Gnome Character Kits (CBGH)

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The kits introduced in this chapter allow players to define their characters with more detail and precision than are determined simply by race and character class. The gnome kits provide a selection of specialized PCs and NPCs, each designed for a specific character class or multi-class combination. Each kit has its own strengths and weaknesses, and each is tailored to illustrate some important aspect of gnomish life.
The kits are purely optional—no gnome must use one. They can be incorporated into characters already existing in the campaign, as long as the PC's background makes sense given the nature of the kit. Once a character has been assigned a kit, that selection remains for the life of the character.
These kits are specifically designed for gnomes and should not be employed by characters of other races. Gnomish characters who don't wish to use a kit from this book can select a kit from another handbook that is applicable to their character class: The Complete Fighter's Handbook, The Complete Thief's Handbook, The Complete Priest's Handbook, The Complete Wizard's Handbook, and The Complete Bard's Handbook all have kits that are available to gnomish characters of the appropriate class.
Gnomes can become clerics of up to 9th level, fighters of up to 11th level, thieves of up to 13th level, and illusionists of up to 15th level; exceptionally talented gnomes (those with high scores in their prime requisites) can exceed these maximums by up to 4 additional levels. Multi-class combinations are also allowed between any two classes available to gnomes, with illusionist/thief being a favorite. Priests are not terribly common among gnomes—the Svirfneblin have the most, Tinker Gnomes none at all—and multi-classed combinations including them are the rarest of all gnome character classes (and hence have no kits devoted to them).
Players and DMs may cooperate in the creation of original kits, as long as care is taken to balance the advantages and disadvantages with those presented here.
==Structure of the Kits==
Each kit begins with a general description of that character type, along with any background and ability score requirements that are necessary to qualify for the kit. Further information on the kits is broken down into these categories:
Role: The specific functions of this character type within gnomish society.
Secondary Skills: In campaigns using the secondary skills rules from the AD&D® 2nd Edition game, a character might be required to take a specific secondary skill.
Weapon Proficiencies: The character must take the proficiencies listed. Unless it is specifically stated otherwise, these required proficiencies do not increase the number of slots the character has available.
Bonus Nonweapon Proficiencies: A gnomish character using a kit gains these proficiencies for free—he or she is not required to spend a slot for any of them.
Recommended Nonweapon Proficiencies: These proficiencies are not required of the character, but they do match up well with the kit. They require a normal nonweapon proficiency slot(s) to be used for each one.
Thieving Skill Emphasis (thief, thief/illusionist, and thief/fighter classes only; there are no thief/priest kits): The AD&D® 2nd Edition rules allow considerable flexibility in a thief character's selection of thieving abilities. Characters wishing become Stalkers or Mouseburglars usually choose to specialize in stealth-related skills such as Move Silently and Hide in Shadows. A gnomish thief who needs to survive on city streets might prefer to focus on Pick Pockets and Open Locks. Each kit comes with suggested areas of skill concentration for that character type. These are not mandatory, nor do they grant any special bonuses or confer any penalties.
Equipment: Any special equipment needs of the character are listed.
Special Benefits: These are things a character can do, or perhaps protections he or she gains, because of the kit.
Special Hindrances: These are requirements or limitations placed upon the character by the kit.