Artificer - Gnome (Character Kit)

Class Information 	Class Information
Class Requirements 	Fighter (no multiclassing)
Racial Requirements 	Gnome (rock)
Ability Requirements 	Dexterity 11, Intelligence 13, Strength 11
Prime Requisite 	Dexterity, Intelligence, Strength
Aligments 	Any
Social Rank 	Middle class
Hit Die Type 	d6 (see below)
Attack as 	Warrior (see below)
Save as 	Warrior
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	3
Initial Weapons 	Any, plus one firearm (spec., see below)
Additional WP Slot 	3
Additional Weapons 	Any (see below)
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional NWP Slot 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	Gunsmithing (new), engineering, locksmithing (CTH), reading/writing
Recommended Proficiencies	Armorer, artistic ability (drafting), blacksmithing, carpentry, navigation, weaponsmithing
Secondary Skills 	Armorer, gunsmith (new skill), engineer or mechanic (new skills), scribe, weaponsmith, woodworker/carpenter
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==Overview==
An artificer is a Faerûnian gnome warrior-inventor who uses mechanics, engineering, and other applied sciences and technologies to solve problems in combat and adventuring. Humans build mechanical devices too, but gnomes can perform very fine, precise tool-working over long periods of time that would try the patience of any other being (one reason that gnomes are good gem cutters). The artificer is a very recent development, known in Faerûn only after the Time of Troubles (1358 DR).
Artificers each specialize with a firearm at 1st level and are able to improve the power of their tools and inventions, including their weapons. Artificers make excellent gunsmiths (an unpopular profession in places like Waterdeep and Cormyr), but they are also renowned makers of toys, clocks, alarm systems, locks, traps, pumps, navigational and surveying instruments, microscopes, telescopes, eyeglasses, writing implements, and anything else up to the size of the average desk. A few artificers go in for larger devices, such as printing presses, complex looms, adding machines, pedalor wind-powered vehicles, windmills, watermills, steam engines, gliders, and big siege weapons but only as a hobby.
Many artificers hail from Lantan, but scattered communities of them are known across the Realms west of the Sea of Fallen Stars and from Waterdeep on south. Notable groups of artificers appear in Zazesspur and the Purple Hills in Tethyr, and in Hardbuckler on the Sword Coast. Some artificers like to visit gnome clockwork mages in Zakhara to the south, and some rumors hint that crash-landed wildspace tinker gnomes are in Faerûn, too.
==Description==
An artificer wears any sort of armor but is easily recognized for the profusion of tools he carries with him on hooks and belts or in his pockets. Scraps of paper and writing implements are also present, and the gnome may have reading glasses, a pocket watch with an alarm, a padlock with key, a small abacus, a magnetic compass, a telescope, a pistol firearm, or other advanced nonmagical devices. In the Realms, all gnome artificers worship Gond Wonderbringer; the toothed wheel (gear) symbol of Gond is stamped or engraved on each tool, device, weapon, and piece of armor the artificer owns, and sewn on the front of his clothing for good luck.
==Roleplaying==
Many people in the Realms believe magic governs all affairs. Artificers have faith that technology (with a little magic on the side) can do the same. Faerûn does not lack for technological development of a medieval nature, but unusual advances are mostly one-of-a-kind and regarded as curios rather than useful projects. Any mechanical device appearing in Aurora's Whole Realms Catalogue, for instance, can be made by an artificer, given the proper time and materials. (Nadul DaRoni is a very talented artificer.) However, except for toys and mundane practical items, most complex gadgets never see use. This does not stop an artificer from making them, of course. Artificers are often found with blacksmiths and scholars, who aid them on their projects.
When introducing technology into a fantasy campaign, limits should be set on what can be done to keep the flavor of the campaign. The DM may decide that the most advanced technological invention allowable in the Realms is the steam engine, keeping their advancement about the level reached in the early 1800s. Carried to an extreme, this would allow for the development of steam locomotives and giant steam automobiles or tractors. The DM should handle the situation as he sees fit to keep the campaign sane.
