Sister Soliel Levant's page

252 posts. Alias of Secondsight.

Full Name

Sister Soliel Levant


AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17


Alchemist//Rogue 4/4


Female Tiefling





Special Abilities

Bleeding Attack, Flensing Strike, +3 Damage on Sneak Attacks


Lawful Evil






Infernal, Common, Celestial, Draconic, Dwarvish, Elvish, Aklo


State-sponsored Assassin

Strength 8
Dexterity 20
Constitution 12
Intelligence 22
Wisdom 14
Charisma 8

About Sister Soliel Levant

A lithe, petite, pale-skinned human woman, Sister Soliel walks with a dancer’s grace. She typically dresses in loose fitting, dark clothing, set off by a prominently displayed Abadar holy symbol. The latter is silver, and depicts the austere representation of the deity common among his more grim followers. High soft boots and flared gloves of the same drab color as the rest of the outfit complete the look. Crossed short swords are visible on her back, of the same oddly curved variety common to Friends of the Tower. A hand crossbow is visible at her slender waist, and two bandolier straps peppered with small metal vials cross her chest. The keen eye might spot the glint of finely made chain armor underneath the woman’s outer cloths. Her straight jet black hair is pulled back in a tight pony-tail, and an erstwhile attractive face is marred by an unsmiling seriousness as well as the glint of fanaticism in her eyes. These same eyes belie her true tiefling ancestry: often an impossibly sharp slate gray, when amused or angry the entire eye can turn milky white or deep black.

The daughter of an Erinyes Battlemaiden and a fallen human paladin in the bowels of the Nine Hells, Soliel would become a last minute afterthought of a bargaining chip in a protracted negotiation between the devil and a clandestine Tower diabolicist mage. Divination experts also affiliated with the Tower assessed the child’s potential as exceedingly high, and the now-deceased diabolist thought to raise the child himself to function as a servant or body guard of some form. Never a priority for the absent-minded and self-absorbed wizard, Soliel grew up neglected and unsupervised. She began sneaking out more and more, utilizing her wily intellect and natural knack for stealth to come and go from the Tower grounds as she pleased. However, she needed money and Coran's underworld elements were more than happy to assist. Soliel began her criminal career as messenger, but worked her way up through drug runner, dealer and smash-and-grab operator, culminating in a trusted position as an assassin working directly for a major Coran crime lord. By the time the city authorities began to hear disturbing tales of remoreseless feminine shadow leaving a trail of bodies in her wake, Soliel had long since left the Tower in both body and memory. This news happened to coincide with a concerted push five years ago by the Mageocracy to address a rising crime problem in the City. Soliel was captured, beaten and bloody, after slaying more than few city guards herself in the process. Hoping to gain information about the Underworld leadership, Soliel was tortured repeatedly and mercilessly by Tower inquisitors. Recalling the suffering later, Soliel named this as her moment of clarity. Blinding pain and her tormentors' whispers made it evident that the criminal syndicate had merely used her, reminding her that the Tower was what salvaged her from a horrid early end in the Hells. Soliel broke, telling the inquisitors everything and even volunteering to turn bodily against her former allies. Although they did not trust her at first, lead after lead proved correct, and ultimately the Mageocracy took a chance on Soliel's new-found dedication and let her get close enough to deceive and murder her former boss. Her loyalty proven, Jori Banest took notice of her success and abilities, and chose her for indoctrination into the Friends of the Tower. If any part of Soliel still questioned her commitment to the Mageocracy before her rigorous and brutal training to join the Friends, it was utterly washed away by the experience. Thereafter fanatically loyal, Sister Soliel also came away with a significant increase in skills. Some training bolstered her already-existing proficiencies in subterfuge and stealth, while new knowledge of alchemy, anatomy and weapons made her an evermore efficient killer. Soliel has been a full-fledged Friends operative for the last three years, working assignments primarily outside of Coran, and earning a well-deserved reputation as a never-seen executioner of the Mageocracy's foes.

