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Jurassic Pratt wrote:

Is it just me or is Shelyn's anathema to "striking first" a little weird?

So imagine your just rolled initiative vs a group of thugs that pull weapons on you. Your initiative turn is before theirs, so you hold back because you don't strike first even though the thugs intentions are clear. The thugs turn then comes up and they crit Fred the Fighter an he goes down.

Is it not ridiculous that even though you knew they were hostile and planning to try to kill you, a good god wouldn't allow you to strike first to stop them? Even to protect your allies?

I feel like it'd be better off worded as "initiate hostilities".

Or the cleric of shelyn just readies an action


Quandary wrote:
Core Paladins don't actually gain powers from a deity like a Cleric, none of their abilities actually tie into Deity worship, it is more like they draw from Cosmic Lawful Goodness if that is a thing. A Paladin's choice of deity is more just like an adjunct aspect relevant to "legitimate authority" angle than actual source for powers (archetypes aside). It sounds like they're tweaking and clarifying the Paladin Code to be alot more play friendly out of the box, but dropping the cosmic LG paragon angle does not sound like it's in the cards.

Paladins can go without a deity, but IF they pick a deity they are receiving spells from it like any other divine spellcaster


Mark Seifter wrote:
Meophist wrote:
It doesn't appear as though natural 1's are auto-failure. They become critical failures only if it would normally be a failure anyways.
If your nat 20 isn't a critical success, it is still a success, and if your nat 1 isn't a critical failure, it is still a failure.

Does this only apply to attack rolls and saving throws like the current edition or also skill checks?


I wonder what the Knight of Coins does


Does the Elemental Monk make use of Elemental Fist?


Atalius wrote:
Does anyone know if there is any way an Aasimar Shaman could gain the Human favored class bonus (casting cleric spells)?

Aasimars with the Scion of Humanity alternate racial trait also count as humans


the Kineticist and Brawler archetypes look hype


How do the totem feats work?


How are the Paladin archetypes?


Why does such a talented individual with the intention do good for society resort to such inhumane methods in the first place?
There are more effective and painless methods for achieving this for someone with such expertise in magic, so it comes off as the character really wants to inflict pain and eternal torture


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Yes detect magic reacts to invisibility
No it doesn't let you thwart an invisible enemy freely unless he's a complete idiot


Vidmaster7 wrote:
Entryhazard wrote:

Empyreal Knight is a blatant and embarrassing downgrade to the paladin

Who did actually think that a bonus language was equivalent to Divine Grace

I think the designer have commented on that one that the bonus language alone wasn't meant to replace the ability by itself but the combinations of all the abilities replaced were suppose to. Still I kind of agree but now you can take a feat and get divine grace back so its not as bad.

The argument in principle for achetypes is okay but in this case the other resistances and the underpowered Summon barely make up for giving up Lay on Hands + Mercies in the first place


There is no fiendish equivalent of Angels, where is my symmetry Paizo!?


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FormerFiend wrote:
But what doesn't make so much consistent, internal sense is why Iomedae gets clerics, warpriests, inquisitors, and paladins while Milani only gets clerics, warpriests, and inquisitors.

And neither of them can have Druids but Sarenrae and Shelyn can. And this is without bringing archetypes with further domain or alignments restrictions. Or Prestige Classes

And this is not a problem, every deity has its area of competence that only allows certain category of followers


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Ventnor wrote:

It's also the honor that led to Alexander Hamilton throwing his life away in a duel, as well as his son Philip. And that's only the tip of the iceberg.

I do believe in goodness, but I don't believe in honor. People who do good should do so because they want to do good, not out of some outdated moral code which compels you to answer all sleights against you with bloodshed.

People still kill people today in the name of honor. It is not good and it is not right.

Paladin's honor is about fair play rather than kill for a slight


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Empyreal Knight is a blatant and embarrassing downgrade to the paladin

Who did actually think that a bonus language was equivalent to Divine Grace


Did someone on the Development Team actually believe bats are mice with wings?


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Instead of Musket Master I think you'd be better off with a technological firearm considering you're going to play Iron Gods


Tranformation Sequence social talent lets you transform in a flashy way like magical girls, and the mechanical consequence is making changing between identities more conspicuous but also faster

you need to be able to cast spells or SLAs but your Medium levels let you do it


Dαedαlus wrote:

Using Miracle, as well, to avoid the 24-hour casting time.

Hmmmm....
Can you Metamagic a spell cast via Wish/Miracle?

