+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
About Basil NaN
Basil NaN,
Type: Bipedal Autonomous Skirmisher, Subtype: Injury Logic
Serial-#: NaN (Error, please run diagnostic!)
Local Classification: Gunslinger(Siege Gunner)
Specially outfitted with EnhancedNanites by VMC-System codenamed "Sorcerer". Current state: booting!
NG Medium Android (Detects as LN)
Init = 3(dex)+2(Wis) Senses Perception 12 Darkvision 60 feet, Low-Light-Vision
FCB: HP
At will: Detect Alignment
5 / day : Optical Camouflage(Invisibility for Level Rounds)
2 / Day : Blessed Secrecy(Roll Twice, use better on Bluff, Disguise, Sleight of Hand, or Stealth)
Determination (Ex) Charges: 3
Each is a free action to use.
Aggression: Reroll an Attack. Must use second roll.
Defense: If would be hit by attack, add +4 AC as immediate Action, can make attack miss.
Warning: If Ally is hit, call out warning and force attacker to reroll. Must use second Roll.
Deeds:
Targeted Blast (Ex):At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made.
This ability replaces deadeye.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Scattershot (Ex): At 3rd level, if the siege gunner has at least 1 grit point, she can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the siege gunner possesses (to a maximum of 30 feet at 18th level).
This ability replaces gunslinger initiative.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
•Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
•Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
•Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
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Daily Abilities
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Grit 3/3 Points
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Judgment (Su) Charges: 3/3 Number of choices: 1
Starting as a swift action.
Destruction: +3 Weapon Damage
+1 sacred bonus on all weapon damage rolls. +1/3 levels.
Healing: Fast Healing 3
Fast healing 1. +1/3 levels.
Justice: +2 Attack
+1 sacred bonus on all attack rolls. +1/5 levels. Double bonus on crit confirm starting at level 10.
Piercing: +3 Caster Level
+1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. +1/3 levels.
Protection: +2 AC
+1 sacred bonus to Armor Class. +1/5 levels. Double bonus on crit confirm starting at level 10.
Purity: +2 Saving Throws
+1 sacred bonus on all saving throws. +1/5 levels. Double bonus on curses, diseases, and poisons starting at level 10.
Resiliency: DR 2/magic
DR 1/magic. +1/5 levels. At 10th level, this DR x/evil.
Resistance: Resistance 6(pick acid, cold, fire, elec)
2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. +2/3 levels.
Smiting: Weapons count as magic, good.
weapons count as magic for the purposes of bypassing damage reduction. At 6th level also count as good. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
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Defense
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AC 17 +3(Dex)+4(Armor)+0(Shield), ACP = 2
hp 84 = (10(Class+1(Con)+1(FCB))*7
Fort 7 , Ref 8 , Will 7
+4 racial bonus against mind-affecting effects, paralysis, poison, stun effects
Not subject to fatigue or exhaustion
Immune to disease and sleep effects.
Immune to fear effects and all emotion-based effects
Androids can never gain morale bonuses.
+4 versus effects that force truth or detect lies.
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Offense
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Speed 35 ft MELEE Cestus +7 1d4(19-20/x2) RANGED TOUCH +1(Magical!) Paddlefoot Pistol (Pellets) all targets in 20 feet cone, +9/+4 1d6+4(20/x3)( RANGED TOUCH +1(Magical!) Paddlefoot Pistol (Bullet) 20 feet RI, +11/+6 1d6+4(20/x3)
Misfire Chance: 1-2(only if all shots misfire on pellet shot)
BANE: 7 rounds: Swift for +2 Enhancement, +2d6 Damage.
Default Load:
Chamber 1: Powder and Bullet
Chamber 2: Powder and Pellets
Chamber 3: Powder and Pellets
Chamber 4: Powder and Adamantine Bullet
Misdirection (Sp): At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).
This power replaces stern gaze.
Guileful Lore (Ex): At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
This ability replaces monster lore.
Forbidden Lore (Ex): While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).
This ability replaces track.
Necessary Lies (Su): An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.
This power replaces discern lies.
Clandestine Inquisition
Granted Powers: Secrecy is required of the faithful in lands where your deity’s worshipers are hunted. Sleight of Hand is a class skill for you.
Disappear (Sp): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Blessed Secrecy (Su): At 4th level, when you attempt a Bluff, Disguise, Sleight of Hand, or Stealth skill check, you can roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.
