Yeah I should be posting something soonish -- still the only thing that will change is mechanics but the overall flavor/theme will not change -- thus you are basically a Rock Gnome who is choosing to be an Artificer (Chemist) -- those two are pretty straight forward -- your abilities as a Rock Gnome have been updated within the House Rules -- and this should help give you an idea (I hope) of where the Artificer is headed as well.
Basically the concept is that the Artificer (in your case) infuses concoctions with a bit of magic to create various potions, powders, bombs, and the like. Things that a Chemist might whip up in their laboratory given the proper ingredients. Further keep in mind I have been working to expand and quantify what someone can do with the various Tool proficiency that your character will know how to use (those being Alchemist Tools, Apothecary Tools and Herbalist Tools). Upon this we then go a step further when we step into the arena of the Artificer since they are the experts when it comes to these tools and what one can do with them.
The basic Class Features are as follows :
Hit Dice : 1d8 per Artificer Level
Proficiency : Light Armor, Simple Weapons, Hand Crossbow, Choose 3 Tools
Saves : Dexterity, Intelligence
Skills : Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Equipment
The character starts with the following equipment, in addition to the equipment granted by their background:
* Any Simple Weapon of choice
* Light Crossbow, Case with 20 bolts
* Studded Leather
* Any 2 Tools of choice
* Dungeoneer's pack or Explorer's pack