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- Bizzle Tinbutton CR 6
- XP 2,400
- Gnome Tinkerer 7
- CN Small humanoid (gnome)
- Init +6
- DEFENSE
- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, +1 size)
- hp 63 (7d8+28)
- Fort +8, Ref +8, Will +2
- DR 1/-
- OFFENSE
- Speed 30 ft.
- Ranged: +1 Distance Pepperbox rifle +9 (1d10+1)
- Special: 11/day Bomb +9 (4d6+4 fire, DC 17)
- Alchemist Extracts Prepared (CL 7th)
- 3rd—absorbing touch, heroism
- 2nd—alchemical allocation, barkskin, false life, invisibility
- 1st—True Strike, cure light wounds, alchemical tinkering, expeditious retreat, shield
- STATISTICS
- Str 8, Dex 16, Con 15, Int 18, Wis 8, Cha 12
- Base Atk +5; CMB +3; CMD 16
- Feats Brew Potion, Great Fortitude, Exotic Weapon Proficiency(Firearms), Exotic Weapon Proficiency(Siege weapon), Point-Blank Shot, Throw Anything, Toughness
- Skills Appraise +10, Craft (alchemy) +14, Disable Device +12, Knowledge (engineering) +11, Craft(clockwork) +12, Craft(vehicles) +14, Perception +9, Spellcraft +14, Stealth +9, Survival +9, Use Magic Device +3
- Languages Common, Draconic, Dwarven, Giant, Gnomish, Orc
- SQ alchemy (alchemy crafting +7, identify potions), discoveries (Explosive missile, enhance potion 4/day, mutagen (+4/–2, +2 natural, 70 minutes), precise bombs [4 squares]), swift alchemy
- Gear:Adamantine chainshirt, +1 distance pepperbox rifle, Belt of dexterity +2
- Tactics: Bizzle doesn't like fighting unless her ship or laboratory is threatened. After using her extracts of Heroism, Barkskin, Expeditious Retreat and Shield if she has the chance, she picks off opponents from a distance, using Explosive Missile with her shots to increase damage dealt, using her familiar's acid shots to supplement it from close range. If cornered in melee by clearly superior enemies, she surrenders.
- Brazz
- Clockwork Familiar with the following adjustments:
- -31 hp
- -Average flying maneuverability
- -DR 2/Adamantine
- -Wand slotted (50 charges)
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