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[Disciplines]
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[Weaponsmith]
A Weaponsmith trains to gain an iron will and a very critical eye. Weaponsmiths borrow a bit from elemental magic, and a bit from wizardry as well. Weaponsmiths help identify and create legendary weapons. Nearly every community in Barsaive values Weaponsmiths.

Important Attributes: Perception and Willpower

Racial Restrictions: None

Karma Ritual: To perform his Karma ritual, the Weaponsmith beats a thin strip of metal in a hot fire or forge. From this he fashions the metal into a blade, arrowhead, or spear tip, but tempers the metal too soon, making it brittle. He then shatters the defective piece. The ritual ends the instant the piece breaks.

Artisan Skills: Runic Carving (Weapon, Armor), Wood Carving

[Dwarf Weaponsmith]

FIRST CIRCLE

Talents
Avoid Blow
Forge Blade
Karma Ritual
Melee Weapons
Steel Thought
Weapon History

SECOND CIRCLE

Talents
Durability
Haggle
Read and Write Language

Third Circle

Talents
Abate Curse
Detect Weapon

FOURTH CIRCLE

Evaluate Weapon: The Weaponsmith makes a Forge Blade Test against the Spell Defense of the weapon. A successful test reveals the approximate worth of the weapon and how well it is made.
Talents
Speak Language
Thread Weaving (Thread Smithing)

FIFTH CIRCLE

Social Defense: Increase the Weaponsmith’s Social Defense by 1.
Talents
Temper Self
Warp Missile

SIXTH CIRCLE

Spell Defense: Increase the Weaponsmith’s Spell Defense by 1.
Talents
Conceal Weapon
Spot Armor Flaw

SEVENTH CIRCLE

Karma: The Weaponsmith may spend a Karma Point on any action using Dexterity only.
Talents
Disarm
Temper Other

EIGHTH CIRCLE

Recovery Test: The Weaponsmith gains an additional Recovery Test per day.
Talents
Improve Blade
Metal Ward


DWARF WEAPONSMITH

Do you know what it is that you carry? Of course it is a weapon, that is obvious. But do you see it? Do you understand it? Can you call up its power?

I understand weapons. I can feel their patterns and see the truths of their existence. Sharpening an edge is mere child’s play compared to calling forth a weapon’s power. You must coax a weapon’s secrets from it, bring them forth carefully and slowly. Then and only then will its blade be truly sharp and its full power revealed.

Attributes
Dexterity (11): 5/D8
Strength (15): 6/D10
Toughness (16): 7/D12
Perception (18): 7/D12
Willpower (15): 6/D10
Charisma (10): 5/D8

Talents
Avoid Blow (1): 6/D10
Forge Blade (2): 9/D8 + D6 Karma Ritual (1)
Melee Weapons (1): 6/D10
Steel Thought (1): 7/D12
Weapon History (2): 9/D8 + D6

Movement
Full: 40
Combat: 20

Skills
Artisan/Runic Carving (1): 6/D10
Knowledge/Ancient Weapons (1): 8/2D6
Knowledge/Throal History (1): 8/2D6

Initiative
Dice: D8

Karma
Dice: D6
Points: 6

Combat
Physical Defense: 7
Spell Defense: 10
Social Defense: 7
Armor: 4
Mystic Armor: 2

Damage
Death Rating: 39
Wound Threshold: 11
Unconsciousness Rating: 31
Recovery Dice: D10
Recovery Tests per Day: 3

Equipment
Adventurer’s kit w/tent
Broadsword
2 Daggers
Forging tools
Hand axe
Knife
Padded leather armor
1 week worth of trail rations
Traveler’s garb
1 Copper piece
3 Silver pieces

Note: The dwarf Weaponsmith has the racial ability of Heat Sight.

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