Ruins of Adventure
Gnome Tinker/Lone Wolf
SGniazaGnefem Featherstone, or SGneeze to his companions and friends, loves to build. Designing, creating, and improving things is his passion. However, as often as not, his creations at best failed and at worse exploded. After a particularly destructive occasion, SGneeze was ostracized by family and friends and was left to survive on his own. Once enough time had passed (several years), SGneeze returned and was allowed entry into the Artificer’s Guild. His dream restored, he went back to once again live his dream of creating and experimenting. After discovering a new way to blend the back powder used with the firearms built by his guild, he requested a sizable amount to conduct his experiment and prove his theory. Of course with his history, he was denied access to the powder. SGneeze refused to be daunted by the denial and decided to “borrow” the necessary powder to complete his experiment, confident that he could easily replace double what he borrowed with his new and improved powder. Unfortunately, his experiment failed ruining the powder and putting him on seriously thin ice with the guild. Not wanting to go thru the monumental and arduous task of working his way back up the channels of the guild, and knowing his experiments would be further curtailed, he has decided to strike out to more open minded areas where his infamy is not so pronounced. Hailing as he did from Lantan, he hired himself out to a ship to travel to new pastures in Phlan to get a fresh start. Upon his arrival, he registered himself with some fellow gnomes to form the group Gno One KGnows What Gnomes KGnow. a group of 6, they set out into the slums to find a place to set up shop. Unfortunately, the group ran afoul of the Red Hand Orcs as soon as they left the gate. Losing half their members in the altercation, they fled deeper into the slums. Looking for a place to hide, they ducked into a building in a cul de sac. When he noticed the forge, SGneeze’s eyes lit up, which is why he didn’t see the multi-headed troll. Caught by surprise the other 2 gnomes were quickly dispatched and SGneeze quickly fled for his life barely escaping. It’s now been 2 weeks since his misadventure, he has been working for the temple of Tempus as an armorer and Weaponsmith for room and board. He is currently looking for a discrete place to set up a forge, or better still find a group willing to help him clear the trolls out of the forge he found (and if they help him gain vengeance on the Red Hands, a grand bonus that would be). Most mornings he can be found after “morning prayers” repairing armour and weapons damaged during prayers.
Class: Tinker/Lone Wolf
Alignment: Chaotic Neutral
Level: 3rd / 3rd
Experience: 15,876 / 15,876 (ready to level)
Next Level: 5,000 / 5,000
Max Level: Unlimited / Unlimited
|Str||13||Stamina||9||Weight Allowance: 23 lbs|
|Muscle||16||+1 damage||Max Press: 195 lbs||Open Doors 9||Bend Bars 10%|
|Con||11||Health||12||System Shock 80%|
|Fitness||9||Resurrection 70%||Hit Points 0/level|
|Int||13||Reason||13||Max Spell Levle 6th||Spells/Level 18|
|Knowledge||12||+3 Proficiencies||+1 Paths||Learn Spell 50%|
|Wis||11||Intuition||11||+0% Earned XP|
|Willpower||11||+0 Mental Saves||Power Points: +0/level|
|Cha||11||Leadership||9||4 Henchmen||+0 Loyalty|
|Appearance||14||+2 NPC reactions|
- Initiative: +0
- Surprise: +0
- NPC Reaction: +2
- Movement: +0
- Hit Points: 13
- Armor Class: 10
- THAC0: 19
- Paralyzation/Poison/Death: 13
- Rod/Staff/Wand: 11 (+3)
- Petrification/Polymorph: 12
- Breath Weapon: 15
- Spells: 12 (+3)
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Arquebus||1/2 rounds||+1||1d10||1d10||15||50 / 150 / 210||if a 10 is rolled for damage roll an additional d10|
Thief Skills: (in armor)
|Pick Pockets||—||Hide in Shadows||25%|
|Open Locks||53%||Hear Noise||10%|
|Find/Remove Traps||50%||Climb Walls||67%|
|Move Silently||32%||Read Languages||—|
Non-Weapon Proficiencies: General, Rogue, Warrior
|Modern Languages (Common)||13||Lanuage Modern (Burrowing Mammals)||13|
|Lanuage Modern (Gnim)||13||Lanuage Modern (Lantana)||13|
|Secret Languages ( Rauthlek)||13||Looting||14|
|Modern Languages (Chucklian)||13||Lanuage Modern (Draconian-Chromatic)||13|
|Modern Languages (Tharian)||13||Engineering||10|
|Detect Sloping Passage||15|
|Detect Stonework Traps||11|
|Determine Depth Underground||11|
|Determine Direction Underground||11|
- Like their cousins the dwarves, gnomes are highly magic resistant. This gives a bonus to gnomes’ saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3½ points of Health score. These bonuses are summarized on the Dwarf page.
- In melee, gnomes add 1 to their attack rolls goblins, kobolds, or lizard men.
