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Class record

Armorsmith

Artisan / Defender

Tier
1
Difficulty
2 / 5
Main role
Artisan
Secondary role
Defender

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Armorsmithing. You also gain 5 skill points to spend in Athletics, Riding or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness. You also gain proficiency in Heavy Armor or Greatshields.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Chainmail, gambeson, lamellar, plate. Protection came in an uncountable variety throughout the ages, evolving to greater heights in direct competition with weapons as the years marched on. A race between offense and defense that would carry on into the future, unending.

But unlike a weapon, a well made suit of armor was not just a representation of craftsmanship, of the materials forged and riveted and sewn, but of design. Of careful planning, measurement, and even artistry. While weapons were held up in the romantic eye of forging, it was armor that pushed a smith to their limits. Consideration of the intended wearer, of the amount of flexibility in the design if it was intended to be more generic, and the limitations and strengths of various materials were all factors that had to be accounted for before the first ingot entered the forge.

An armorsmith had to not just be a master of metals but of linens, silks, leathers, wools, and hides of an uncountable number of beasts. They had to have an eye for form and function. A learned or inherent understanding of the physics of the body and movement. Intuit the forces of imagined impacts, weak points, and failures. They needed to have a fundamental understanding of how to break things, all in the effort to prevent their work from being broken.

Tactical guidance

Playing Armorsmith

The armorsmith is a crafter that takes on the role of a defender when in combat. They prefer to wear armor and shield that they crafted themselves and should be expected to wear at least medium armor.

Your armor choice is very important, as it affects multiple of your abilities. With share armor, you can temporarily give the guard bonus and block bonus of your armor over to an ally. This ability won't do much if you're using light armor, but if you're using a well crafted heavy armor you can increase an ally's guard by up to 4 allowing them to shrug off most light attacks. Very powerful against large groups of grunts, as it will work against all of them.

Reinforce Armor is another ability that changes greatly based on your armor. The doubled guard can be useful when you're being light attack spammed, but the extra block can also be used when you're facing an enemy that does high heavy damage to allow you to still fully block it.

For crafting, thermal quench is best used as your last action to gain the maximum possible benefit from it and repair armor is just a simple repair ability.

FAQ:

Q: Does Westrian Style tool apply to Thermal Quench?
A: Yes, every 5 that is ‘rolled’ because of the Westrian Style tool counts as a 5 for Thermal Quench.

Armorsmith

Class features

Abilities unlocked

Complete rules for every ability granted by Armorsmith.

Class feature

Benefit 1

You gain proficiency in light armor, medium armor and shields.

Benefit 2

You gain proficiency in 1 basic melee weapon and can use a smith's hammer as a bludgeoning weapon in which you are proficient.

Benefit 3

You can craft armors, shields and cloaks using Iron, Tamahagane, Animal Hide and Direhide, as well as alloys. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 4

You gain Armorsmith Core Crafting abilities.

No listed cost
Keywords
Interlude,Errand

Errand. You repair a broken armor.

1 RP
Range
30ft
Keywords
Aid

Your ally may treat their guard and block as if they were wearing your armor and shield until the end of the current creature’s turn. If multiple creatures of the same type move on the same initiative, it lasts through all of their turns.

Any temporary increases to the guard/block of this armor (such as through reinforce armor) is not transferred over. Any increases from armor plates or cloak are also not carried over. (But the target's own plates or cloak may apply.)

Requirements

Must be wearing armor.

1 Crafting Dice Other

You make a crafting check. For each time you rolled a 5 or higher this craft, this check gains a +1 bonus.

Requirements

Must be in a crafting session.

0 RP2 MP
Range
Self

Until the start of your next turn, the guard and block value gained from an armor and shield you crafted and are wearing is doubled.

Does not affect armor plates.

Requirements

Must be wearing armor or a shield you crafted.