Ithink so but surely the adjusted level has to stay within the limits of Wish/Miracle


Let's go for Maximized Awakening


Bones Shaman synergises well with an undead character


Tonithal starc wrote:
My Summoner got bit by a werewolf while I was wearing the eidolon and I fail save... what happens?

"He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist."

So if the synthesist is an humanoid you get the curse


Reminder that by the most obtuse reading only Paladins have "Channel Positive Energy" which obviously isn't true


Two-Weapon Grace from the Villain Codex lets you use Slshing grace with two weapons, but you get an ulterior -2 to attacks

Hand's Autonomy from Haunted Heroes Handbook should compensate that


Diego Rossi wrote:

So "a black blade is always a one-handed slashing weapon, a rapier, or a sword cane" and a phantom weapon follow exactly the same rules for its weapon type.

As both abilities say that the weapon type is chosen by the character, but the black blade has special limitation on the type and the phantom blade inherit them, a phantom blade can't be a two handed weapon.

The cited part doesn't completely satisfy the question because for example he could pick a Longsword and hold it with two hands for the Str and Power Attack +50%

The restriction on spell combat itself is still the crux


Imbicatus wrote:
On the other hand, mindblade magi must wait until 13th level to spell combat with a two-handed weapon. It seems unfair for the phantom blade to get it 13 levels earlier.

The less suited spell list and class features would compensante in some measure


Danjal wrote:

The "Spell Kenning" and "Spell Study" abilities for this class and archetype allow both classes to cast spells from outside their original spell list.

The entry specifically states it as:

- Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell.

- Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared.

If this ability would just mean that they can cast the spell and done. Then the "as if it were a spell known" seems redundant.

Does this mean that they can utilize Spell Kenning / Spell Study for the creation of Wands and Scrolls fulfilling the requirement of knowing the spell by expending their use of Spell Kenning / Spell Study in the creation process?

Knowing they will still need UMD to activate these items afterwards?

You can use Spell Kenning ans Spell Study to satisfy the requirements to craft potions, scrolls and wands, but you still need to use UMD to use the latter two (unless you're multiclassed)


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Plausible Pseudonym wrote:
shaventalz wrote:


Agreed. It seems like a passive-aggressive way of avoiding actually saying "stop using combat maneuvers". Either that, or a demonstration that those making the changes haven't actually tried using combat maneuvers against non-bipeds (and think a lower bonus would work just fine.)

I tried to bull rush a bull the other day, and I imagine the Paizo development team would have similar results if they tried it, I'm reasonably certain they're scrawnier than I am.

If combat maneuvers against larger creatures with or without extra legs were easy then it would be pretty reasonable to have a feat with a BAB and Str requirement that lets you fly by flapping your hands really hard. But both seem absurd to me.

The "muh realism" argument should die in a fire


Snuf Wheeler wrote:
Entryhazard wrote:
Spell-like abilities do not have somatic or verbal components so you should be able to use them
PRD wrote:
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

The emphasis is mine. Since GMs in the past have considered speaking or casting to be show-stoppers to using SLAs, I've decided to avoid using them entirely for this build. Also, (while possessing an object) this is especially true when the SLA's description reads "this works just like the spell, ____". I've overlooked some Su-powers too, if their descriptions conflicted with one of these two factors. YMMV.

The question you have to ask is "Will my mech come to a screeching halt because the GM determined I can't use this SLAs while possessing an object?". If your answer is 'meh' and being able to occasionally get that combo off is good enough, then go for it.

From the same rules:

PRD wrote:
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally.

Which means a SLA do not require to speak a word or any movement

While we're at it, it also comes to minde that all the spells without verbal and maybe somatic components are usable, so the whole can of Psychic Magic is also open


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Not agreeing on a straight deduction just means that the other side is wrong


They're not arcane, but Kami Medium (psychic) and Omnyoji Spiritualist (divine) use paper talismans.

You could look their mechanics for inspiration


Snuf Wheeler wrote:
Gravefiller613 wrote:
Unless my understanding is wrong. Aren't Hex's Supernatural abilities. Perhaps I missed an errata.

Hexes are supernatural (Su) abilities, but that is exactly the point of choosing them or other magic abilities. While possessing an object, one can no longer speak or cast "spells" , which would also affect spell-like abilities (Sp) And yet, (Su)-powers and exceptional (Ex) abilities are not impacted unless they are directly tied to your original form, like the low-light vision inherent in some base-species would be..

ProximaC wrote:
I feel like there needs to be some way to make this with a Vigilante, for that full Power Rangers experience.

