Lindie Asklepa Character in Palimpsest | World Anvil

Lindie Asklepa

STRENGTH 16 (+3), DEXTERITY 18 (+4), CONSTITUTION 18 (+4), INTELLIGENCE 16 (+3), WISDOM 4 (-3), CHARISMA 12 (+1)

A Vishkanya assassin, with a gift for poisons and alchemy, Lindie masquerades as the concubine of Hugo Dargent, the second son of the noble Dargent Family, in order to infiltrate the Second Court. It is her goal to kill the noble with the golden eyes, who she believes murdered her family. The only trouble being, she doesn't know which noble that is...

Concubine Lindwyrm Asklepa (a.k.a. Lindie)

Lyndwyrm "Lindie" Asklepa is the daughter of Jorma Asklepa and Adder Nithhogg, although she was adopted by the Tengu (Krona Tailfeather) after her mother and baby brother were killed in an attack on the apothecary where they worked and lived. Growing up, Lindie spied for the illicit newspaper, the Undergazette, where the Tengu worked as a journalist. At sixteen, she became the concubine of Katib Hugo Dargent the "spare" son of the noble Dargent Family, and she now lives with him on his family's estate in the Noble District.

Physical Description

Apparel & Accessories

See the Team Inventory for a full list of the group's items.

Mental characteristics

Personal history

When Lindie was little she lived with her mother and baby brother in an apartment below the potions apothecary that her mother owned. It was a modest shop on the lower side of the Mercantile District, and from the tender age of five, Lindie was helping out with the shop's accounts and managing the shop when her mother went out on errands.  
One day when Lindie was watching the shop alone, she served a strange noble in dark robes, a full-face mask and golden glowing eyes. As Lindie was assisting the masked noble, another noble entered (a member of House Mason, who Lindie recognised immediately since the Mason sygnet ring broadcast that any of his purchases should be discounted by a third of the original price). The dark-robed noble left abruptly, without even collecting his change. After Lindie had finished serving the Mason, she was too late to catch up with the masked noble, and so had to come clean with her mother that she had short-changed such a powerful member of the city.
  Her mother immediately recognised the items that the noble had purchased as components of a forbidden Div-summoning ritual, and so drew a secret symbol on her door to alert the Undergazette that she had important news to tell them. All going to plan, a representative from the secret free-press of the underground would come to the shop tomorrow so she could fill them in on the details.   All didn’t go to plan. In the night, the entire shop and apartment below it were filled with a poisonous gas. Lindie was comparatively lucky. Since she slept on a slightly lower level of the appartment than her mother and brother, less of the gas got into her room. Her high constitution and poison resistance meant that she survived the gas, but her mind was damaged by the poison. When she woke, groggy, in the morning she stumbled upstairs to find her mother and baby brother had suffocated in their bed and cot.  
She was found by Krona Tailfeather, a Tengu reporter from the Undergazette, who took her under his wing and brought her to live with him in his home in a lower storey of the city. After several attempts, he taught her to realise that her family had been poisoned, and it wasn’t safe to return to the shop in the Mercantile District. Lindie became fixated on the idea that she must treat poison with poison and kill the secret noble who had murdered her mother and baby brother.   Krona set the five-year-old Lindie up as an urchin spy for the Undergazette, learning some of her Vishkanya snake language so they could communicate. Lindie was small and stealthy and over time became a master of sneaking through vents and hiding in shadows collecting information for Krona's articles.
Also at some point, someone gave the child a knife.
  Years later, when Lindie was almost an adult, she spotted a noble with golden glowing eyes and a signet ring bearing an unfamiliar symbol. She pounced from above and attacked the noble, striking him with her special blood-crystal kukri knife that she used to defend herself in the understreets. Luckily for the noble, Lindie had chosen to coat her blade with sleep venom that morning, and as he crumpled into unconsciousness a sudden flash of a tail poking out from under the noble’s coat told Lindie that this noble wasn’t fully human.  
Hugo and Lindie First Meeting
Curiosity was enough to prevent her from finishing the noble off in the moment, so instead she dragged him into a waterpipe and waited for him to wake up. When the noble awoke, he told her to call him Vulpix and admitted that he was a Kitsune who, despite being a noble, held a great resentment towards the nobility, in particular his own family. The Kitsune was the first person in ten years (other than Krona) who had shown any interest in Lindie as a person, rather than as an asset, and after several hours of a one-sided conversation, Lindie able to understand but refusing to talk in anything other than Vishkanyan, which the Kitsune didn’t know, Vulpix was able to convince Lindie to let him leave.
  Lindie assumed that would be that last she would see of Vulpix, but a few days later, he was back in the same spot, this time in disguise as a common Kitsune, without a noble ring, but still wearing the fancy headband that marked him out as a target for thieves. When she scornfully pointed this out to him, Lindie was intrigued and a little charmed to discover that Vulpix had been learning her Vishkanyan language in order to be able to better communicate with her. Over time, the two developed something of a friendship, and Vulpix, who was actually Hugo Dargent - the second son of House Dargent, invited her to live with him at the Noble Court.   Lindie agreed, on the basis that it would help her get closer to finding out which noble killed her family. However, that initial goal has been put on a back burner for now as she maskerades as Hugo's concubine, keeping him and his magical pet Bunbun, Connie, safe as they attempt to bring down the noble court from the inside, and hopefully prevent the upcoming apocalypse.

