About Bazzle Blast-hazard
Neutral Good Small Humanoid
Unchained Rogue 6
Init +3; Senses Darvision 60ft (Alt Gnome Racial Ability); Perception +9
AC 19, Touch 15, flat footed 15 (Leather +4, Dex +4, +1 Size, (+2 Bond to Land))
hp 38 (4d8 +4 FCB);
Fort +1, Ref +7, Will -1
Melee Dagger + 9 (8) (1d3+4)
Melee Light Mace TWF Primary + 7 (1d4+4)
Melee Light Mace TWF Secondary + 7 (1d4+4)
Melee Dagger TWF Primary + 8 (1d3+4)
Melee Dagger TWF Secondary + 7 (1d3+4)
Range Thrown Dagger +8 (7) (1d5+4)
Range Light Crossbow + 8 (1d6)
Range Crack of Lightening +9 (1d12+1)
Space 5ft.; Reach 5
BAB +4CMB +4 CMD 14
Debilitating Injury (Ex)- At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Spell-like Abilities 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. (Pyromaniac Gnome Replaces Standard Gnome spell like abilities).
Blend. Once per day, you gain the Spell-like Ability: Blend, with a caster level equal to your total level. If you decide to use this ability during a performance, you instead turn yourself into mesmerizing colours which provide a +3 bonus to your perform check. This is a permanent ability.
Armour Prof Light,
Rogue Weap Prof,
Simple Weapon Proficiency,
Finesse Training (Rogue)
Weapon Focus Dagger(1st Level)
Two Weapon Fighting (Rogue Talent, Combat Trick)
Historian of the Rebellion +2 Organization, +1 Stealth
Talented Organizer +1 Sense Motive
Acrobatics 10 (5 Rank + 3 Dex +4 Class Skill -2 Armor Check)
Climb 7 (6 rank + 3 Class Skill -2 Armor Check)
Bluff 10 (5 Rank +3 Class Skill + 2 Cha)
Diplomacy 9 (4 Rank +3 Class Skill + 2 Cha)
Disable Device 12 (6 Rank + 3 Dex + 4 Class Skill)
Escape Artist 9 (2 Rank +3 Class Skill, Dex +4)
Intimidate 7 (2 Rank + 2 Cha +3 Class Skill)
Know Dungenering 7 (1 Rank + 3 Int + 3 Class Skill)
Know History 6 (3 Rank, Int +3)
Know Local 8 (3 Rank + 3 Int + 3 Class Skill)
Know Nobility 4 (1 Rank, Int +3)
Linguistics 9 (3 Rank + 3 Class Skill +3 Int)
Perception 9 (6 Ranks -1 Wis +3 Class Skill +1 Trait)
Performance 10 (3 Rank +3 Class Skill +2 Cha +2 Obsessive)
Sense Motive 6 (3 Rank +3 Class Skill -1 Wis +1 Trait)
Slight of Hand 13 (6 Rank +3 Dex +4 Class Skill)
Stealth 16 (2 Rank + Size Bonus 4 + Dex 4 + Trait Bonus 1, +5 armor)
Swim 6 (3 Rank +3, Str +0, Class Skill)
Use Magic Device 11 (6 Rank + Cha 2 + 3 Class Skill)
Craft Alchemy 10 (4 Ranks +3 Class Skill +3 Int)
Knowledge Engineering 10 (4 Ranks +3 Class Skill +3 Int)
Bond to the Land (Urban) Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
Obsessive +2 Profession Sailor (Gnome Racial Ability)
Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
Uncanny Dodge- At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Bomber- A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).
