Path of the Blacksmith

The Path of the Blacksmith trains you to forge your own parts, aiding fellow tinkers as well as creating some masterwork tools of your own. This Path is recommended for tinkers and tinker-adjacent support characters with a focus on STR and TEK.

**Requirements:** Forge Onward! (Tinker)

**Path Completion Bonus**: +1 Strength OR +1 Technology

## Core Abilities

**Blacksmith's Endurance**

**Cost**: 300 XP

**Expedited for:** Craft

**Activation**: Passive

For every ability purchased in the Path of the Blacksmith, gain +1 max Vim.

**Blacksmith’s Hammer**

**Cost**: 300 XP

**Expedited for:** Craft

**Activation**: Passive

You have a well-used hammer. This melee weapon uses your Strength + Wisdom as its weapon attribute and deals 3d6 damage.

**Toolkit**

**Cost**: 300 XP

**Expedited for:** Craft

**Activation**: Passive

Once per Rest, you may create up to TEK sets of tools. Each tinker’s **Toolkit** takes up 2 Bulk and grants +3 Bluespace to whoever holds it. The tools wear out by the next Rest.

**Junk Collector**

**Cost**: 300 XP

**Expedited for:** Craft

**Activation**: Passive

You collect scrap metal, granting you a resource called Junk. Junk weighs 1 Bulk per stack of 5 Junk. At the beginning of each Quest, you gain 10 Junk. Whenever your party gains a Reward, you salvage an additional 1d6 + TEK Junk, or triple this amount if the reward is from automata/technology. Whenever you collect Junk, the delightful experience restores 4 MP and 8 Vim for you.

**Junk Finder**

**Prerequisite**: **Junk Collector**

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: Passive

PER times per Rest, you can spend 10 minutes searching for Junk. The GM declares the Junk in the area to be scarce, moderate, or plentiful based on the amount of metal scraps and rubbish nearby; gain 1, 1d6, or 3d6 Junk respectively.

**Locksmith**

**Prerequisite**: Junk Collector

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: Passive

Gain +3 to checks made to pick locks and +6 to checks made to break locks. Additionally, you may spend 1 Junk and 10 minutes to craft a lock that requires a DL 11 + TEK check to pick.

**Masterwork Weapon**

**Prerequisite**: Junk Collector

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 3 Junk, 10 minutes

You improve an existing weapon. Attacks made with this weapon gain +10 \* WIS Accuracy and +STR damage until the next Rest. This improvement can stack up to STR times. You can scrap this improvement between Encounters to regain your Junk.

**Masterwork Armor**

**Prerequisite**: Junk Collector

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 3 Junk, 10 minutes

You improve an existing armor piece, reducing its Burden by 1 or increasing its Armor by 1 (your choice) until the next Rest. Regardless of which improvement you give the armor, **Masterwork Armor** can stack up to STR times. You can scrap this improvement between Encounters to regain your Junk.

**Shrapnel Shot**

**Prerequisite**: Junk Collector

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 2 Junk, 3 Actions

You craft a chunk of shrapnel from your Junk. This can be loaded into a ranged weapon using a Reaction, increasing the damage of the next shot by three times the shooter’s WIS.

**Improve Shield**

**Prerequisite**: Junk Collector

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 4 Junk, 3 Actions

You reinforce a shield with your Junk. Its Shield Bonus increases by +3 until the next Rest. This improvement can stack up to STR times. You can scrap this improvement between Encounters to regain your Junk.

**Junk Tool**

**Prerequisite**: Junk Collector

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 3 Junk, 10 minutes

*Is it an axe? A spade? Maybe it’s one of those new all-in-one doohickeys.*

You create a tool from scrap metal. This can create, for example, a pickaxe, shovel, or lantern. This tool provides +3 to checks made with it. The tool breaks by the next Rest.

**Improved Toolkit**

**Prerequisite**: **Toolkit**

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: Passive

Your tinker's Toolkits take up 1 fewer Bulk and grant +1 additional Bluespace.

**Rivet Gun**

**Prerequisite**: **Junk Collector**

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: Passive

You have a dangerous rivet gun. This ranged weapon uses TEK as its weapon attribute. Each attack costs 1 Junk to fire in addition to normal Attack rules. This weapon deals 3d6 damage. You may choose to spend 1 additional Junk when firing to gain +20 Accuracy and +2d6 damage.