Sexuality

Although Lindie is asexual, she is more than willing to use romantic or sexual attraction towards her as a way to get what she wants. Most drastically, when she first arrived at Court, one of the Darktusk nobles, Katib Rifi Darktusk, took her out for Absinthe and didn't live to see the morning. It isn't quite clear what went down, but it is possibly significant that the Darktusk Katib had golden eyes and was willing to get the new snakegirl at court drunk and try to seduce her, without any shared langauges.

Education

Lindie received her early education at home from her mother, Jorma Asklepa, mostly in the art of poisons and other alchemy. Showing a natural aptitude for numbers, she quickly mastered the till at her mother's apothecary, even working alone when her mother was away on errands. After the shop was attacked, Lindie's academic education was cut short in favour of being trained in stealth and espionage for the Undergazette by her adopted father, Krona Tailfeather. Despite her reluctance to speak it, she learned to understand Undercommon, the language of the Undercity, and growing up around journalists taught her to read and write in a few other languages.
After she joined him at the Noble Court, Hugo Dargent helped Lindie assimilate into her new surroundings. He advised her on noble customs and cuisine, unknowingly averting a few deadly misunderstandings. Although Lindie has become better accustomed to the ways of the court, her contempt for the nobility has not dwindled and she still finds them abhorrent.

Employment

Lindie is officially employed as the personal concubine of Katib Hugo Dargent, although their agreement is mostly a front to appease Hugo's parents. Lindie acts as his personal attendant, bodyguard and would be expected to sleep with or marry him, if desired. She mostly accompanies him to court and social gatherings, and keeps him and his pet Bunbun, Connie Furr, alive and safe.   Lindie's personal motivation for being among the nobles of the Second Court is to discover and assasinate the noble with the golden eyes, who she believes killed her family.
Lindie (court)

Mental Trauma

Lindie's mind was damaged by the poisonous gas that she was exposed to as a child. A misunderstanding from seeing her distorted reflection in one of the bottles in her family's apothecary has led her to identify as a snake ever since. While the mistake was genuine at first, as she has grown older it is unclear quite how much of this is her truly believing herself to be a snake, and how much is a ruse to appear less of a threat to the people around her. Either way, she is extremely skilled at sneaking through vents and, although she understands several languages, Linde chooses to only speak in Vishkanyan.

Social

Contacts & Relations

Hugo Dargent: Lindie is fiercely loyal and protective of Hugo, although she believes he is a bit soft. She keeps him safe and follows his lead in social interactions. While Lindie can understand several languages, she only speaks Vishkanyan, which leads to Hugo generally acting as her main translator. For this reason, Lindie likes to mess with him, providing unhelpful responses that Hugo must then temper on the fly with his own diplomacy skills. Connie Furr: Since Connie is Hugo's pet, Lindie views protecting Connie as an extension of her responsibility to Hugo. Although Lindie and Connie are allies through Hugo, and even work together well when they're paired off together without him, their friendship is strained. Lindie considers Connie a bit of a blabbermouth (which she is), and Connie is nervous of Lindie's instinct to solve problems through violence.