+2 Leather Armor
+1 Silver Dagger of Throwing
*Playing Card Deck
*Flint & Steel
Silver Iori Holy Symbol
Crack of Lightening
Cloak of the Manta Ray
Found with yellow skeleton
- A shirt that shows no sign of decay or damage
- A dark iron symbol of a face mask
- An elegant short sword (medium)
- Two potion bottles
- A set of metal dice
- A collection of coins and gems
- A set of damaged masterwork thieves' tools
Born to the Gnackle family of gnomish alchemists and merchants in Brastlewark, Cheliax. He grew up well off with his father, Whrilzit who was a respected craftsman and his mother, Aria a minstrel who taught music to other wealthy families in the merchant district. Bazzle has always loved tails of adventure. His father attempted many times to teach Bazzle the ins and outs of the business. He for a time was happy to see Bazzle interested in engineering but this interest seemed mostly creative and artistic as he had a head for design but not much in the way of implementation. Still he was pushed by his father into working with the families siege engineering side of business. He when not day dreaming or doodling other pursuits scribed a number of blueprints and plans for the family. In the evenings at his mother’s prompting he would practice music and stories, she never wasted a moment rewarding his inquisitiveness with tales of far lands, maps, stories, histories, songs and so forth.
He earned the nickname Blast-hazard still a boy. Brastlewark is a chaotic and decidedly gnomish city with a large number of changing art projects, sculptures and wild architecture. For a holiday celebration he decided that just fireworks were not the way to go. Using his limited knowledge of alchemy and over inflated sense of his knowledge of engineering Bazzle attempted to make one of the city statues shoot fireworks. While the fireworks did wow and frighten some he over-estimated the integrity of the statue. What was a playful dragon dancing in a fountain became a mess of jagged and melted bronze. The artist behind the statue threw in behind Bazzle and his families money kept him from any truly lasting trouble. Though every after he was Bazzle Blast-hazard.
His father was somewhat embarrassed by his son’s prank he used the situation to move Bazzle out of town sending Bazzle to live with his uncle Faeblin in Kintargo. Faeblin was a producer of plays and operas. When Bazzle first came to town he was dejected but the thriving life of art captured him he fell in with street performers and worked in his uncle's plays designing sets and pyrotechnics sometimes involving his limited and explosive alchemical knowledge. At first Bazzle steered clear of dissidents and subversives but as things grew more and more oppressive he listened more closely.
The Night of Ashes hit the city hard for Bazzle it was the night that his uncles drinking went from social to destructive. Following the ridiculous proclamations Bazzle felt the tensions on the streets. Actors out of work, pick pockets scared to pilfer, the fun and vibrant street performers seemed dull. He checks his reflection for fear the bleaching. No . . . This can't stand.
He attended the protest in Aria park. He felt hope again that people would stand up for the city. He lived through the Thrune crackdown. He went home and began to study. He looked for stories among the books of his uncle's library Operas of freedom fighters, Andoran Children's tales that were thinly veiled political allegories. He read of the revolution in Galt. He devoted himself to the teachings of Milani never terribly devoted he figured if he was going to rebel he may as well pick a god with interest in the cause.
Bazzle learned from the rumblings on the street that a former rising diva, Kathaera Nightbreeze who spoke so passionately at the Aria Park protest. He worked with and fed information with the other street performers who were aligned with the budding Rebellion. Seeing things deteriorate Bazzle has picked up enough chatter to know how to contact the rebellion's recruiter.
Bazzle is friendly, kind and but with a bit of rakishness to his demeanor. He has a good sense of humor. He is a little flashy, rakish in dress and fancy in combat.
Bazzle is a lean and nimble looking gnome. Crowned with a head of sunkist green hair short and swept back but curling up rakishly disheveled. His clothing is asymmetrical one leg and one sleeve are sky blue, while the other leg is brown and the other arm, his rapier arm is save a bracer and pauldron of tooled leather that matches the cuirass that he wears that has both black and accents in a checkered pattern. His boots do not match each other but fit the colors of the rest of his outfit. The overall look is that of a street performer, perhaps a juggler or acrobat or one dressed by children.
Crack of Lightening-:
This +1 shocking shortspear is made entirely out of impure copper, beaten and sharpened into shape. It occasionally zaps small insects or parasites as it's carried around, and sometimes flashes symbols in druidic.
Once per round, the wielder can target a creature within 50 feet to zap with the Crack of Lightning. The wielder makes a ranged attack as if throwing the spear, only for the spear to animate into a bolt of lightning and strike the target. It then appears in the hand of the wielder again. Such an attack deals 1d12+1 electricity damage and crits on a 20 x3.