Delayed Spells (Su): At 8th level, you can delay the effects of a spell you cast by up to 1 round per inquisitor level. You choose the duration of the delay when you cast the spell and can cause the spell to take effect immediately during the period of delay by concentrating as a standard action. You can use this ability once per day plus an additional time per day for every 4 inquisitor levels you have beyond 8th.
=====Racial Qualities=====
Alert: Androids gain a +2 racial bonus on Perception checks.
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects
Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.
Factual: While most androids have difficulty processing emotions, others instead have an inability to imagine things outside of physical and factual reality, making it difficult for them to deceive others. Such androids suffer a –4 penalty on Bluff checks. This racial trait replaces logical.
Free - Battered Blunderbuss
reforged into +1 Paddlefoot Pistol
5 GP - Spiked Gauntlet /or/ Cestus
100 GP - Chain Shirt
26 GP - Gunslinger Kit(includes Gunsmith Kit, and backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.)
11 x Alchemical Cartridge(Pellets)
8 x Alchemical Cartridge(Bullet)
14 x Powder+Pellets
14 x Powder+Bullet
3 GP in silver coins.
=====Traits=====
Campaign:
Numerian Archaeologist(Campaign)
You’ve studied Numeria’s eerie technological ruins extensively.
You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.
Never Stop Shooting(Combat)
Even when the chips are down, you keep on shooting.
Benefits: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
Defensive Strategist (Religion)
Your study of dwarven history has trained you in defensive strategy.
Benefits: You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
(I see Defensive Strategist more as "Move-by-Wire/Wired Reflexes" kind of enhanced reaction courtesy of being an Android - there still is the in-game reason of Basil's dwarven foster father, but I wanted to point that out so it doesn't seem out-of-place.)
Drawback: Xenophobic You have a hard time understanding and trusting those with unfamiliar ways and appearances.
Effect: You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.
=====Attributes=====:
STR 10=10(Buy)
DEX 16=14(Buy)+2(Race)
CON 12=12(Buy)
INT 16=14(Buy)+2(Race)
WIS 14=13(Buy)+1(Level 4)
CHA 12=14(Buy)-2(Race)
Class Abilities
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Grit (Ex)
A siege gunner relies less on luck and intuition and more on cold calculation and wit. The number of grit points a siege gunner gains each day and her maximum grit are based on the siege gunner's Intelligence modifier rather than her Wisdom modifier.
Engineer Training (Ex)
A siege gunner is trained in all aspects of siegecraft, including the workings of siege engines and knowledge of the structures that are often the target of their assaults. Starting at 2nd level, a siege gunner gains a bonus on Knowledge (engineering) checks equal to 1/2 her gunslinger level.
This ability replaces nimble.
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The Pitch/Why select Basil
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- Was heavily damaged: no recollection from before the injury and the Sorcerer Nanite Bloodlines flavor present a great chance for a tie-in to the story.(or so I assume, never played Iron Gods, but if the origin and purpose of Androids is even tangentially relevant...)
- Versatile and consistent in combat, without being overpowering, and definitely not squishy. (Outlast enemies, rather than Alpha Strike them)
- Iron Gods is one of the few settings where Android Characters make sense, even fit in perfectly as locals. (That's a non-Basil-specific point, but it would be a pity if the party does not have at least one Android as chances to play them are few and far between)
- Awesome Knowledge(Engineering)(+Technologist L5+) and good(L13+ great) glitch handling, both of which should serve the party well.
- Int-Based Martial-Character allows a wide range of options(utilizing other weapons if needed(full bab, nanite poison for melee, good dex for ranged), fleshing out skills as required by the party(7+ skill points per level allow covering the basics and fluff, and allow to cover party weaknesses)
- Well-rounded Character that makes sense...the skills, the traits, racial and VMC, it all blends into a whole concept, nothing is there that got "tacked on".
- I am not specifically pointing out the unique personality(as every good submission has that), the detailed sheet(different GM's have different preferences), or the fact I avoided min-maxing(as that was a core request anywaY) - none of those factors SHOULD stand out, but I hope to fulfill the baseline across the board, there.
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Party Role/Concept
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Combat
Basil is a Gunslinger focusing on Scatter-based Firearms. Starting with a Blunderbuss, the plan would be to upgrade to a Dragon Pistol as soon as reasonable possible.