Family Ties

Krona: After Lindie's birth family were murdered by the noble with the golden eyes, Lindie was taken in and raised by Krona, a tengu reporter for the Undergazette. Despite drifting apart when Lindie joined Hugo Dargent in the Noble Court, they recently reunited and now see each other more frequently. While Lindie, Connie and Hugo's actions have sometimes put Krona in danger, they support him as much as they can and leak information about the Noble Court to aid in the Undergazette's ongoing mission to challenge the oppressive actions of the nobility.

Hobbies & Pets

Basil: Short for Basilisk (and unknowingly named after her baby brother), Basil is Lindie's intelligent Clockwork Familiar. Mechanically he is a clockwork spy with familiar abilities, and he has been crafted in the shape of a winged snake with green jewelled eyes. Each morning, Lindie winds Basil up so that he is fit for purpose.

Relationships

Hugo Dargent

Master

Towards Lindie Asklepa

0

Lindie Asklepa

Concubine

Towards Hugo Dargent

0

Alignment
Chaotic Evil
Species
Currently Held Titles
Age
18 years old
Date of Birth
Scrapday, Thiefmoon, 1294
Birthplace
Merchantile Sector of the Common Level
Parents (Adopting)
Spouses
Hugo Dargent (Master)
Siblings
Children
Current Residence
Pronouns
She/Her
Gender
Female
Sexuality
Asexual, although she wouldn't be adverse to using romantic or sexual attraction towards her to get what she wants.
Presentation
Faint orchid scent (as concubine)
Vishkanya Venom scent (natural)
Eyes
Green snake eyes
Hair
Dark and wavy, with green highlights
Skin Tone/Pigmentation
Pale and scaly
Height
6ft. 2 inches.
Weight
95 lbs.
Other Affiliations
Known Languages
Auran (Unspoken)
Common (Unspoken)
Dwarven (Unspoken)
Earspeak (Understand Only)
Elven (Unspoken)
Gnomish (Unspoken)
Goblin (Unspoken)
Mongreltongue (Unspoken)
Orcish (Unspoken)
Undercommon (Unspoken)
Vishkanyan (First Language)

Has encountered Hugo Dargent in Human and Kitsune form.
Lindie Asklepa (formal)

CR Level 12

Lindie Asklepa (Minotaur Belt)

Rogue (Knifemaster) 8, Alchemist (Tinkerer, Vivisectionist) 2, Assassin 2 ; Chaotic Evil (Medium) Humanoid, Vishkanya
Initiative: +4 Senses: Low-light vision ; Blindsense (5 ft.) ; Perception +8 (base)

Defense

AC: 19, touch 15, flat 19 (+4 armor, +4 Dex, +1 dodge)
AC Bonuses: +2 bonus AC against attacks made with a light blade. +2 to AC against attacks from good-aligned creatures. No penalties to AC vs. melee attacks from invisible attackers.
AC Penalties: -2 vs. animals and magical beasts.
HP: 122
Fortitude: +11 Reflex: +15 Will: +1 ( Bonuses: +13 vs. poison, +2 vs. good.
Penalties: -1 on saves vs. compulsions (-2 if the caster knows your true identity), failing a fear save required a second safe at the same DC to avoid becoming paralysed for as long as the fear effect does. )
Defensive Abilities: Evasion, Improved Uncanny Dodge (immune to sneak attack unless by a rogue of 12th level or higher), Uncanny Dodge DR: physical 2, fire 2

Offense

Speed: 30ft. Can move at full speed while blinded.
Melee:
Attacks
BLOODCRYSTAL KUKRI +12/+7 (1d4+3 [+1 if creature is suffering from bleed]) Critical: 18-20x2. Damage type: slashing.
(Total When Sneak Attacking: 1d4 + 6d8 + 3 (+1 if creature is suffering bleed) + 6 bleed [optional, does not stack with itself])
(Golden Eyes Sneak Attacking 1d4 + 6d8 + 15 (+1 if creature is suffering bleed) + 6 bleed [optional, does not stack with itself])

+1 SNEAKY KUKRI +13/+8 (1d4+4) Critical: 18-20x2. Damage type: slashing.
(Total When Sneak Attacking: 1d4 + 6d8 + 4 + 6 bleed [optional, does not stack with itself])
(Golden Eyes Sneak Attacking 1d4 + 6d8 + 16 + 6 bleed [optional, does not stack with itself])

