Born in Hills Edge, DaRoni was a solitary child who spent most of his time tinkering with blocks and then gears and even his peoples' natural affinity for illusions. He dedicated himself, albeit quietly, to the gnome god of invention and luck, Nebelun (an aspect of Gond). As a young man he traveled Faerûn far and wide, learning all he could about any tool or machine, whether a device of peace or war. He soon found himself on the island nation of Lantan, where his natural curiosity and technical ability endeared him to one master artificer after another. Soon bored of the company, DaRoni took his adventurer's earnings and set up shop not far from home in the wilds of the Storm Horns mountains. There he lived quietly, inventing and cobbling together machinery with the aid of just a touch of magic. At first he lived off his treasure, but over time he began to sell his devices to nearby mountain settlements and the soldiers of High Horn, sometimes venturing so far as Cormyr's capital city of Suzail to peddle his mechanisms.
One day, while in Suzail, DaRoni noticed a flyer for a new shop called Aurora's Whole Realms Catalogue. A wizard who had mastered teleportation magics, Aurora, had formed trade connections across Faerûn and beyond, promising to bring goods from anywhere to her discerning clientele. Though always a bit of a loner, DaRoni saw an opportunity for recognition. He tracked down the wizard at an affair Elminster was hosting in Shadowdale, almost demanding to have his work showcased in Aurora's catalogue. At first the wizard refused, but DaRoni's long days of inventing had taught him two things well -- curtness and persistence. Over the next several days, he was relentless, eventually convincing Aurora to showcase a few pieces of his work.
At first, DaRoni was thrilled with the recognition he received and the demand for his amazing mechanisms. What he had not expected were the annoying admirers, would-be students, and (despite his own faith) religious zealots. In less than a year, his hermitage and workshop had become a small village dedicated to Nebelun, of which he was the default leader. The recent war in Cormyr with the red dragon Nalavara's goblin hordes also spilled into the mountains and DaRoni's village. Fortunately, the community successfully and quite ingeniously repelled several strikes by the dragon's forces. More recently and in the wake of Tilverton's disappearance, DaRoni's folk have taken in a few worshipers of Gond that escaped the lost city. Now more involved with the outside world than ever, DaRoni chafes under his new responsibilities to his own community and the Steel Regent of Cormyr, Princess Alusair Obarskyr -- responsibilities he fulfills admirably, all the while complaining bitterly.
Nadul DaRoni: Male rock gnome rogue 4/illusionist 1/gnome artificer 10; CR 15; Small humanoid; HD 4d6+8 plus 1d4+2 plus 10d6+20; hp 84; Init +2; Spd 20 ft.; AC 17, touch 13, flat-footed 17; Base Atk +10; Grp +6; Atk +12 melee (1d4/18-20, +1 alchemical silver rapier) or +12 melee (1d4/19-20, masterwork cold iron short sword) or +11 melee (1d3 nonlethal, sap) or +14 ranged (1d8-1, masterwork pistol with alchemical silver bullets) or +14 ranged (1d10-1, masterwork musket with alchemical silver bullets); Full Atk +12/+7 melee (1d4/18-20, +1 alchemical silver rapier) or +12/+7 melee (1d4/19-20, masterwork cold iron short sword) or +11/+6 melee (1d3 nonlethal, sap) or +14 ranged (1d8-1, masterwork pistol with alchemical silver bullets) or +14 ranged (1d10-1, masterwork musket with alchemical silver bullets); SA sneak attack +2d6, spell-like abilities; SQ artificer item, familiar benefits, evasion, gnome traits, low-light vision, trap sense +1, trapfinding, uncanny dodge; AL NG; SV Fort +6, Ref +15, Will +6; Str 10, Dex 14, Con 14, Int 20, Wis 10, Cha 11. Age 89, Height 3 ft. 5 in, Weight 45 lb.; Patron Deity Nebelun (Gond).