Female Tiefling Alchemist (Trap Breaker, Vivisectionist) 4 / Rogue (Unchained, Chameleon) 4

LE Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +16
AC 22, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 Deflect, +1 Nat Armor)
hp 76 (8d8+11)
Fort +8, Ref +15, Will +6;
Defensive Abilities evasion, uncanny dodge; Resist cold 5, electricity 5, fire 5
Speed 40 ft.
Melee +1 short sword +12/+7 (1d6+6/19-20 plus 5d6 sneak attack, bleed/flense) and
+1 short sword +12 (1d6+6/19-20 plus 5d6 sneak attack, bleed/flense)
Ranged Darkwood hand crossbow +12 (1d4/19-20 plus 5d6 sneak attack)
Special Attacks: Flensing Strike, Debilitating Injury
Alchemist Extracts Prepared: Negate Aroma, Expeditious Retreat, Reduce Person, Shield, Urban Grace, Barkskin, Focused Scrutiny, See Invisibility
Str 8, Dex 20, Con 12, Int 22, Wis 14, Cha 8

Base Atk +6; CMB +5; CMD 20

Feats: Flensing Strike, Brew Potion, Hellcat Stealth, Skill Focus (Stealth), Throw Anything, Two-weapon Fighting, Weapon Finesse

Traits: cunning liar, reactionary

Skills: Acrobatics +16, Bluff/Diplomacy/Intimidate +22, Climb +10, Craft (alchemy) +18 (+20 to create alchemical items), Disable Device +20, Disguise +26, Escape Artist +16, Heal+10, Knowledge (dungeoneering) +12, Knowledge (local) +17, Perception +16, Sense Motive +16, Sleight of Hand +12, Stealth +31, Swim +3

Languages: Infernal (Native), Common, Abyssal, Celestial, Draconic, Dwarvish and Elvish, Aklo

Class/Racial Abilities: Alchemy (alchemy crafting +4), Bleeding Attack, Debilitating injury: Bewildered/Disoriented/Hampered, Chameleon, Concentrate Poison, Effortless Sneak Urban), Misdirection (8 stealth points), Mutagen (+4/-2, +2 natural armor, 40 minutes), Pass for Human, Poison Use, False Attacker, Fast Stealth, Trap Spotter, Swift Alchemy, Trapfinding +2, Zon-Kuthon Anatomy Lesson

Magic Items: 2 potions of fly, 2 potions of invisibility, 2 potions of bless weapon, 2 potions of water breathing, wand of mask dweomer (50 charges), +1 shadow mithral chain shirt, +1 short sword, +1 short sword, amulet of natural armor+1, belt of incredible dexterity +2, boots of striding and springing, cloak of resistance +2, garb of holding (re-skinned handy haversack), hat of disguise, headband of vast intelligence +2, ring of mind shielding, ring of protection+1

Mundane Equipment: 50' silk rope and grappling hook, crossbow bolts (10), darkwood hand crossbow, weapon cord (hand crossbow), 2 bandolier straps, masterwork disguise kit, masterwork thieves' tools, silver holy symbol of Abadar, 4931 gp, 3 sp, 3 cp

Alchemical Items: Dexterity Boost Mutagen, 15 Drow Poison doses, 5 Alchemist Fire flasks, Alchemist Formula Book, Masterwork Portable Alchemist lab, 2 Quick Freeze Oils, 2 Stink Oils, 2 Antiplague vials, 5 Antitoxin vials, 10 Clear Eye vials, 2 Smelling Salts, 5 Stillgut vials, 2 Soul Stimulants, 10 Woundweal Poison doses, 5 Dreamer's Star herbs, 5 Hound's Blood vials, 2 Air Crystals,2 Alchemical Greases, 2 Alchemical Glues, 2 Alchemical Accelerants, Blightburn Paste, 5 Deodorizing Agents, 2 Impact Foam vials, 5 Fungal Stun vials, 5 Scentbane Incense sticks, 3 Muddling Heresy doses, 3 Purple Worm Poison doses, 2 Superior Invisible Inks, 2 Blister Phage (Virulent) Plague Powders, 2 Rusting Powders, 2 Vermin Repellents, 2 Meditation Teas, 2 Twitch Tonics, 3 Tears of Perfection doses, 2 Cold Iron Weapon Blanches, 2 Silver Weapon Blanches
Special Abilities
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can touch ID potions