STARVING FANG +13/+8 (1d4+5 +1 STR damage (Feast of Ashes)) Critical: 19-20x2 (Cup of Dust). Damage type: piercing, slashing.
(Total When Sneak Attacking: 1d4 + 6d8 + 5 + 6 bleed [optional, does not stack with itself])
(Golden Eyes Sneak Attacking 1d4 + 6d8 + 17 + 6 bleed [optional, does not stack with itself])

UNARMED STRIKE +11/+6 (1d3+2) Critical: 20x2. Damage type: nonlethal
Ranged: VENISON SKULL +14/+9 (1d4+6+1 fire) Critical: 20x2. Damage type: Bludgeoning.
Splash Damage: 4 fire. DC18 Can Sneak attack within 30 ft.
(Total When Sneak Attacking: 1d4 + 6d4 + 6 + 1 fire + 6 bleed [optional, does not stack with itself])
(Golden Eyes Sneak Attacking 1d4 + 6d4 + 19 + 1 fire + 6 bleed [optional, does not stack with itself])

Special Attacks:
Sneak Attack
Attacks with a light blade deal 6d8 (plus 6 bleed) points of extra damage anytime the target would be denied a Dexterity bonus to AC, or when you flank the target. You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning. All regular sneak attack restrictions apply.
Bleeding Attack: Living creatures hit by sneak attack take 6 additional points of bleed damage each round at the start of their turn, which can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself, and bypasses any damage reduction the target might possess.
Pierce the Darkness: Can apply sneak attack damage to creatures with concealment due to darkness or Lindie being blinded. 50% miss chance still applies, however Lindie can roll twice and take the higher result (due to Blind-Fight feat).
Death Attack (DC 14): If you study your victim (standard action) for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save DC 14 against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+2 rounds.
Poison Use
4/day can apply toxic saliva to weapon as a swift action. Vishkanya can never poison themselves when using or applying (any) poison.
Vishkanya venom: save Fort DC 21; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Sleep venom: This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. Venom must be altered (swift action) before applying it to a weapon (swift action).
Special Qualities
NOTE: Only lists abilities not included elsewhere on sheet.
INNOCUOUS SERVANT: Lindie is an expert at appearing to be an unimportant servant, be it an attaché, bodyguard, driver, maid, kitchen assistant, or similar staff member. Because she is easily overlooked as a servant, she can gather information from those she serves without asking them questions directly or alerting them to her interest. Doing so takes 1d4 days and requires a successful Bluff check instead of a Diplomacy check.
Spell-like Abilities:
ONE OF THOSE FACES: Each day, you can use disguise self as a spell-like ability for up to 100 minutes. This duration need not be continuous, but it must be used in 10-minute increments. Additionally, once you have used this ability, whenever you use it for the next 24 hours you must take the same alternate appearance.
Alchemist Extracts
Note: An alchemist's extracts only affect the alchemist and her familiar, and the spell descriptions have been altered to reflect this.
LEVEL 1 (3/day): Adhesive Spittle, Corrosive Touch, Crafter's Fortune, Cure Light Wounds, Detect Secret Doors, Detect Undead, Disguise Self, Enlarge Person, Fabricate Disguise, Identify, Obscure Poison, Shield, Skim, Stone Fist, True Strike, Waterproof.
Show Spells
LEVEL 1
Adhesive Spittle (DC 14)
Conjuration (creation)
Reflex (partial)
SR: No
V, S
1 standard action, 1 round, 15 ft.
Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it.
Target: One creature

Corrosive Touch (DC 14)
Conjuration (creation) [acid]
None
SR: Yes
V, S
1 standard action, instantaneous, touch
Your successful melee touch attack deals 1d4 points of acid damage.
Target: One creature

Cure Light Wounds (DC 14)
Conjuration (healing)
Will half (harmless) ; see text
SR: Yes
V, S
1 standard action, instantaneous, personal
Extract channels positive energy that cures 1d8+2 points of damage.
Target area: You

Detect Secret Doors (DC 14)
Divination
None
SR: No
V, S
1 standard action, concentration (up to 1 minute), 60 ft.
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.
Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Target area: Cone-shaped emanation

