You learned early that the world doesn’t reward idealists—it rewards those who can make things work. You started with your hands in simple craft: mending hinges, fitting blades, shoring up beams, fixing what other people broke. Somewhere along the way, the road claimed you. Now your workshop is wherever your feet stop and your tools hit the ground. You know how to keep people fed, keep a fire going in the rain, find shelter where others see only empty land—and when trouble comes, you know how to make it reconsider.
You treat weapons as just one more kind of tool, no more magical than rope, wedges, or a well-placed shove. People read your imposing frame and scarred hands and think “brute,” but you’ve survived this long because you watch, listen, and measure before you act. Whether you’re crossing wild country or walking into a tense room, you’re there to solve problems—cleanly, efficiently, and, if necessary, with just enough implied threat to keep everyone smart.
- Ability Scores:
- Strength, Dexterity, Intelligence
- Feat: [feat]Crafter[/feat]
- Skill Proficiencies: Intimidation and Survival
- Tool Proficiencies: Choose one kind of Artisan's Tools
- Equipment: Choose A or B: (A) Artisan's Tools (same as above), 2 Pouches, Traveler’s Clothes, 32 GP; or (B) 50 GP
Comments