Human Wizard 1 AC 16/12/14 (mage armor active) / HP 8/8 / F +1 R +2 W +2 / Init. +9 / Perc. +2 / Sense Motive -4
About Talyssa Dane
Talyssa Dane
Human Wizard 1
NG Medium Humanoid (human)
Init +9; Senses Perception +0 (+2 when Skimmer is within arms reach)
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2)
Ranged Dagger +2 (1d4/19-20/x2)
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SPELLCASTING
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Arcane School Spell-Like Abilities (CL 1st, concentration +6)
7/day—repairing touch (1d6)
Wizard Spells Prepared (CL 1st, concentration +6):
1st—Animate Construct I, Mage Armor (cast), Color Spray
0 (at will)—Detect Magic, Message, Mage Hand Opposition Schools Enchantment, Necromancy
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STATISTICS
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Str 10, Dex 14, Con 12, Int 19, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Additional Traits, Disposable Simulacrum, Improved Initiative, Scribe Scroll
Trained Skills Craft (Clockwork) +8, Knowledge (Arcana) +8, Knowledge (Engineering) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Spellcraft +8
Untrained Skills Acrobatics +2, Appraise +4, Bluff +0, Climb +0, Diplomacy +0, DIsguise +0, Escape Artist +2, Fly +2, Heal +0, Intimidate +0, Perception +0, Ride +2, Sense Motive -4, Stealth +2, Survival +0, Swim +0
Languages Common, Primordial, Ber, Elven, Dwarven, Sylvan
SQ +2 Initiative, Arcane Bond (Skimmer), Clockworker’s Charm, Empathic Link with Familiar, Hero Points (1/1), Share Spells with Familiar
Adventuring Gear Artisan’s Tools (Clockwork, 5 gp, 5 lbs., in backpack), Backpack (2 gp, 2 lbs., worn), Chalk (1 cp, in backpack), Drill (5 sp, 1 lb., in backpack), Piton (1 sp, 0.5 lb., in backpack), Powder (1 cp, 0.5 lb., in backpack), Sewing Needle (5 sp, in backpack), Signal Whistle (8 sp, worn), Spell Component Pouch (5 gp, 2 lbs., worn), Waterproof Bag (5 sp, 0.5 lb., in backpack)
Combat Gear Dagger (2 gp, 1 lb., in scabbard), Caltrops (1 gp, 2 lbs., held by Skimmer)
Magical Gear scroll of color spray (12 gp, 5 sp, in waterproof bag in backpack), scroll of enlarge person (used on Alastair) (12 gp, 5 sp, in waterproof bag in backpack), scroll of grease (used on Sorkana) (12 gp, 5 sp, in waterproof bag in backpack), scroll of silent image (12 gp, 5 sp, in waterproof bag in backpack),
Wealth 2 gp, 5 sp, 8 cp
Encumbrance 13.5 lb. (Light is up to 33 lb.)
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SPECIAL ABILITIES
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Alertness: Talyssa gains the benefit of the alertness feat when Skimmer is within arms reach (+2 bonus on Perception and Sense Motive skill checks).
Clockworker’s Charm (Su) (+1 round): Whenever Talyssa casts an animate construct spell, increase the duration by a number of rounds equal to ½ her wizard level (minimum 1). At 20th level, she can change the duration of all animate construct spells to permanent. She can have no more than one animate construct spell made permanent in this way at one time. If she designates another animate construct spell as permanent, the previous spell immediately ends.
Empathic Link with Familiar (Su) The master has an empathic link with his familiar 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 his familiar does.
Familiar Special Ability: Whenever Skimmer is within one mile of Talyssa, she gains a +2 bonus to initiative (this is already factored into her stat block).
Hero Points (1/1) You can use 1 Hero Point to do any of the following actions. You can only use 1 Hero Point per turn for these actions.
1. Gain an extra standard action during your turn.
2. Gain a +8 bonus to a d20 roll if spent before or a +4 bonus if spent after. This can also be used to effectively increase the DC of a spell by lowering a single target's saving throw in the same manner.