Fabricate Disguise (DC 14)
Transmutation
None
SR: No
V, S
1 standard action, instantaneous, personal
You change outfits or create a disguise out of materials you are wearing or carrying (potentially including a disguise kit). The spell can’t alter your body or change the structure of objects, but can style wigs, apply makeup or piercings, and otherwise make use of tools to make superficial changes. In an instant, you have a non-magical disguise or clothing change. Attempt a Disguise check to determine the effectiveness of the disguise.
Target area: You

Obscure Poison (DC 14)
Abjuration
None
SR: No
S, M (10 gp of herbs used in antitoxins)
1 standard action, 2 hours, touch
You make the touched poison difficult to detect or identify. Detect poison and similar effects detect an obscured poison only with a successful caster level check against a DC 16 (rolled secretly by the GM). Even if the poison is detected, the DC of Craft (alchemy) or Wisdom checks to identify the poison is increased by 10.
If cast upon a venomous creature, obscure poison disguises all of the creature’s natural poisons in the same way.

Target area: one dose of poison or one venomous creature touched

Statistics

Str 16 (+3), Dex 18 (+4), Con 18 (+4), Int 16 (+3), Wis 4 (-3), Cha 12 (+1)
CARRYING CAPACITY: Light: 76lbs. or less ; Medium: 77-153 lbs. ; Heavy: 154-230 lbs.
Base Attack: +8 CMB: +11 (+13 disarm and steal, +14 grapple) CMD: 26 (34 vs. reposition, 35 vs. grapple)
Feats: Blind-Fight, Brew Potion, Dirty Fighting, Dodge, Gang Up, Greater Feint, Improved Feint, Pheromones (discovery), Ranged Feint, Sleep Venom, Throw Anything
Blind-Fight: In melee, every time Lindie misses because of concealment, can reroll to see if the attack actually hits. An invisible attacker gets no advantages on melee attacks (i.e. Lindie doesn’t lose Dexterity bonus to AC, and the attacker doesn’t get the usual +2 bonus for being invisible). The invisible attacker’s bonuses do still apply for ranged attacks, however. Does not need to make Acrobatics skill checks to move at full speed while blinded.
Brew Potions: Can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. To brew a potion, must use up raw materials costing one half the base price. When creating a potion, make any choices that would normally made when casting the spell. The caster level must be sufficient to cast the spell in question and no higher than own level, but otherwise is set by brewer. Whoever drinks the potion is the target of the spell.
Dirty Fighting: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Note: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for purposes of qualifying for feats.
Skills:
Skills
Acrobatics
+8
Does not need to make acrobatic check to move full speed while blinded.
Appraise
+7
Bluff
+20
+2 to lie to maintain the guise of a servant. Can feint in combat as a move action (rather than a standard action). Successfully feinting causes opponent to lose Dex bonus until beginning of Lindie's next turn.
Climb
+7
CRAFT SKILLS
Alchemy
+11
+2 when creating an alchemical item. Can be used to identify potions in place of Detect Magic.
Calligraphy
+7
Clockwork
+8
Untrained
+3
Diplomacy
+10
+2 to gather information among servants.
Disable Device
+14
+2 when using Burglar's Bracers.
Disguise
+7
+2 to appear to be a servant.
Escape Artist
+15
Fly
+8
Heal
+1
Intimidate
+9
KNOWLEDGE SKILLS
Arcana
+10
Dungeoneering
+7
Engineering
+6
Geography
+4
History
+4
Local
+11
Nature
+7
Nobility
+5
Planes
+4
Religion
+4
Linguistics
+12
Perception
+8
+2 within 30ft. of Basil (clockwork familiar).
PERFORM SKILLS
Comedy
+5
Dance
+5
Untrained
+1
Profession (Courtesan)
+1
Ride
+2
Sense Motive
+7
+2 within 30ft. of Basil (clockwork familiar).
Sleight of Hand
+14
+4 to conceal a light blade.
Spellcraft
+10
Stealth
+21
Survival
+1
Swim
+7
Use Magic Device
+7

