Monk

Seraphina Pisslicker's page

15 posts. Alias of Harrigan.


Race

Female Cambion Gallant/Assassin/Fencer Level 9 | S11 A13 I13 W10 | Hlth: 44 | Dmg: 0 | Def: 20 | Mv: 10 | Pwr: 0 | Insanity: 0 | Corruption: 2 | Fort: Yes | Status: Normal

About Seraphina Pisslicker

Name: Seraphina Pisslicker
Ancestry: Cambion
Gender: Female
Age: 25
Level: 9
Lifestyle: Comfortable
Appearance: Lean, diminutive build in her natural form, where she also has red skin, white, pupil-less eyes, small horns and short dark hair. As a human, she is attractive in an unassuming way, deceptively curvaceous. In that form her eyes are gray and her dark hair is usually shoulder-length.
Riches: ?

Strength: 11
Agility: 13
Intellect: 13
Will: 10

Perception: 14
Defense: 20
Health: 44
Healing Rate: 11

Size: 1
Speed: 10
Power: 0
Insanity: 0
Corruption: 2

Upbringing & Personality:

Upbringing: Born in Azūl some twenty summers past, Seraphina is the product of an incubus or devil and a human woman who told no one of her infidelity to her largely absent husband; indeed, Sera's mother did not know of the infernal nature of her lover. It was a difficult birth, but both mother and child lived. When Sera's father saw the babe, though, with it's red skin and white eyes, with its tiny horns and tail, he bellowed about blasphemy and threw the thing into the sewer. Sera's mother protested -- so much that her furious husband struck her, and kept striking her until she moved no more. Sera was found, saved, and raised by a clan of sewer-dwelling goblins, the Pisslickers. (To this day she has many goblin allies.) She didn't yet understand the true nature of her heritage, but as she grew she learned to hide those features that most frightened the city's populace.

Physically skilled, light of foot and strong-willed, the girl eventually fell in with the Black Hand, a guild of assassins who the Pisslickers worked with, often disposing of bodies and such. It was worked as a Black Hand assassin that Sera learned the story of her birth, and who her father was. One night, on her 16th birthday, she visited his home, daggers in hands.

But she found not an unthinking brute, a man who had struck her mother down on her birthing bed, but a wretch who's life had been ruined when he killed his wife, the love of his life. Repentant and pathetic, her father was a shell of a man, a broken soul who had since devoted his life to helping others, and to atoning for his sins. When she stayed her knives, though, hell yawned for its soul -- the man's time had come. Barghests raced out of the night, belching fire as they came to drag the man to his reward. Sera defended him, and for her trouble was also brought to hell, where she came to understand just who she was, and her true purpose.

Now, Seraphina is about to be loosed on Urth, to corrupt, to slay, to drag souls to their heinous fate... and though she's not told her infernal masters, the half-breed is going to have none of it.

Personality: Sera was raised by goblins, trained by assassins, and finally 'put on the right path' by devils. So... yeah.

Spells
DARKLING’S RAIMENT SHADOW UTILITY 0
Duration 1 hour
Shadows gather around your body and remain for the duration. You are partially obscured by shadows when in lit areas or totally obscured by darkness when in shadowy areas.

Equipment:
Long Knives (2), Throwing Daggers (12), Hard Leather Armor (Defense +2), Gloves, Adventurer's Pack, Healing Potion (x5), Alchemist's Kit, Disguise Kit

LEVELING DETAILS
Level 0 Ancestry: Cambion
S10, A10, I11, W9, Perception 10, Defense 10, Health 10, Size 1, Speed 10, Power 0, Insanity 0, Corruption 2
Languages & Professions: Common Tongue
Immune: Damage from disease and poison; diseased, poisoned
Darksight: You can see in areas obscured by shadows and darkness within medium range as if those areas were lit. Beyond this distance, you treat darkness as shadows and shadows as lit.
Child of Hell: You gain Fire Resistance.
Mark of Darkness: You start with one mark of darkness: Horns.
Revel in Darkness: For 1 minute after you gain Corruption, you make attack rolls and challenge rolls with 1 boon.
Iron Vulnerability: You are impaired while in contact with iron.

Level 1 Novice Path: Gallant
A+1 (11), I+1 (12), Health +4 (14)
Equipment: Long Knife
New Profession: Urchin (Criminal)
Finesse Weapon Training When you attack with a weapon that has the finesse property, you make the roll with 1 boon.
Nimble Recovery You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you must wait until you complete a rest before you can use it again.

Level 2 Novice Path: Gallant
Health +4 (18)
Deadly Accuracy Your attacks with weapons that have the finesse property deal 1d6 extra damage.
Swift Strike When the total of your attack roll with a weapon that has the finesse property is 20 or higher and beats the target number by 5 or more, you can use a triggered action to attack the target with the same weapon at any point before the end of your turn.

Level 3 Expert Path: Assassin
A+1 (12), I+1 (13), Perception +1 (14), Health +3 (21)
New Profession: Black Hand Assassin
Assassinate When a surprised creature or a creature from which you are hidden takes damage from your attack, it must make a Strength challenge roll. The target makes the roll with 1 boon for each point of Size it is larger than you. On a failure, it takes damage equal to its Health.
Disguise Expertise If you have a disguise kit, you can use an action to expend a use from the kit to don a disguise.
Quick Reflexes You can use a triggered action on your turn to hide or retreat.

Level 4 Ancestry: Expert Cambion
Health: +5 (26)
Learn a Spell
DARKLING’S RAIMENT SHADOW UTILITY 0
Duration 1 hour
Shadows gather around your body and remain for the duration. You are partially obscured by shadows when in lit areas or totally obscured by darkness when in shadowy areas.

Level 5 Novice Path: Expert Gallant
Health +4 (30)
Combat Expertise When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or can make another attack against a different target at any point before the end of your turn.
Daring Defense If you are not wearing medium or heavy armor or wielding a shield, you gain a +4 bonus to Defense.

Level 6 Expert Path: Assassin
Health +3 (33)
Manufacture Poison You can use an action and an alchemist’s kit to create a dose of poison. You must spend at least 1 minute concentrating, during which time you use the kit and special ingredients worth 5 cp. At the end of this time, you create one dose of poison (see Chapter 6). The poison retains potency until you complete a rest.

Level 7 Master Path: Fencer
S+1 (11), A+1 (13), W+1 (10), Health +4 (37), Defense +1 (14)
Learn a New Language: Dark Tongue
Swift Weapon Mastery When you attack with a swift weapon, you make the attack roll with 1 boon and the attack deals 1d3 extra damage.

Level 8 Expert Path: Master Gallant
Health +4 (41)
Combat Mastery When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or can make another attack against a different target at any point before the end of your turn. This talent is cumulative with Combat Expertise, but you must choose a different target for each additional attack you make.
Swift Recovery On your turn, you can use a triggered action to use your Nimble Recovery talent. In addition, you can use Nimble Recovery an extra time between rests.

Level 9 Expert Path: Master Assassin
Health +3 (44)
Killer’s Eye You can use an action on your turn to choose one creature within long range from which you are hidden. Make a Perception challenge roll. On a success, you know where best to attack the target for 1 minute. Until the effect ends, when you attack the target, you make your attack roll with 1 boon and the attack deals 2d6 extra damage.