Seraphine Piale
Seraphine Piale
Sheet
AC 16 · HP 33 · 30 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InvestigationINT
- PerceptionWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAction
- TraitAasimarRadiant Soul, as an action you can reveal your celestial nature for 1 minute, granting a flying speed and radiant damage bonus once per turn
Always on
- SpellcastingLevel 1
You know how to cast artificer spells and can use tools as your spellcasting focus.
- Magical TinkeringLevel 1
You can magically prod tiny objects to produce simple effects, such as lighting a candle, recording a message, or creating a harmless sensory effect.
- Infuse ItemLevel 2
You learn to channel magic into objects. You know four infusions, and you can have two infused items at a time.
- Artillerist SpecialistLevel 3
You choose the Artillerist specialization. You gain proficiency with woodcarver's tools and can create an Eldritch Cannon that fights beside you.
- Arcane FirearmLevel 5
You can inscribe runes into a wand, staff, or rod and use it as the focus for your artificer spells, increasing the damage of one artificer spell you cast through it.
- Tool ExpertiseLevel 6
You have learned six infusions total and can maintain two infused items at once. You can also apply your expertise to any tool with which you are proficient, doubling your proficiency bonus for checks using those tools.
- TraitAasimarDarkvision
- TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage
- TraitAasimarHealing Hands, you can restore hit points to a creature you touch equal to your level
- TraitAasimarLight, you know the light cantrip
- ResearcherSage
If you do not know a piece of lore, you often know where and from whom you can obtain it. You are adept at finding hidden libraries, scholars, and records that can shed light on obscure subjects.
Spells
5 spellsSpellcasting. Seraphine Piale casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , ,
2nd level (2 slots): no spells
Gear
8 itemsWeapons
- Light CrossbowA ranged weapon used for precision and signaling.
- 2×DaggerBalanced blades used for utility and self-defense.
Armor
- Scale MailForged scale mail reinforced with brass filigree and hidden sigils.
- ShieldA shield bearing a radiant, hand-etched celestial emblem.
Tools
- Thieves' ToolsA set of fine tools used for locks, mechanisms, and delicate work.
- Woodcarver's ToolsA kit of saws, chisels, and shaping tools used to craft and repair wood-based devices and components.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Scholar's PackMaps, treatises, a notebook of symbols, and a carefully packed set of scholarly supplies.
Appearance
A luminous aasimar with warm amber eyes, a practical traveler's build, and faint silver-gold markings that brighten when magic stirs. Wears polished scale mail beneath a tailored artisan's coat, with brass lenses, tool loops, and soot-smudged gloves. Carries a compact arcane cannon built like a holy reliquary, marked by careful engravings and radiant runes.
Mannerisms
Speaks softly while assembling or disassembling objects in her hands. She pauses before entering a room to assess exits, weak points, and good sightlines. When nervous, she rubs the edge of a tool between her fingers and murmurs a brief blessing to the machine in front of her.
Personality
Patient, meticulous, and quietly compassionate, Seraphine treats every problem like a mechanism that can be understood if studied long enough. She is courteous to a fault, but once she commits to a rescue or repair, she becomes relentless. Her faith is expressed through craftsmanship, and her kindness often arrives in the form of a better lock, a stronger brace, or a lantern that never gutters out.
Ideals
Responsibility. Power is only holy if it protects others. She believes every gift, celestial or mortal, is a duty to be used for the public good rather than personal glory.
Bonds
She still carries the seal-ring of her first mentor, and she will cross any danger to recover lost sacred knowledge or rescue relics from destruction. She believes the cathedral beneath her old home hides the blueprint for a divine engine meant to shield the helpless, and she will not rest until she completes it.
Flaws
Seraphine cannot leave a broken device untouched, even when time and prudence demand it. She is also dangerously confident that a clever enough mechanism can solve problems better than patience, diplomacy, or mercy. When faced with genuine emotional intimacy, she often retreats behind technical jargon and busy hands.
Quirks
Background
Seraphine Vale was raised in the archive cloisters of a ruined cathedral, where her celestial heritage was treated less as a blessing than as a responsibility. The priests who found her believed the faint glow in her skin meant she had been sent to mend a broken world, so they taught her letters before prayers, diagrams before hymns, and the names of every relic that had ever failed to protect the innocent. Seraphine learned early that miracles are strongest when they can be repaired, maintained, and improved. When a collapse in the catacombs trapped half the order below ground, she was the one who rigged a timber winch, a signal lamp, and a wheezing scavenged turret to guide survivors to safety. She left the cloisters soon after, determined that salvation should never again depend on a prayer alone.
“Seraphine learned early that miracles are strongest when they can be repaired, maintained, and improved.”
- Background
- Sage
Connections
Species
Aasimar
Media
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