Skills and Feats: Appraise +5 (+7 for items valued by weight, or for detailed examination, or for items involving any of Nadul's Craft skills; +9 with any two of those circumstances, or +11 with all three), Balance +4, Climb +2, Craft (alchemy) +19, Craft (armorsmithing) +12, Craft (blacksmithing) +18, Craft (carpentry) +12, Craft (glassblowing) +12, Craft (locksmithing) +12, Craft (metalworking) +12, Craft (musical instruments) +12, Craft (painting) +14, Craft (trapmaking) +12, Craft (weaponsmithing) +12, Disable Device +24, Heal +2, Hide +6, Jump +2, Knowledge (architecture and engineering) +19, Knowledge (religion) +6, Listen +4, Move Silently +2, Open Lock +13, Perform (string instruments) +6, Profession (apothecary) +5, Profession (engineer) +17, Profession (siege engineer) +5, Search +22, Sleight of Hand +11, Spellcraft +6, Spot +2, Survival +2, Tumble +7, Use Rope +11, Alertness, Artist, Deft Hands, Exotic Weapon Proficiency (firearms), Lightning Reflexes, Nimble Fingers, Scribe Scroll, Skill Focus (Craft [blacksmithing]), Skill Focus (Disable Device).
Spell-Like Abilities: 1/day -- dancing lights, ghost sound (DC 10), prestidigitation (DC 10), speak with animals (burrowing mammals only, duration 1 minute). Caster level 1st.
Artificer Items: DaRoni can craft nonmagical items that duplicate the effects of certain spells, including certain shadow effects. DaRoni can also salvage artificer items, dismantling them to reduce the base price of a new device by 1/2. See pages 23-26 of Magic of Faerûn for details.
Familiar Benefits: DaRoni has chosen Contraption the mouse as his familiar. When his familiar is within 5 feet of him, he gains the benefit of the Alertness feat and a +2 bonus on Move Silently checks (included in the statistics above). He also gains the following benefits. Empathic Link (Su): DaRoni can communicate telepathically with Contraption at a distance of up to 1 mile. He has the same connection to an item or a place that Contraption does. Share Spells: DaRoni may have any spell he casts on himself also affect Contraption if the latter is within 5 feet at the time of casting. DaRoni may also cast a spell with a target of "You" on Contraption.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, DaRoni takes no damage with a successful saving throw.
Gnome Traits: DaRoni has a +2 racial bonus on saving throws against illusions, a +1 racial bonus on attack rolls against kobolds and goblinoids, and a +4 dodge bonus against giants. The DC for any illusion spells he casts increases by +1. He also gains a +2 bonus on Listen and Craft (alchemy) checks (already figured into the statistics above). He can treat a gnome hooked hammer as a martial weapon.
Trap Sense (Ex): DaRoni has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps.
Trapfinding (Ex): DaRoni can use the Search skill to find nonmagic and magic traps with Search DCs higher than 20 and the Disable Device skill to disable magic traps.
Uncanny Dodge (Ex): DaRoni can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker.
Wizard Spells Prepared (4/4; save DC 15 + spell level or 16 + spell level for illusions; prohibited schools evocation and necromancy; 10% chance of arcane spell failure): 0 -- arcane mark, detect magic, ghost sound*, mage hand; 1st -- alarm, color spray*, sleep, unseen servant.
Spellbook: 0 -- acid splash, arcane mark, daze, detect magic, detect poison, ghost sound*, launch bolt**, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance, message, silent portal***; 1st -- alarm, animate rope, charm person, color spray*, comprehend languages, disguise self*, endure elements, erase, grease, identify, mage armor, net of shadows***, Nystul's magical aura, scatterspray***, shield, silent image*, sleep, unseen servant, ventriloquism*.
* Illusion school spells.
Languages: Chondathan, Common, Dwarven, Gnome, Goblin.