Bleeding Attack +5 (Ex) Sneak attacks also deal 5 bleed damage/round.
Chameleon (Su) Can shift the colors of skin and equipment to blend in with the surrounding terrain. Gains a +4 enhancement bonus on Stealth checks.

Concentrate Poison (Su) Can combine two doses of same poison into one dose with +50% frequency and +2 DC.

Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.

Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.

Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.

Effortless Sneak (Su) Can take 10 on Stealth checks in Urban or Underground terrain.

Energy Resistance, Cold/Electricity/Fire (5) You have the specified Energy Resistance

Evasion (Ex) If succeed on Reflex save for half damage, take none instead.

False Attacker (Ex) When attack from Stealth, roll Bluff check versus higher of defender’s Perception or Sense Motive to deceive foe into thinking another foe was the attacker. If successful defender thinks designated other was attacker and attacker stays hidden.

Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.

Flensing Strike Sneak attack sickens foe & -5 to natural armor per hit (stacks) until bleed is cured.

Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.

Misdirection (8/day) (Ex) Use points to gain an equal bonus to a Stealth check.

Mutagen (Su) Adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 mins.

Pass for Human You pass for human, and count as a human for all purposes.

Poison Use Can apply poison to a weapon with no chance to poison self

Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

Trap Spotter Automatically attempt to perceive traps within 10 feet
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Zon-Kuthon Anatomy Lesson +3 to Sneak Attack Damage via studying Zon-Kuthon teachings on anatomy (from Bannali scroll)

Chameleon Scales (no penalty to disguise for other race, 20mins)
Coin Shot (3 coins to use as weapons, 10 mins)
Crafter’s Fortune (+5 luck bonus on next craft skill check, 1 day)
Cure Light Wounds (1d8+2hp healed)
Expeditious Retreat (30 ft land speed bonus, 2 mins)
Heightened Awareness (+2 Percep and trained Know skill bonus, dismiss for +4 Initiative bonus, 20 mins)
Long Arm (Add 5ft to reach, 2 mins)
Monkey Fish (Gain 10 ft climb and swim speeds, 2 mins)
Negate Aroma (Can’t be detected by scent, 2 hours)
Reduce Person (Become size Small, -2Str, +2Dex, +1AC, +1 to hit, 1d4 Short Sword Dmg, 2 mins)
Shield (+4 Shield bonus to AC, negates Magic Missile)
Tears to Wine (+2 bonus to all Int and Wis based skills, 20 mins)
Touch of the Sea (30 ft swim speed, +8 to swim checks, can always Take 10 on swim, can run, 2 mins)
True Strike (+20 on next attack and ignore concealment, last to end of next rnd)
Urban Grace (10ft bonus to land speed, +4 to Acro and Climb in city, other bonuses in crowds, 2 mins)
Vocal Alteration (Fully alter voice, +10 on disguise checks, 2 mins)
Youthful Appearance (Become as young as you want without changing size)

Attack #1[dice][1d20+16[/dice]vs Flat-Footed AC. If hits:[dice]1d4+8[/dice]+Sneak Attack[dice]5d6+3[/dice]+5/rnd Bleed+Flensing Strike (5 off any natural armor and has Sickened Condition+Debilitating Injury: Hampered (1/2 Mv rate, no 5 ft step allowed for 1 rnd)+Drow Poison: DC 13 Fort Save or Unconscious+False Attacker: Bluff Check[dice]1d20+22[/dice]vs higher of foe's Perception or Sense Motive skills, if succeeds Soliel stays in Stealth and foe thinks someone else was the attacker