**Patchwork Armor**

**Prerequisite**: Junk Collector

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: X Junk, 10 minutes

You create a makeshift suit of armor for yourself or an ally. This armor piece provides X Armor, up to your TEK + STR, at no Burden. The armor breaks at the end of the Quest.

**Portable Forge and Anvil**

**Cost**: 300 XP

**Expedited for:** Craft

**Activation**: Passive

*“They all complained when I told ‘em we’re bringing the anvil. But when everything broke down six hundred miles from the nearest town, they’re groveling at my feet.”*

You own a **Portable Forge and Anvil**, This anvil and steam-powered forge attachment weigh a total of 40 Bulk, which can be carried in two separate pieces of 20 Bulk each. While you have it with you, you passively gain 10 Junk per Rest and have +15 max Vim. Additionally, by spending 5 minutes per item, you can repair all armor, weapons, and mundane objects to full functionality. The forge also serves as a source of heat and light and can melt down metals into more compact and valuable forms.

**Replacement Parts**

**Prerequisites**: **Portable Forge and Anvil**

**Cost**: 400 XP

**Expedited** **for:** Craft

**Activation**: Passive

*"Yeah, yeah, I can make another spring for y'."*

This ability is only usable when you have your **Portable Forge and Anvil** with you. You and all allies gain STR + TEK Bluespace.

**Sharpen the Blade**

**Prerequisites**: **Portable Forge and Anvil**, **Junk Collector**

**Cost**: 500 XP

**Expedited** **for:** Craft

**Activation**: X Junk, Free Action during Rest

*Now that you have your tools, you can really start to shape things up around here.*

This ability is only usable when you have your **Portable Forge and Anvil** with you. Choose X effects which stack unless otherwise noted:

* Your or an ally’s weapon gains +5 Accuracy until the next Rest, up to +5 \* WIS per weapon
* Your or an ally’s weapon gains +1 to all damage rolls until the next Rest, up to TEK + STR per weapon
* Your or an ally’s armor gains 1 Armor until the next Rest, up to a bonus of TEK + STR Armor
* You or an ally Tinker gains 1 Bluespace until the next Rest, up to a bonus of TEK + STR Bluespace
* You forge any weapon you could purchase in a town costing up to 10 \* (TEK + STR) sp; this weapon lasts until the next Rest and cannot be sold

## Course of Heroism

**Hammer Time**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism, **Blacksmith's Hammer**

**Cost**: 400 XP

**Expedited** **for:** Craft

**Activation**: 3 Actions

Make a melee basic attack that deals an extra 2d6 damage. This attack gains +4d6 additional damage for each time you are Supported.

**Reforge**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for:** Craft

**Activation**: 2 Actions

You repair an adjacent automaton or Tinker Design, restoring 3d6+TEK HP to it. Additionally, if the item's owner is an ally, they are Supported**.**

**You Have My Hammer**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for:** Craft

**Activation**: 5 minutes

You refine an ally's weapon before battle. For the next Encounter, their weapon gains +5 Accuracy and +3 damage and they are Supported for the entire Encounter. Once this ability is used, it may not be used again until the end of the next Encounter.

## Course of Conditions

**Quick Protection**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Conditions, **Junk Collector**

**Cost**: 500 XP

**Expedited for**: Craft

**Activation**: 3 Actions, X Junk

You strap some Junk onto yourself, granting 5X temporary HP until the next Rest.

**Epic Craftsmanship**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Craft

**Activation**: Free Action

This ability may be activated when using **Masterwork Weapon**, **Masterwork Armor**, or **Improve Shield**. The bonuses of your improvement are tripled (and count only as one improvement for the purpose of stacking). You gain fatigue.

## Course of Damages

**Forge's Flame**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Blacksmith's Hammer**

**Cost**: 500 XP

**Expedited for**: Craft

**Activation**: 2 Actions, 5 Vim

Make a basic attack with your **Blacksmith's Hammer**. This attack deals an additional 2d6 burn damage with impact.

**Pound**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Blacksmith's Hammer**

**Cost**: 500 XP

**Expedited for**: Craft

**Activation**: 2 Actions, 5 Vim

Make a basic attack with your **Blacksmith's Hammer**. This attack deals an additional 3 stun damage with impact.

## Course of Bounty

**Scrap Salvager**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Bounty

**Cost**: 400 XP

**Expedited for**: Craft

**Activation**: Passive

When you roll to loot for automata or technology, add your TEK to the result.