Path of the Weaponsmith
From House of Genius
Main Page > Tabletop Gaming > Earthdawn > EDORE Disciplines > Weaponsmith
Living Steel
Weaponsmiths forge, repair, and recover weaponry both mundane and magical.
Key Stats: Body, Knowledge, Sense
Key Skills: Lore, Smithing, Counterspell, Vigor, Fight, Parry
Mastering the Path
Essential Knowledge: Karma Ritual
- First Mastery - Hone the Blade
- A roll of Knowledge + Smithing will grant a +1 increase to a weapon's damage, for Width days.
- Second Mastery - The Weapon's Tale
- Use Knowledge + Lore to gain 1 Key Knowledge for every 2 Points of height.
- Third Mastery - There Are Many Like It, But This One Is Mine
- The Weaponsmith forms a nearly empathic bond with a particular weapon, and gains a +1d Bonus for all actions with that weapon.
- Fourth Mastery - Fury of the Forge
- The Weaponsmith's gaze flickers with the fire of Hell's forges, and every subsequent attack creates a Morale Attack equal to Width. This lasts for Command rounds.
- Fifth Mastery - Still Waters
- The Weaponsmith may roll Karma + Blacksmithing to abate any curses or unquiet spirits inhabiting a weapon.
- Sixth Mastery - Anvil Armor
- If the Weaponsmith successfully parries an attack, the attacking weapon's damage is reduced by 1 for the duration of combat.
- Seventh Mastery - Forge the Weapon
- The Weaponsmith may imbue a weapon with a singular power. This may improve damage, warn of certain foes, whatever. This improvement is permanent.
- Eighth Mastery - Forge the Body
- The Weaponsmith may use Knowledge + Smithing to attempt to Heal another character. The outcome is usually not pretty, but it is true healing.