3. Ready an action at any time. (Must be done before a post is made; no retcons.)
4. Regain a spell or use of a limited special ability.
5. Reroll a d20.
6. Reroll for HP at a new level.
You can use 2 Hero Points to do the following, regardless of if you have used a Hero Point this turn.
7. Survive a fatal attack at -10, unconscious, and stable.(2 points)
Opposition Schools (Enchantment and Necromancy) Talyssa must spend two slots to cast spells from the Enchantment and Necromancy schools.
Repairing Touch (7/day, 1d6) (Sp): As a standard action, Talyssa can touch a metal object or construct, sealing up rents and bending steel back into place, repairing it for 1d6 points of damage +1 for every two wizard levels she possesses. She may repair up to 1 lb. of metal per wizard level. She can do this a number of times per day equal to 3 + her Intelligence modifier.
Share Spells with Familiar: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
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RACIAL TRAITS
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Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
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SPELLBOOK
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0: Acid Splash, Analyze Device, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scrivener’s Chant, Spark, Tick Stop
1: Animate Construct I, Color Spray (DC 15), Enlarge Person, Grease (DC 15), Mage Armor, Silent Image (DC 15), Snowball (DC 15)
Spells not in PRD:
Analyze Device School clockwork (divination); Level sorcerer/wizard 0
Casting Time 1 hour
Components V, S, F (a complete set of clockworker’s tools)
Range Touch
Targets One touched object
Duration Instantaneous
Saving Throw None; Spell Resistance No
You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate those functions (if appropriate).
Animate Construct I School clockwork (transmutation); Level sorcerer/wizard 1, cleric/oracle 1
Casting Time 1 round
Components V, S, F (an oil can and a set of bellows)
Range Close (25 ft. + 5 ft./2 levels)
Effect One animated object or construct
Duration 1 round/level (D) or Special
Saving Throw None; Spell Resistance No
This spell animates an object or a carefully prepared construct. The object acts immediately, on your turn, and may attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions as a move action. The spell animates one of the creatures from the Animated Constructs list (see below). You choose the object to animate, and you can change that choice each time you cast the spell.
If you wish, you may animate a prepared construct rather than a mass of metal or stone. This requires preparing a carefully crafted form. The cost of this form is half the usual gp cost of building such a construct, for it is not animated permanently. In this case, the duration is 1 hour/level outside of combat and 1 round/level during combat.
With this spell, a caster may animate no more than twice his level in Hit Dice of constructs; animating more simply means that a previously animated construct becomes immobile and lifeless.
A construct destroyed in combat cannot be reanimated until a repair metal spell is cast on it, or (in the case of stone or wood) until it has been rebuilt at the same cost as the original construction.
Constructs for Animate Construct I
Animated Object, Tiny PFB1
Clockwork Overseer ToH1
Clockwork Scout ToH1
Clockwork Spy PFB3
Scrivener's Chant School transmutation; Level bard 0, cleric 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (fine sand and a vial of ink)
Range 5 ft.
Target one or more written objects
Duration concentration, up to 1 minute/level
Saving Throw Will (harmless, object); Spell Resistance yes (object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.
Snowball School conjuration (creation) [cold, water]; Level druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one ball of ice and snow
Duration instantaneous
Saving Throw Fortitude partial (see text); Spell Resistance no
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Tick Stop School clockwork (transmutation); Level sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range Close (25 ft. + 5 ft./2 levels)
Effect One animated object or construct
Duration 1 round; see text
Saving Throw None; Spell Resistance Yes
You speak a word, and the target construct may only take a single move action on its next turn (it may make free, swift, and immediate actions as normal, but no standard or full-round actions). The construct is immune to further tick stop spells from the same caster for 24 hours.
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"SCROLLS"
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Color Spray TBD
Enlarge Person TBD
Grease TBD
Silent Image TBD
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SPELL EFFECTS
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0-Level Detect Magic TBD
Message TBD
Mage Hand TBD
Prestidigitation TBD
1st-Level Animate Construct I Color Spray TBD
Enlarge Person A pair of bracers and greaves that Talyssa can strap onto her target, either as needed or at the start of the day. Pressing a pressure plate on them causes them to activate with a greenish-yellow glow.