Gnome Artificer Device Powers Known: 0 (DC 10) -- acid splash, detect poison, electric jolt**, flare, Horizikaul's cough**, launch bolt**, light, mage hand, ray of frost; 1st (DC 11) -- burning hands, detect undead, corrosive grasp**, endure elements, expeditious retreat, feather fall, grease, Horizikaul's boom**, jump, Kaupaer's skittish nerves**, launch item**, low-light vision**, obscuring mist, shocking grasp, spider climb; 2nd (DC 13) -- battering ram**, bull's strength, cat's grace, darkvision, daylight, flame dagger**, fog cloud, glitterdust, Melf's acid arrow, see invisibility, shatter, speed swim**; 3rd (DC 14) -- flame arrow, fly, gust of wind, haste, lightning bolt, shatterfloor**, sleet storm, stinking cloud, water breathing; 4th (DC 16) -- ice storm, quench, rusting grasp, shout, solid fog, wall of fire, wall of ice. As one of the Realms' greatest artificers, DaRoni is known to have developed several unique device powers.
Possessions: DaRoni has crafted a great deal of equipment, which he usually carries with him.
- Armor, Arms, & Magic: +1 Small gnome workman's leather of magical pouches (see below), + 1 Small alchemical silver rapier, Small masterwork cold iron short sword, sap, masterwork pistol, masterwork musket, 300 bullets, 20 alchemical silver bullets, 20 cold iron bullets, 10 adamantine bullets, 10 bombs, 10 smokebombs, 10 powder horns of smokepowder, scrolls of invisibility, and minor image;
- Artificer Items: water breathing apparatus (50 charges; 6th level; helmet and cloak slots; 15 lb.), shout megaphone (50 charges; 10th level; helmet and cloak slots; 20 lb.), see invisibility goggles (25 charges each; 3rd level; goggle slot; 10 lb.), feather fall chute (50 charges; 2nd level; amulet and cloak slots; 5 lb.), quench backpack and nozzle (50 charges; 8th level; amulet and cloak slots; 20 lb.), bull's strength bracers (50 charges; 4th level; bracers and belt slots; 10 lb.), lightning bolt bracers (50 charges, 5th level; bracers and belt slots; 15 lb.), spider climb gloves (25 charges; 3rd level; gloves slot; 5 lb.), wall of ice gloves (25 charges; 7th level; gloves slot; 20 lb.), light projector (50 charges; 1st level; ring slot; 2 1/2 lb.), burning hands projector (50 charges; 1st level; ring slot; 5 lb.), launch item** projector (50 charges; 1st level; ring slot; 5 lb.), obscuring mist projector (50 charges; 1st level; ring slot; 5 lb.), stinking cloud projector (25 charges, 5th level; ring slot; 15 lb.), jump boots (50 charges; 1st level; boots slot; 5 lb.);
- Adventuring Gear and Class Tools of Note: 10 bags of caltrops, 50 ft. of chain, 5 amazing locks, 2 masterwork manacles, 10 bags of marbles***, small steel mirror, 100 ft. of silk rope, spyglass, alchemist's lab, masterwork artisan (armorsmithing, blacksmithing, carpentry, glassblowing, locksmithing, metalworking, musical instrument crafting, painting, trapmaking, and weaponsmithing) tools, climbers kit, healer's kit, steel holy symbol (toothed cog), hourglass, magnifying glass, merchant's scale, masterwork lute, spellbook, masterwork thieves' tools; Alchemical and Extraordinary Natural Items: 10 flasks of acid, 10 flasks of alchemist fire, 10 vials of antitoxin, 10 smokesticks, 10 sunrods, 10 tanglefoot bags, 10 thunderstones, 10 tindertwigs, 10 alchemical sleep gas***, 10 bags of scentbreaker***, 10 shadowtop torches**, 10 sleepweed pods**;
- Other: Two 100-gp pearls and up to 2,500 gp of additional adventuring gear and alchemical substances from the Player's Handbook,Arms and Equipment Guide,Tome and Blood, and other sources, most of which DaRoni has crafted himself.
Note, with the exception of his alchemical lab, DaRoni can carry all his listed possessions on his person and/or in his armor without encumbrance penalties.