As such, Basils mechanical role would be as a close-range skirmisher trying to cover as many enemies as possible in the fire arcs. Despite a limitation to light armor, Basil will be rather sturdy.
In the long run, the repair nanites provide once/day healing worth twice HD, never stop shooting will keep Basil a threat even if downed, and eventually(late but still) Nanite Resurgance will be available as another "failsafe".
When there is no abundance of enemies, firing slugs at close range still targets touch AC and allows a range of debilitating attack riders via Deeds.
If Gunfighting is not an option, nanite-enhanced pistol-whipping or gauntlet-striking hopefully helps.
Regardless, with the boosts provided by the Archetype(greater scatter range, more damage to targets in the scatter) that will be the preferred form of operation.
Non-Combat
Outside of combat, the archetypes being based on Int and a base 4 points ensure that Basil can contribute in the skills section. The knowledge(Engineering) gets further boosted by Archetype and Bloodline Feat, and Technologist makes sure it will work.
Having studied the Numerian Technology as per trait will synergize well with Scavengers Luck down the line...allowing a double-roll, and a re-roll, when it comes to glitches.
Darkvision+Lowlightvision + Decent Perception are useful in any party composition...it's very hard to have "too much perception" in pathfinder.
The Nanite Surge(gained back via Bloodline) is basically a 1/day(later 2/day) "It happens this way/get out of jail free"-card, granting a large bonus that allows Basil to try and do things that would not be worth the risk regularily, or a chance at acing some needed roll.
(And allowing Basil to take over pretty much any role(skill-wise) with decent chance of success without being specialized for it.)
Ten-Minute Background:
The Ten-Minute Background
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1.: The name Basil NaN was derived from the Type and Subtype categorization, as well as the missing serial number. Bipedal Autonomous Skirmisher is pretty self-explaining for a blunderbuss-wielding gunslinger.
2.: The "Injury Logic" categorization encompasses the alternate racial trait repair nanites, the regular trait never stop shooting and the bloodline ability nanite resurgance. All 3 of these mechanics are there to keep Basil in the battle as long as possible, together with decent Con and d10 Hit dice.
3.: Basil was found near a ruin clutching a gun, heavily injured and with a serious head wound, by a Dwarven Machinesmith looking to salvage parts. Basil was unconscious, but alive. Suffering from a serious head trauma and brain damage(since repaired by nanites), Basil cannot remember anything before waking up in the home of Drovan.
4.: Drovan did what he felt was his duty, saving Basil. He was a gruff old Dwarf focused on work, and at first, used Basil to learn more about Androids, then trained Basil as an assistant and helper. Not being able to remember anything from before the injury, Basil had nowhere to go, so was thankful for a chance to stay, and an eager learner.
5.: Handling the gun Basil was found with came naturally, as did making ammo and maintaining it. The gun had been battered in whatever incident had left Basil heavily wounded, but it was workable, for now.
6.: When Basil woke from the coma, the first words were the designations as written on top of page. Drovan named Basil as such, but never cared to mention the part about Nanites. Androids had nanites...and whatever had been messed with was dormant anyway, no reason to worry about it.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1.: (Character Goal): Basil intends to find the dwarven foster father gone missing. Learning more about one's origins and purpose is also high on the list, and would still be very important once the main goal is achieved.
2.: (Player Goal): 2 things, first: Having fun with technology...with eventually 2 Feats(Technologist, Scavengers Luck) and the campaign trait dedicated to tech-stuff and glitchy stuff, I hope there's enough chances to make them feel like useful picks. Secondly, Basil will start out xenophobic and not not very skilled in interpersonal relations(diplomacy, sense motive, bluff...) - but that does not mean Basil's withdrawn or broody, the opposite, once the team is trusted Basil will be outgoing(if not skilled) and eventually learn more about these things as the campaign goes on. Having chances to grow as a person(acting as excuses to put skill ranks into these abilities) would be appreciated.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1.: (Character-Known-Secret): Basil, while partaking in the physical sexual dimorphism of the android species mirroring humans, and possessing operational sexual organs, has no drive or joy from such acts. Basil had attempted intercourse in the never-ending journey to expand the range of social interactions capable of performing satisfactory, but felt nothing. No lust, no disgust, no joy, no sadness, no shame, no desire. To Basil, an sexual act would be equivalent to painting a bench, mowing the lawn or baking a cake. The complete neutrality Basil feels towards the topic seems to contradict social norms, where it should either be something desirable or something not desirable. An individuls opinion also seems to depend on potential partners which confuses Basil further as the act itself seems identical. As such, to blend in, Basil hides this fact, and takes a passive social role on these topics, not trying to understand them further for the time being.
