Glim Garrack

Glim is a merchant in Baldur's Gate. He is drug into a fight that causes Silvershield to recruit him in order to investigate problems in the ciry.
==Story==
Glim Is a merchant from Baludur's Gate in the western heartlands. He evades other Gnomes since he lacks the magical abilities and affinity to animals as other members of his race.  And--because this arcane Conundrum has little skill in the arts of magic--he has turned to the power of magical items.  He also cares greatly for constructs because he can't interact with animals like the normal gnome.
In 1479 DR, Glim allied with Silvershield in the events of Baldur's gate. He was on a patrol, when Antonias was caught sneaking around. Antonias gave Glim a bag. He was curious of what it was, so he opened it. Inside it was a trap the blew the poor gnome up. He died in 1479 DR, the year of the ageless one.
==Description==
Glim has long white hair that reaches his shoulders. He wears a brown cloak with a wand sheathed at his waist. He does not care what kind of help he gets, good or evil, as long as it helps. He is also intelligent and inventive. He will go out of his way to see if something will work. His goal is the craft the greatest and most powerful magical items,  and to become one of the most powerful gnome spellcaster known.
==Stats==
Glim  (Gnome, Artificer 2, CR 2)
Chaotic Neutral Small Humanoid 
Init +0 (+2 Dex, -2 Flaw)
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Dodge +3 Parry +3 
HD: 2
Vitality: 13 (2d6+4), Wound: 17 (15+2)
Fort +2 Ref +2 Will +3
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Speed 20ft 
Base Atk +1 Grp +0
Attack 1: Cull Wand Essence +3 1d6 (Ranged Touch Attack)
Attack 2: Shortsword +0 1d4-1
Space 5 ft. (1 squares) Reach 5 ft. (1 squares)
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Abilities Str 8(-1) Dex 15(+2) Con 15(+2) Int 17(+3) Wis 10(+0) Cha 15(+2)
Stat Points Gained From Advancement: 0
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Feats: Scribe Scroll (Bonus), Magic Device Attunement, Cull Wand Essence, Skill Focus (Use Magic Device), Brew Potion (Bonus), Arcane Conundrum (Flaw), Curious (Flaw)
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Skill Points: 35
Skills: Appraise +5, Concentration +2, Craft (Alchemy) +9, Decipher Script +5, Disable Device +6, Open Lock +6, Spot -2, Profession (Merchant), Spellcraft +7, Search +6, Use Magic Device +10, Knowledge (Arcana) +7, Artificer Knowledge +5, Knowledge (Archetecture and Engineering) +4, Planes +4
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Gear:
Cloak – worn
Inventory: Components Pouch (Black Thread, Rare Ointment x2, Firefly x3, Mineral Oil x2, Holy Parchment x2, Rabbit Fur x3), Shortsword x2, Scroll (Magic Savant, CL2), Scroll (Mage Armor, CL2) x2, Rations x4, Hammer, Bedroll, Backpack, Whetstone, Cloak, Acid Flask x2, Alchemist Fire, Owl Feather, Stirge in a Jar, Wand of Cure Light Wounds (37 Charges)
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Infusions:
Level 1 4/day- Lesser Armor Enchantment, Energy Alteration, Enhancement Alteration, Identify, Inflict Light Damage, Light, Magic Stone, Magic Vestment, Magic Weapon, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhancement, Spell Storing Item, Personal Weapon Augmentation.
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Class Features:
Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5: Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion. An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use. It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen'drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based. Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). An artificer's infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters. Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast). Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster. An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list. Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit. An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus.
Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.
The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.
Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.
An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.
An artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it
Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite. The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage. An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll. An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list. Magic items created by an artificer are considered neither arcane nor divine.