Grease TBD
Mage Armor TBD
Silent Image TBD
Snowball TBD
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DESCRIPTION
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Talyssa has fair skin and jet black hair. She is a tiny woman, 5 feet tall only if she has her hair up in a knot on top of her head and could easily pass for a teenager, even though its clear after spending a few minutes in conversation that she must be in her early twenties. She is nearly always dressed in simple workman's clothes with long sleeves and leather breeches, usually smudged with oil and grease. Its common for her to have materials or mechanical tools, tucked into her hair or wrapped around a button on her shirt or loop on her pants.
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VISUAL REFERENCE
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This is a tough one. I'll keep looking but...
Rose McGowan
...is the best I've come up with so far. Too pretty and not smudged up enough, but she's got the right hair, skin and pixie look going. The avatar is actually pretty perfect.
Oooh, but now thanks to the Kickstarter, I do have a picture!
Talyssa Dane and Skimmer
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THEME SONG
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Theme Song ...or if you prefer
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BACKGROUND
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Talyssa Dane is only three years old. Well, not really, but as far as her memories go, only the last three years exist. Her new birthday is 27 Redfall 496 A.O.V., the day a Bosum Strand fisherman named Barnaby Dane fended off her rather determined mechanical protector to fish her unconscious body from Lower Flint Harbor. A deeply caring man, Barnaby immediately returned to the docks and brought the young woman to his home in the Strand accompanied by the strange-looking, flying metallic construction the size and demeanor of a large sea bird that seemed to have finally resigned itself to the fact that the fisherman was attempting to help.
Nursed back to health on hot fish stew by Barnaby’s wife Charissa and her daughters Charlotte and Colleen, it soon became apparent that the young woman had no memory of who she was or where she had come from. She could remember nothing from before waking on Colleen’s bed with the flowery quilt. The only clues to her past were the strange mechanical “bird” which was quickly named Skimmer by Colleen because of its resemblance to the black skimmers of Flint Bay and the vague memory of a brother named Borne, a tall, powerfully built bald man with pale skin. When it became clear her memory was not immediately returning or even improving, Barnaby and Charissa offered to put her up in their home. Needing something to call her, they named her Talyssa.
Over the following weeks, Barnaby discreetly asked around the fishing fleet and the Dockers of Bosum Strand to see if anyone had heard of a missing girl, especially one with such a strange companion. Nothing turned up. At the same time, Talyssa began to exhibit a knack for building simple mechanical devices that somehow managed to do more than it looked like they could – like the tiny amalgamation of a needle, spool of thread, and a copper that flawlessly stitched up Charlotte’s best dress when she tore it scrambling over a fence. The Dane’s encouraged her, hoping it might help the young woman to recover her memory. Barnaby introduced Talyssa to other technologists among the Stranders, including the tinkerer Landon LeMont. After warnings to be careful, Barnaby and Charissa came up with a cover story for Talyssa, introducing her as a niece from Shale who was dislodged by troubles plaguing that city since the Yerosol conflicts.
Six months ago, the Dane’s, increasingly concerned with her attracting the wrong type of attention, introduced Talyssa to the RHC hoping they might have resources to penetrate her amnesia that the family had not had access too. Stress from training has led to occasional flashes of memory, unlocking recollection of talents and associated memory that she had forgotten, but no great breakthrough has emerged. After initial screening and training with the R&D Division, Talyssa was assigned to the R.N.S. Coaltongue working alongside Geoff Masarde, one of a handful of Danoran tiefling's working for the Risuri military to help construct warships and other weapons. She was introduced as Geoff’s research assistant, but more importantly was assigned a secondary assignment – keeping an eye on anyone who might be paying too much interest in the Coaltongue's magical capacitor.
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Five background and concept elements important to Talyssa
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1. Amnesia. Three years ago Talyssa was found unconscious in Lower Flint Bay by Barnaby Dane, a fisherman living in the Bosum Strand. The young woman was unable to remember anything about her past until recently when she began having flashbacks.