** See Magic of Faerûn.
*** See Forgotten Realms Campaign Setting.
Contraption: Male mouse familiar; CR --; Fine magical beast; HD 1d8 (effective 15d8); hp 42; Init +0; Spd 10 ft., climb 10 ft.; AC 19, touch 18, flat-footed 19; Base Atk +10; Grp -11; Atk --; Full Atk --; Space/Reach 1/2 ft./0 ft.; SQ improved evasion, low-light vision, scent; AL NG; SV Fort +4, Ref +11, Will +7; Str 1, Dex 11, Con 10, Int 6, Wis 12, Cha 2.
Skills and Feats: Balance +8, Climb +3, Craft (alchemy) +8, Craft (armorsmithing) +3, Craft (blacksmithing) +6, Craft (carpentry) +3, Craft (glassblowing) +3, Craft (locksmithing) +3, Craft (metalworking) +3, Craft (musical instruments) +3, Craftg (painting) +3, Craft (trapmaking) +3, Craft (weaponsmithing) +3, Hide +20, Knowledge (architecture and engineering) +12, Knowledge (religion) -1, Listen +3, Move Silently +12, Perform (string instruments) -2, Search +15, Spot +3, Survival +3, Swim +0, Use Rope +5; Alertness.
Improved Evasion (Ex): If Contraption is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage on a successful save and half damage on a failed save.
Scent (Ex): Contraption can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Gnome Workman's Leather: This armor is a variation of masterwork leather armor crafted by and for gnomes, though the occasional halfling or dwarf has a set. It is adorned with dozens of tiny tool holders and pouches, which are typically filled with the most bizarre collections of tools, widgets, and sprockets. In addition to the armor's normal pouches, it has the equivalent of two spell component pouches and five secret component pockets. (Secret pockets hold the components for one spell and require a successful Search check [DC 20] to find.) The armor has a stowage capacity of 18 lb. for Medium characters and 9 lb. for Small characters. It provides increased protection, takes up both an armor and a vest equipment slot, and has the following game statistics: Cost 450 gp; Armor Bonus +3; Maximum Dex Bonus +6; Armor Check Penalty 0 (-2 to Move Silently only); Arcane Spell Failure 10%; Speed (30 ft.) 30 ft., (20 ft.) 20 ft.; Weight 18 lb. for Medium characters, 9 lb. for Small characters.
Gnome Workman's Leather of Magical Pouches: The pockets and pouches of gnome workman's leather are often magically crafted to function like bags of holding. When so created, five of the armor's pouches (not the spell component pouches or secret pockets) become miniature bags of holding with nine others "behind" each of these five readily apparent pouches. Each of these 50 pouches can contain up to 1 cubic foot of material weighing as much as 10 pounds. Five other pouches also serve as bags of holding and can contain up to 9 cubic feet of material weighing as much as 30 pounds. One of these larger pouches can hold the wearer's familiar, no matter its size. The familiar has access to food, air, and water while inside the pouch.
Anything stored in the pockets is effectively weightless and does not affect the wearer's encumbrance. The magic pouches leave slightly less room for nonmagic stowage capacity: 10 lb. for Medium characters and 5 lb. for Small characters.
The armor's pouches respond to the thoughts of its wearer by opening a full pouch (to extract something from) or any empty one (to put something in) as desired. When the wearer reaches into a pouch for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a pouch contains. Retrieving any specific item from a pouch is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
This property can be used only on gnome workman's leather; other armors lack the requisite number of pouches and pockets to be so ensorcelled. Gnome artificers particularly prize this armor.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor, familiar pocket (see Tome and Blood), Leomund's secret chest, locate object; Price +11,000 gp; Weight 18 lb. for Medium characters, 9 lb. for Small characters.
About the Author
Thomas M. Costa is a professional staffer for a committee in the U.S. House of Representatives. He has been a contributor to several Wizards of the Coast products such as Demihuman Deities and Races of Faerûn, and is the author or co-author of a number of Dragon Magazine and Wizards of the Coast website articles.