- Gnomes gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
- Gnomes have infravision to a range of 60 feet.
- An artificer gains a +2 reaction bonus when dealing with other dwarves or gnomes engaged in the same craft (any dwarf or gnome with whom he has a shared craft-related proficiency).
Unless an artificer has injured members of a community, he will gladly be given basic food and shelter in an effort to keep him around as a handyman.
- The hammer is a an extremely useful tool for a wide variety of crafts (blacksmithing, carpentry, cobbling, and many others) in addition to being a viable weapon, and all artificers must be proficient in its use. Regardless of class, an artificer may specialize in the use of any hammer or firearm.
- The artificer begins the game with a small supply of smoke powder, enough for 4d6 uses of an arquebus. Obtaining more of it is the artificer’s problem, though some alchemists and temples of Gond 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).
- An artificer proficient in Weaponsmithing can construct Firearms. At 1st level he can construct matchlock weapons (including the arquebus), at 5th level he can make wheellocks and snaplocks, and at 9th level he can make flintlocks. It takes about 60 days to make a pistol and 90 days to make a musket; the total cost is one-fifth the sale price. Bullets can be made 100 per day for only 1 sp. Repair times and prices should fit within these limits.
- An artificer with the Lock Smithing proficiency can use the Open Locks thief ability, regardless of class. An artificer that is not a rogue has a base chance of 30% to open a lock (this includes the bonus from the Lock Smithing proficiency and this kit, but is subject to all other modifiers for race, dexterity, or homeland). An artificer that is a rogue gains the normal bonuses for this kit and the Lock Smithing proficiency. This ability improves by +5% for each level of the artificer.
- An artificer is capable of creating many technological devices thanks to his interests in many areas of applied science and engineering. He gains additional benefits when using certain proficiencies:
- Clockwork Creation: Artificers are skilled at chronometry and can build functional clocks. 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 clocks 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).
- Lens Crafting: Artificers can construct telescopes and mocroscopes. Any optical telescope or microscope starts off at 10x magnification. The device can be made at an additional 10x for every level afterward (for example, 50x at 5th level). A simple telescope weighs 1d4+3 lbs. and is 1d3 feet long (possibly collapsible).
- Lantanna are extremely nimble and well-balanced. Consequently, they gain a +2 bonus to their starting Dexterity scored (maximum 19).
- Lantanna also enjoy a +1 bonus to any proficiency check involving a Dexterity-based proficiency.
- Lantanna are noted for their use of firearms, even though they are hardly subtle weapons. Lantanna of any class may become proficient with these weapon. If such a character is proficient in the use of a firearm, he receives a +2 bonus on all attack and damage rolls made with it.
- A Lantan character can purchase any manner of ocean-going vessel at 75% of the listed price. This discount applies only if the craft is constructed or purchased in Lantan or is from a Lantanna national.
- Characters from Lantan can purchase the Naval Combat proficiency for only 1 slot, regardless of their class or proficiency groups.
All Lantanna share a love of the sea. No Lantanna will venture more than 150 miles inland at any given time, and he must return to a coastal area within 30 days of when they last saw the sea. If a Lantanna fails to meet the above conditions, he grows listless and despondent. For every 30 days away from the sea, he suffers a cumulative -2 penalty on all attack rolls, damage rolls, saving throws, and any ability checks against Wisdom or Intelligence.
As all Lantanna do not view violence as their first or best option, they are surprised on a roll of 1-4 on a d10, but only in situations where combat is not immediately evident: a city street, a tavern common room, a quiet pasture, or a peaceful forest.
The warm climate of Lantan makes its people susceptible to cold. A Lantanna suffers an extra hit point of damage per die of cold damage inflicted upon him.
In the minds of many enemies, the Lantan desire to avoid conflict translates to cowardice. Because of this, any force battling a Lantan-led group gains a +2 bonus on its Morale checks.
Lantanna never wear armor, regardless of class. They find it too constricting. At best, the only armor they may use are small or medium shields. The same restriction applies to headgear: Lantanna warriors do not wear helms or helmets, even if they are magical.
An artificer, regardless of class, 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 the 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 artificers surprise checks in the presence of unfamiliar devices or any object that might constitute a working part of a larger machine.
Lone Wolf Spells: Caster level 3rd
Paths Known:Ajahar’s Path, Tricksters Path, The Path of Deception
- 1st level: Chameleon, Illusory Talent, Normal Aura, False Tracks, Lesser Distraction, Prestidigitation, Ventriloquism, Audible Glamour, Phantasmal Force, Read Illusionist Magic
2nd level: Apparition, Elonia’s Glamer, Improved Phantasmal Force, Magic Trick, Misdirection,
- Prepared Spells:
Lesser Distraction, Audible Glamour
Improved Phantasmal Force
14 shots of powder
10 iron bullets
10 lead bullets
10 silver bullets
100’ hemp rope