10, +5) to hit (thrown 10) 1d6+6 Bludgeoning
Dwarven Scattergun One Action +15 (+10, +5) to hit (concussive, dwarf, kickback, range increment 50, reload 2, scatter 10) 1d8 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Bully 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.

Private Detective

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.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Dwarf

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.