2. The Danes. Fortunately, right when Talyssa was most vulnerable and could have died, the young woman was taken in by one of the kindest families in Flint. Barnaby Dane and his family nursed the young woman back to health and after failing to turn up any clues about her family adopted her as their third daughter.
3. Spells = Technology + Magic. Soon after her rescue, Talyssa began showing remarkable aptitude for combining technology and magic to create simple spells. Ever since, she has managed to considerably refine and extend her abilities developing a fairly extensive repertoire that she can use on her own or through Skimmer.
4. Wrench Wench. The combination of Talyssa’s amnesia and mechanical brilliance has left her rather socially awkward. She expresses herself best by solving problems with mechanics and magic and gets great gratification from success, hoping to eventually achieve the same success with her memory.
5. R&D Division. Talyssa’s most recent months have been shaped by her time in the R&D Division. Suddenly having access to all of the resources of the RCD has provided her with a wealth of new insights and she’s been filling her battered moleskine with new ideas for mechanisms to build and magic effects to reproduce.
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Two goals that are important to Talyssa
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1. Recover her memory. It is extremely frustrating to Talyssa that she remembers so little from before the Dane’s fished her out of the harbor. It is such a driving force for her that she would potentially put herself and colleagues at risk to learn more – perhaps only the Dane’s are exempt.
2. Keep extending technology. Talyssa is fascinated by technology and by the ability to infuse it with something else that is difficult to explain (magic). She is driven by learning and has a tendency to become completely absorbed when she is onto a new discovery. Her time within the R&D Division seems to have accelerated her learning.
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Two secrets about Talyssa, one that she knows and one that she is not yet aware of
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1. Amnesia and who she is. Talyssa’s amnesia is not widely known though there are certanly some in the Strand and RHC that know of it. Who she is and where she came from is a mystery to Talyssa herself.
2. Flashbacks. Talyssa has recently begun experiencing flashbacks, snatches of memory that she’s sure are of her past rather than dreams, but she is keeping these secret, hoping to work through the mystery herself.
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Four people that are tied to Talyssa, three are friends and one is an enemy
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1. The Dane Family (Friends). The fisher family that saved Talyssa from the bay has essentially adopted her and Talyssa still lives with them when not training with the RHC. Charissa, the mother, treats her like another daughter. Her daughters, Charlotte and Colleen see Talyssa as a beloved older sister. The eldest son, Bradley, like his father Barnaby, is extremely protective of Talyssa. Bradley and Talyssa had an extremely awkward moment a couple months ago when the young man tried to kiss her and Talyssa had no idea of how to react.
2. Skimmer (Friend). Talyssa’s simulacrum/familiar received its name from the Dane’s youngest daughter Colleen who was reminded of the mannerisms of black skimmers, an acrobatic sea bird common around Flint Harbor. Like his namesakes, Skimmer is a playful rogue who loves to swoop and dive bomb playfully, although it turns deadly serious if Skimmer perceives that Talyssa is endangered. Skimmer stands about two and a half feet tall with a wingspan of just less than five feet. Mostly made of iron, he has a mouth filled with jagged, razor-sharp steel teeth.
3. Her Brother (Unknown). All Talyssa can remember about her brother is his first name and appearance – Borne, a tall, powerfully built bald man with pale skin.
4. Quartermaster Ethan Babcock (Friend). Quartermaster Babcock is the RHC officer who recruited Talyssa into the RHC after the Dane’s finally broke down and contacted the RHC. Babcock instantly recognized Talyssa’s gift for magic and technology as a talent with real potential for the RHC. Babcock sees Talyssa as a budding genius with technology and a talent to be groomed for use by the RHC against potential enemies of Risur.
5. Fellow RHC R&D “Intern” William Stock (Enemy). Not everyone has been happy about the arrival of the new ingénue of the R&D Division. Will Stock, another young member of the department is jealous of her natural inclination to mechanics and magic and especially of her assignment to the Coaltongue.