I feel that way too. I plan to dip avenger for the "Nothing can Stop Me (Ex)" and the "Assault Training (Ex)" talent/abilities and the martial weapon proficiencies. It also, fits the "Tank" feeling I aspire to, along with the "Cut Your Losses" feat which I will take at 17th level. Yep I plan to push this character all the way to 20th level.

"Please, drive on thru."

Spell-like abilities do not have somatic or verbal components so you should be able to use them


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James Risner wrote:
I think the theory I like better is they are liquids, just not what that feat is thinking about when it says liquids.

Feats don't think, you silly


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Diego Rossi wrote:
Inner Sea Gods wrote:
Aligned Class (Ex): .... At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class.
A class, not a prestige class. When an effect of a prestigious affect a class it can't target prestigious classes.

This is not how subsets work

Otherwise poodles aren't dogs


The nice thing is that after the latest episode of Little Witch Academia cool mechas piloted with magic are a legitimate thematic choice


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Arcane Enlightment is a class feature. Thus the wizard spells are added to the caster's list. But while the shaman can prepare his spells everytime, the Oracle is locked to his spells known, thus he cannot cast those spells immediately despite those being added to his list. On the other hand he theoretically can use them with items like Page of Spell Knowledge of the divine type or Spell Lattice, and can use Divine Scrolls and Wands.

Now the interesting thing: the Oracle at some levels can change the spells known, and so he could add those spells at such times.


XyZiron wrote:
The new Dandy Archetype for Ranger also gives them bard spellcasting, so you can be a ranger then go into dragon disciple.

The dandy is still divine

But a Kobold (or a Racial Heritage Human) with Scaled Disciple still can


Chess Pwn wrote:
Oracle's TWF using CHA for attack, damage, and AC. The oracle can be 7 str and 7 dex but get everything those control over to oracle with a dip into swashbuckler.

To pull this off you need so many feats that not even at level 20


Talonhawke wrote:
Entryhazard wrote:
Any Divine spellcaster who worships a Deity gets spells from said Diety, it isn't that hard
That's not 100% accurate. Both Rangers and Druids can worship a deity without getting their spells from one, and oracles are their own kettle of fish.

It's the other way, Druids and Rangers are allowed to not have a deity as Nature fills in as a deific source in that case, but if they DO have a diety they get spells from that deity, and according to JJ this applies to every Divine.

If you want some more solid evidence, for example Rangers who worship Sarenrae have Daylight added to their spell list, while Druids who worship Gorum can cast spells while wearing metal armor

Regarding oracles, the DO receive spells from a deity, the differentiator from other divine casters is that are not necessarily willing receivers of that power and may not be aware of which deity gave them powers, but the Mystery section of the APG associates Mysteries to Deities much akin Cleric Domains.
So if an Oracle worships the deity from which has been bewstowed powers it does apply


Any Divine spellcaster who worships a Deity gets spells from said Diety, it isn't that hard


Chess Pwn wrote:

No, it never becomes an int requirement you need to qualify with.

You have an int requirement, you can use int or con to fill that.
You have a dex requirement, you can use dex or int to fill that.
But there's no "dex to new int that you can now sub con for". Cause to qualify for the feat you need dex, and can use int with that feat. Since you don't need int to qualify for the feat there's nothing to sub con in for.

Technically Kinetic Warrior never talks about feats requiring int but ising int to satisfy requirements


On a related note, it should also work with a Swashbuckler using CHA instead of INT


Because it's cool


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You could use a very large bag of holding or a very large portable hole


Samsaran can take Form of the Exotic Dragon from the Druid list


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Charles Scholz wrote:

I think we are going to have to agree to disagree on this.

Everyone is making the same arguments both for killing and not killing.

I'm pretty sure that at least one of the sides is wrong


I can find an arcane version of every spell anyway


So now I can finally make a Magus Maagambian Arcanist to use Shillelagh or Flame Blade


A Ring of Spell knowledge is totally possible as a Witch with the Strength patron can make it