2.: (Unknown-Secret): Basil has no idea about the "VMC". The abilities from the Nanite Bloodline will come as a unexpected surprise, and Basil will have no idea about the reason for this configuration. Maybe Basil is simply an experimental unit, but possibly, there was more to it...with origin and history unknown, there may have been a greater plan of forces unknown to Basil.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1.: (friendly, missing) Drovan Blackhand, Dwarven Machinesmith - Drovan was the one who found Basil and performed the basic repairs putting Basil back into operation. Had been a foster father, of sorts, and imparted many views and wisdoms on his foster child. A savant when it came to technology, but very unskilled in all matters social, that was one area he did not teach Basil well in. Having been hired for an expedition(that may or may not have something to do with Khonnir Baine), he is overdue to return, and considered missing.
2.: (hostile, Torch) Liam Ramswell, Half-Elf Unchained Summoner - A hater of all things artificial and mechanical, convinced that the Androids are a danger to the other humanoid races. Should have no reason to hate Basil more than other "unpure", but that seems to be the case. Basil wonders if Liam knows more about her lost past, but asking is hardly possible.
3.: (friendly, Torch resident) Karin Meyerling, Human Investigator(Empiricist), former Apprentice of Drovan Blackhand, now operating her own store, focused on Clockworks of all kinds. Still a regular guest at her former master, talking about work, helping each other with problems.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1.: (Quirk): Basil is trying to improve the skills involved with social interactions. But does not start out with thorough understanding on how to do this. The "Xenophobic" trait is to be considered a "empathic barrier"-obstacle, not a "social outlook" one. e.g. compliments may range from matter-of-fact observations("You have a finger bone structure commonly considered as pleasantly aestethic") to downright creepy("During my guard shift I have watched you as you slept. You seemed peaceful. You even seemed to smile, twice, about an hour apart, while you were dreaming.")
2.: (Quirk): Fascinated by children. By their potential, their changing bodies. Their unfiltered social interactions are also refreshingly "basic", in a way that allows Basil to partake, without the load of rules or expectations usually attached as riders to all things social.
3.: (Mannerism): Will cut food into small parts, and/or sort it based on what it is, then eat one type of food in the meal before moving on to the next. Possibly a remnant of the brain damage, Basil is confused by mixed tastes, and cannot enjoy them, but happily focuses on one taste after another.
4.: (Other): When the Bloodline Nanite System is active(in any way), Basil's eyes take on a yellow glow.
Background:
Long background omitted for now. Providing one would not be doing GM a favor and there should be enough in ten-minute to get a feel for the character. If picked and wanted, will do a more elaborate background.
Description&Personality:
Ah...you got this far. Good! You may have noticed a lack of hims or hers(as the profile pic currently would suggest. That is for a very simple reason: As per the known secret, Basil is basically an asexual being. As such, almost all I had planned for the character or imagined works regardless of gender. I may simply leave Basil as a "her", or I may opt to "balance" out the party, depending on other picks. Or I find a great portrait to use for a male and use that *shrug*.
Regardless of gender, Basil will be slender, with only short or moderately long hair(grown back after the head injury), and long fingers well suited to fine mechanical work. A chain-mail is worn for protection, other than that, black linen makes up the majority of the clothing. It's simple to take care off, does a good enough job against the weather, and won't show when it gets dirty from soot or grime.
Personality-wise, Basil will be very interested in social interactions, but start out heavily impaired(with racial drawback to bluff, and trait drawback to diplomacy and sense motive.) When it comes to problem-solving, Basil follows a hands-on approach. Too intelligent to charge in blindly, it's still better to be doing something, than to be sitting around debating all day.
Basil is an optimist, of sorts. Not upbeat, but confident in being capable of making things right. Not having received a lot of moral guidance from Drovan, I figured Neutral Good could be a good initial fit. Basil attempts to be helpful in the community, if reasonably possible.