It is tempting to play a Faerûnian gnome artificer like a tinker gnome, but artificers are more sensible, speak more clearly, and create projects on a much smaller scope. They are inordinately proud of their achievements, which do indeed work much of the time and even have many practical benefits (such as killing monsters and protecting treasures). Artificers love to show off their devices to anyone willing to see. The comic element here is strong, but it is worth adding a bit of seriousness to the playing of an artificer.
==Special Advantages==
A 1st-level artificer must specialize with either a belt or horse pistol wheel-lock firearm (often called a starwheel), and may also select one other non-firearm weapon that can be used by a gnome-sized being. The artificer begins the game with a small supply of magical smoke powder, enough for 4d6 charges, that the gnome purchased earlier. Obtaining more of it is the gnome's problem, though some temples of Gond and gnome communities sell it or trade it for about 25 gp per charge. Even then, only 2d4 charges are available per source. Smoke powder, if sold, always comes in its two component forms, which must be mixed to be effective (see the description in the DUNGEON MASTER Guide).
Specific details on belt pistols and horse pistols are given in PLAYER'S OPTION: Combat & Tactics, chapter 7. Through much experimenting, the wheel-lock weapon becomes a snaplock when the artificer reaches 5th level, and the snaplock becomes a matchlock when the artificer reaches 9th level. Though the basic combat statistics for a belt or horse pistol remain the same for each type, the chance for misfiring drops. A blunderbuss pistol can be made at 10th level; a dagger-pistol of the proper sort can be made at 2nd, 6th, and 10th levels.
An artificer has a base 30% chance to pick mechanical locks with the proper tools (the same as thieves' tools). Thieves' tools must be purchased. He gains 5% per level at this talent.
An artificer is capable of creating many technological devices thanks to his interests in many areas of applied science and engineering. The player and DM can work out the details of some of an artificer's technical fiddling; the following are offered as guidelines for specific project interests.
* Chronometry: Any mechanical clock (spring-wound, water-powered, or weights-and-pendulum type) made at 1st level either gains (1-3 on 1d6) or loses (4-6 on 1d6) 6d10 minutes per day. For every level of the artificer beyond 1st, reduce the error in minutes by 1d10, and reduce the weight by half. At 7th level, the clock has an error of 1d8 minutes per day, then 1d6 minutes at 8th level, 1d4 minutes at 9th level, 1d2 minutes at 10th level, and 1 minute at 11th level (best possible accuracy). Error direction, gaining time or losing it, is re-rolled at each level. Each clock's weight is 10d4 lbs., reduced by 1 lb. per level. A bell, chime, or other alarm can be added.
* Locksmithing: Any lock made becomes more complex, defeating attempts to pick it. For each level of the artificer making a lock, the lock applies a -5 penalty to a thief's chances of picking it (for example, -25 penalty at 5th level). Also, the artificer gains a +10 bonus to his chance to pick any mechanical lock.
* Optics: Any optical telescope or microscope starts off at 10 (if made at 1st level). The device gains another 10 (for every level afterward for example, 50 at 5th level). A simple telescope weighs 1d4+3 lbs. and is 1d3 feet long (possibly collapsible).
Artificers gain the proficiency of gunsmithing.
==Special Disadvantages==
Because he is focused more on inventing things than actually practicing with weapons, an artificer gains proficiency with only two weapons at 1st level; all other weapons are used at a penalty until he gains his next proficiency slot. He starts out with only three weapon proficiency slots, two of which are used for his weapon specialization with a pistol firearm.
An artificer does not use a shield, thinking that a technologically sophisticated offense is the best defense. He also likes to keep one hand free at all times in case he has to grab a tool, and so cannot use a two-weapon fighting style. He refuses to use poisons because he constantly cuts his fingers when messing with mechanical items and would risk death merely by handling venomous substances.
Artificers are by nature fascinated by mechanical devices and objects that can be employed to make mechanical devices. They tend to forget everything else to study and contemplate the possible uses of most things they find. Therefore, a -2 penalty is added to an artificer's surprise checks in the presence of unfamiliar devices or any object that might constitute a working part of a larger machine.