Tinker Gnomes

This is my current statistical representation of a less random, mentally competent tinker gnome.

While plenty tinker gnomes make excellent arcane spellcasters (and artificers), necessity is the mother of invention, and exposure to the unforeseen is a critical part of the creative process. Sometimes even the best laid plans are not laid well enough, and tinker gnomes must rely on their wits every now and then. Therefore, many tinker gnomes are also rogues, although it is usually not their highest class.

Loathe to be without the right tool for the job, tinker gnomes have trouble leaving any behind. As such, they prize any substance that weighs less than its counterparts, as long as using it doesn't affect quality. Most tinker gnomes keep a modest burden of useful objects close at hand, and are quick to find and retrieve what they need when they need it. While the homes and workshops of tinker gnomes are often cluttered and disorganized, they are nonetheless adept at finding and maintaining the objects that lie therein.

Tinker gnomes often live and sleep in their workspace. Schematics and alchemical recipes are among the most precious possessions of any family or guild, as well as any magical items or spell lore that might assist in their creation.

Barbarians, druids and monks are the least common classes among tinker gnomes. Enough tinker gnomes enjoy traveling that rangers and bards are more common than most would assume, and fighters are about as common as these. Most tinker gnome clerics usually choose to worship neutral deities that grant access to the Artifice, Creation, Knowledge, Magic or Rune domains.
  • +2 Intelligence, –2 Strength.
  • Small: As a Small creature, a tinker gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Tinker gnome base land speed is 20 feet.
  • Low-Light Vision: A tinker gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Weapon Familiarity: Tinker gnomes proficient with Crossbows and/or Firearms are automatically proficient with exotic weapons of the corresponding type(s).**
  • +1 racial bonus on ranged attack rolls with crossbows, firearms, grenade-like weapons and siege weaponry.**
  • +1 racial bonus on opposed attack rolls to avoid disarm and sunder attempts.
  • Safe Keeping: Items and objects attended by or in the possession of a tinker gnome gain a +1 circumstance bonus on saving throws.
  • Trap Sense: Tinker gnomes gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
  • +4 dodge bonus to Armor Class against monsters of the construct type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Craft (alchemy) and Search checks.
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Terran and Undercommon.
  • Spell-Like Abilities: A tinker gnome with a Charisma score of at least 10 + spell level) has the following spell-like ability: 3/day—mending (1 lb. + 1lb./2 levels). Caster level equal to character level; save DC 10 + gnome’s Cha modifier + spell level.
  • Favored Class: Artificer. When figuring multiclass experience penalties, a multiclass tinker gnome does not count the Artificer class.
**As appropriate for the setting.

Optional Background

Many tinker gnomes were once craftsman and magewrights in slavery under the rule of Ethergaunts (pg. 64 fiend folio). A rare few have escaped with technological knowledge so incomprehensible and alien, even Tinker Gnomes with this knowledge are left slightly out of touch with reality.  This legacy is reflected with the following feat:

Prerequisites: Knowledge (architecture and engineering) 6 ranks, Knowledge (planes) 2 ranks, Craft (alchemy) 2 ranks, Craft (weaponsmithing) 2 ranks.
Benefit: You are proficent in using, crafting and maintaining the technological items normally unique to etherguants. Your wisdom score is reduced by 2 (to a minimum of 1).
Special: By default, employing or making use of these technologies is a violation of a Druid's code of conduct, and such a creature must seek the effect of an Atonement spell (pg. 201, PHB) to regain use of their class features after such a transgression. Etherguants and their technology are detailed, starting on page 64 of the the Fiend Folio.

Ethergaunt Items

Ethergaunts have developed a number of technological marvels. Because the race shuns art or pleasure, most such devices facilitate one of two activites: genocide or the eradication of reglious devotion. Though the features of these objects resemble those of magic items, the objects are in fact, technological and are not affected by spells such as antimagic field. Only ethergaunts and creatures with the Ethertech Adept feat have the knowledge and skill to build or maintain these devices.

EtherBlade: Resembling a short glaive topped with a hollow barrel, this favored weapon of the etherguants can fire a ray of force as a ranged touch attack for 1d6 points of damage (regardless of weapon size). The etherblade ray has a range increment of 40 feet. The weapon can fire 50 times before it is exhausted. It cannot be recharged.  The ranged function of an etherblade counts as an exotic firearm for the purpose of proficiency, and operates normally underwater.
A medium-sized etherblade can be used as a two-handed polearm in melee combat to deal 1d10 points of slashing damage. A fully charged etherblade has a market price of 800gp.
  • A new etherblade (always crafted as a masterwork weapon) costs 350 gp to craft from scratch and 50 ether cells cost 50 gp. A new etherblade has 50 ether cells built into it. After discharging all the ether cells, an etherblade needs to be reassembled as new (which disjoins the item) to incorporate a new set of ether cells.
  • Reassembling an expired but otherwise undamaged etherblade and incorporating a new set of ether cells takes 2 hours, and costs 50 gp in addition to the cost for new ether cells.
  • Spells and effects that affect ammunition can target the ether cells built into an etherblade normally. Loose ether cells are about the size of coins and made of cold iron, which affects the price of crafting them as magic items (any magical enhancements cost an additional 2,000 gp). They always break after being fired.
  • Because etherblades and similar technological items like it, must be reassembled as new (which disjoins the item) to incorporate a new set of ether cells, crafting one as a magic weapon or item is an often short-lived investment.
Doubt Bomb: This small ceramic sphere contains a chemical mixture intended to overstimulate the "doubt centers" in the brain. The bomb can be thrown as a grenade-like weapon. A thrown bomb shatters on impact, creating a cloud of poisonous gas in a 10-foot spread for 1 round (inital and secondary damage 2d4 Wisdom, Fort DC 16 negates). Etherguants are immune to the effects of doubt bombs. A doubt bomb has a market price of 500 gp.

No comments:

Post a Comment