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Memories, mannerisms or quirks that Talyssa possesses
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1. Meticulous Talyssa is a perfectionist. She wants and expects to be able to do everything just right. When she struggles with something, it really bothers her and shakes her confidence. She is especially vulnerable to her lack of confidence in social skills.
2. “Workman’s” Appearance. Talyssa is nearly always found in long-sleeved shoremans’ shirts and leather breeches, no matter the occasion. She often has a smudge of oil on her skin, dirty hands, or a bit of wire caught in her hair. It is common for her to have a pair of protective goggles pushed up on her forehead and a drill, measuring string, or bits of metal sticking out of a pocket or looped around a strap.
3. Socially awkward. It’s obvious that Talyssa still doesn’t remember exactly how to act around other adults. She has a habit of making strange observations and comments about things that others would take for granted or in situations where most people would keep their thoughts to themself. She takes an almost clinical approach to life and relationships, almost like they are one more machine awaiting her dissection.
4. Fidgeting. Talyssa is always in motion and especially tweaking, toying with and fidgeting with various gadgets and devices. Most of it is a continual effort to keep improving them, but it is also just a way for her to release nervous energy.
5. Coffee drinker. Barnaby Dane loves his coffee and has passed his vice down to his daughter. Talyssa seems to have a sixth sense for the location of the closest coffee house and almost seems to possess a supernatural talent for summoning a hot cup to her hand.
6. Moleskine notebook. Talyssa keeps a battered moleskine filled with tightly scriven notes and sketches about magic, mechanical devices, and her lost memories. She consults it to prepare her spells and mechanisms each day.
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SKIMMER
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Mechanical Rhamphorhynchus
N Tiny Magical Beast (animal, construct)
Init +3; Senses low-light vision, scent; Perception +6
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DEFENSE
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AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 5 (1d8)
Fort +2, Ref +7, Will +4, +4 racial bonus vs. mind-affecting effects, paralysis, poison, and stun effects
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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OFFENSE
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Speed 10 ft., flight (40 feet, good)
Melee Bite (Rhamphorhynchus) +0 (1d3-2/x2)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sudden swoop
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STATISTICS
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Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Tricks Air Support [Trick], Attack [Trick], Bombard [Trick], Deliver [Trick], Fetch [Trick], Get Help [Trick], Seek [Trick]
Trained Skills Perception +6, Spellcraft -1
Untrained Skills Acrobatics +3 (-5 jump), Fly +11, Stealth +11
Languages Common (can't speak)
SQ air support [trick], bombard [trick], deliver [trick], improved evasion
Gear Caltrops
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SPECIAL ABILITIES
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Air Support [Trick] An animal trained in air support knows the attack, bombard, and deliver tricks.
Bombard [Trick] Drops item on designated point or opponent.
Caltrops A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop.The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Caltrops may not work against unusual opponents.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Skimmer counts as both animal and construct. Skimmer gains a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, is not subject to fatigue or exhaustion, and is immune to disease and sleep effects. Skimmer can never gain morale bonuses, and is immune to fear effects and all emotion-based effects.
Deliver [Trick] Delivers item to indicated point or person.
Fetch [Trick] The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Flight (40 feet, Good) You can fly!
Get Help [Trick] With this trick, a trainer can designate a number of creatures up to the animal’s intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
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CONSTRUCTS
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Animated Object, Tiny:
Animated Object, Tiny CR 1/2
XP 200
Animated Object (Tiny)
N Tiny Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception -5
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Defense
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AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5; Immune construct traits (+0 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
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Offense
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Speed 30 ft.
Melee Slam (Animated Object (Tiny)) +1 (1d4-2/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 14, Con —, Int —, Wis 1, Cha 1
Base Atk +1; CMB +1; CMD 9
Feats Skills Fly +6, Stealth +10
*Note that this assumes selection of the Improved Attack (Melee) Custom Ability. Other choices may be made.
Clockwork Overseer Note that this construct seems overpowered for the Animate Construct I spell and that a construction cost is not included in TOH so we'd have to come up with something.
Clockwork Scout A construction cost is not included in TOH so we'd have to come up with something.
Clockwork Spy Requires Talyssa to spend 375 gp on components and construction.