Drawbacks
ANIMAL ANIMOSITY: Cannot take 10 with Handle Animal or Ride skills, and animals and magical beasts select Lindie as a target in preference of other targets (as long as doing so does not put the attackers in some obvious additional risk).
EMPTY MASK: Having spent so long hiding her true identity in the guise of a snake, Lindie has lost much of her sense of self, making her more vulnerable to compulsion magic.
Languages: Auran, Common, Dwarven, Earspeak (understand only), Gnome, Goblin, Mongreltongue, Orcish, Undercommon, Vishkanya

Clockwork Familiar (Basil)
Basil is Lindie's Clockwork Familiar: a winged snake with green jewelled eyes. He is mechanically a clockwork spy, i.e. a construct with the clockwork subtype and the normal adjustments for a familiar applied. With 1 minute of work and a successful DC 15 Heal check, a tinkerer can restore 1d4 hit points to her clockwork spy familiar.
Show Basil's Statistics
Basil
Neutral (Tiny) Construct (clockwork)
Initiative +5; Senses Darkvision 60 ft., low-light vision ; Perception +5
DEFENSE
AC: 21, touch 18, flat-footed 15 (+1 Dex, +3 natural, +5 dodge, +2 size)
Note: Natural armour increase from Tinkering enhancement (-2 if different enhancement selected instead).
HP 61
Fortitude: Immune, Reflex: +12, Will +3
Defensive abilities: Improved Evasion
Immune: death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Weaknesses: vulnerable to electricity (+50%)
OFFENSE
Speed: 30ft. (fly 30ft. [clumsy])
Melee slam +5 (1d2)

STATISTICS
Str 11, Dex 13, Con —, Int 6, Wis 11, Cha 1
Base Atk +6; CMB +5; CMD 20 (32 vs. trip)
Feats Dodge, Improved Initiative, Lightning Reflexes
SKILLS
Acrobatics
+5
History
-1
Appraise
-1
Local
+3
Bluff
+7
Nature
-1
Climb
+7
Nobility
+0
CRAFT SKILLS
Planes
-1
Alchemy
+5
Religion
-1
Caligraphy
-1
Linguistics
+4
Clockwork
+0
Perception
+6
Untrained
-2
PERFORM SKILLS
Diplomacy
-2
Comedy
-4
Disable Device
+8
Dance
-4
Disguise
-2
Untrained
-5
Escape Artist
+7
Profession (Courtesan)
+1
Fly
+5
Ride
+1
Heal
+2
Sense Motive
+7
Intimidate
-3
Sleight of Hand
+8
KNOWLEDGE SKILLS
Spellcraft
+2
Arcana
+2
Stealth
+26
Dungeoneering
-1
Survival
+1
Engineering
+1
Swim
+5
Geography
-1
Use Magic Device
-2

Empathic Link: The familiar and master share an empathic link to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Record Audio: Can record up to 1 hour of nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone embedded in its body. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action - failure does not damage the gemstone but does erase any recorded sounds on the gemstone. As an intelligent familiar, Basil can recognise the voices of specific individuals he is familiar with, and can be instructed to stop and start recording with more accuracy than a regular clockwork spy. Basil can differentiate between creature types and subtypes and can be ordered to start recording if an unfamiliar humanoid (human) or an aberration comes in range. Basil will keep recording unless requested to cease recording early. He cannot record sound onto a gemstone that already contains a recording.
Self Destruct: Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy’s next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy’s self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it.
Shared Extracts: Lindie's alchemical extracts can be applied to Basil, as do any spells she casts with a target of "You" can be cast on Basil (as a touch spell) instead of on herself. Shared extracts work even if they would not normally affect creatures of the familiar’s type.
Tinkering
Lindie can spend 1 hour working on Basil to enhance it with one of the options from the following list. She change the enhancements applied to her familiar, but doing so takes 1 hour of work per enhancement she wishes to change:
  • Basil gains DR 2/adamantine.
  • Basil gains resist cold 5.
  • Basil gains resist fire 5.
  • Basil's slam attack deals 1d3 points of damage.
  • Basil gains a +5 alchemical bonus on Stealth checks.
  • Basil gains darkvision 120 feet.
  • Basilgains a +2 resistance bonus on Reflex saving throws.
  • Basil gains a +2 resistance bonus on Will saving throws.
  • Basil gains a +2 natural armor bonus. - Default
  • Basil's maneuverability is average.