Full Name

Bazzle Blasthazard

Race

Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft

Classes/Levels

Perception +9

Gender

Male

Size

41 inches 39 lbs

Age

41

Alignment

Chaotic Good

Deity

Milani

Location

Kintargo

Languages

Common, Gnome, Infernal, Draconic, Shadowtongue

Occupation

Street Performer, Set Designer

Homepage URL

Bazzle Blast-Hazzard

Strength 10
Dexterity 20
Constitution 10
Intelligence 16
Wisdom 8
Charisma 14

About Bazzle Blast-hazard

Stats:
Bazzle Blasthazzard
Neutral Good Small Humanoid
Unchained Rogue 7
Init +3; Senses Darvision 60ft (Alt Gnome Racial Ability); Perception +9
DEFENSE
AC 21, Touch 17, flat footed 16 (Leather +4, Dex +5, +1 Size, +1 Ring of Protection (+2 Bond to Land))
hp 56 (7d8 +4 FCB -2);
Fort +3, Ref +11, Will +2
OFFENSE
Speed 20
Melee Dagger + 12/7 (11/6) (1d3+6)
Melee Light Mace TWF Primary + 9/4 (1d4+5)
Melee Light Mace TWF Secondary + 9/4 (1d4+5)
Melee Dagger TWF Primary + 10/5 (1d3+6)
Melee Dagger TWF Secondary + 9/4 (1d3+5)
Range Thrown Dagger +11/6 (10/5) (1d3+6 (5))
Range Light Crossbow + 10/5 (1d6)
Range Crack of Lightening +11/6 (1d12+1)
Space 5ft.; Reach 5
BAB +6/1CMB +10 CMD 15

Special Attacks:
Sneak Attack+4D6
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.
Bombs Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Spells:
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.
Scouting is dangerous business. Bazzle learns how to turn into the wind for a very brief amount of time.
You gain Windy Escape as a spell-like ability, usable once per day. Your CL is equal to your character level.

Feats:

Armour Prof Light (Rogue Class Ability)
Rogue Weap Prof (Rogue Class Ability)
Simple Weapon Proficiency (Rogue Class Ability)
Finesse Training (Rogue Class Ability)
Weapon Focus Dagger(1st Level)
Two Weapon Fighting (Rogue Talent, Combat Trick)
Agile Maneuvers (3rd Level)
Dodge (5th Level)
Mobility (7th Level)
Improved Steal (Rogue Talent- Combat Swipe)
Improved Two Weapon Fighting (Rogue Talent, Combat Trick)

Traits:

Historian of the Rebellion +2 Organization, +1 Stealth
Talented Organizer +1 Sense Motive

Skills:

Acrobatics 12 (6 Rank + 3 Class Skill + 5 Dex-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 13 (6 Rank + 3 Class Skill +5 Dex)
Disguise 12 (7 Rank + 3 Class Skill +2 Cha)
Escape Artist 10 (2 Rank +3 Class Skill, Dex +5)
Intimidate 7 (2 Rank + 2 Cha +3 Class Skill)
Know Dungeonering 7 (1 Rank + 3 Int + 3 Class Skill)
Know History 6 (3 Rank, Int +3)
Know Local 9 (4 Rank + 3 Int + 3 Class Skill)
Know Nobility 4 (1 Rank, Int +3)
Linguistics 9 (3 Rank + 3 Class Skill +3 Int)
Perception 10 (7 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 14 (6 Rank +3 Dex +5 Class Skill)
Stealth 17 (2 Rank + Size Bonus 4 + Dex 5 + Trait Bonus 1, +5 armor)
Swim 6 (3 Rank +3, Str +0, Class Skill)
Use Magic Device 12 (7 Rank + Cha 2 + 3 Class Skill)
Background Skills
Craft Alchemy 10 (4 Ranks +3 Class Skill +3 Int)
Knowledge Engineering 10 (4 Ranks +3 Class Skill +3 Int)

Special Abilities:

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).
Combat Swipe- A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal). Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you. Normal: You provoke an attack of opportunity when performing a steal combat maneuver.
Improved Uncanny Dodge At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Equipment:

+2 Leather Armor
Burgler's Bracers
Sleeves of Many Garments
+2 Belt of Dexterity
Slippers of Spider Climb
+1 Cloak of Resistance
Rapier
Dagger x3
+1 Silver Dagger of Throwing
Backpack
Belt Pouch
*Antitoxin
*Playing Card Deck
*Ink, Inkpen
*Flint & Steel
*Thieves tools
*2570.78 Gp
Silver Iori Holy Symbol
Light Crossbow
Quarrel x20
Bomb Supplies
Crack of Lightening
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
Ratcatcher loot:
- Pearl of Power (1st) from the Tiefling Voren
- Dagger, sling, and antiplague from the Halfling Sumak (size small)
- Heavy pick, light spiked shield, hide armour, sling, and climbing kit from the Half-Orc Kurch
- Shortbow from the Tiefling Zoren
- A total of 13gp, 3sp, and 3cp

Background:
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.

Personality:
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.

Appearance:
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.
This shortspear has the brace property when used two-handed. If the wielder is struck by an electricity attack while bracing, they reduce the damage taken by 1d6+1, to a minimum of 0.
Small sized creatures can wield the Crack of Lightning as a small sized spear.