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<blockquote data-quote="Shayuri" data-source="post: 6810570" data-attributes="member: 4936"><p><strong>Name</strong>: Seraphina Montrose</p><p><strong>Class/Level</strong>: Rogue-Mage/1</p><p><strong>Alignment</strong>: Lawful, Neutral, or Chaotic</p><p></p><p>STR 13 (+1), INT 13 (+1), WIS 12 (+0), DEX 10 (+0), CON 10 (+0), CHA 14 (+1)</p><p></p><p><strong>AC</strong>: 12</p><p><strong>BAB</strong>: +0</p><p><strong>Initiative</strong>: 3</p><p><strong>Fortune Points</strong>: 3</p><p><strong>Hit Points</strong>: 8</p><p><strong>Saving Throws</strong>: Poison 13, Breath Weapon 16, Polymorph 12, Spell 15, Magic Item 14</p><p></p><p><strong>Class Abilities</strong>: Highly Skilled (which accounts for the higher number of skills your PC has), Spell Casting (you can cast cantrips and rituals but not spells)</p><p><strong>Skills</strong>: Alertness, Athletics, Etiquette, Riding, Stealth</p><p><strong>Cantrips</strong>: Hexing, Second Sight</p><p><strong>Ritual</strong>: Unseen Servant</p><p><strong>Starting Equipment</strong>: a token of love, a dagger, a weapon of your choice, leather armor (+2 AC), a bit of food and drink, a very attractive cloak, pouches full of oddments, and [roll0] silvers.</p><p></p><p><strong>Description</strong>: A younger daughter of the noble House of Montrose, Seraphina makes a game of everything she does, laughing her way through life and getting past most problems with charm and wits. What most don't appreciate is that under all the merriment she takes this game very seriously indeed, and means to win on her own terms.</p><p></p><p>[sblock]<img src="http://i63.tinypic.com/24dkegp.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</p><p></p><p><strong>How did your noble family earn its name?</strong> House Montrose has a long and illustrious martial tradition, centered around an unbroken line of knighthood distinguished both in battle and tourney fields. A stalwart defender of the Crown and its own lands, they are as known for their ponderous adherence to honor as the skill of their combatants.</p><p></p><p><strong>How did you distinguish yourself as a child?</strong> As a younger daughter, Sera quickly apprehended that her main inherent value was as marriage fodder for whatever border lord might try to make an appealing deal to her father. Rather than bemoan her fate, she set out to change it. Always a bundle of energy, she spent every hour of every day it seemed, poking her nose in other folks' business and learning from them. Soon enough she was using that knowledge to make herself essential around the castle and household. </p><p></p><p><strong>The other player characters were your best friends. Who else near your family’s estates befriended you while you were growing up?</strong> Of all people, the one who proved the most influential in Sera's life was the castle cook, Rhea. An older woman who'd been in the castle since apprenticing under her mother, Rhea had served meals to kings and maids, listened to more drunken confessions than she could count, and had overheard more in the kitchens than the eagerest of spies could ever dream. She took Sera under her wing, and encouraged her in her endeavors to keep herself free. Well, as free as any noblewoman ever could be.</p><p></p><p></p><p><strong>How did you learn to get your way?</strong> By the time she was in her teens, Sera was such a normal sight around the castle that it was easy to forget she was around. Not to mention, she was quite good at keeping quiet and out of sight while on her many errands. Overhearing things and catching sight of things turned out to be a very good way of exerting gentle pressures, to make sure suitors turned attentions elsewhere.</p><p></p><p><strong>What was your favorite pastime?</strong> While getting into mischief and flirting were entertaining, Seraphina loved scaling the castle walls after dark...avoiding the watchful eyes of the guards...and lighting out for a nearby hill on which squatted the dank, mossy flagstones of an old keep now in ruins. Once called Uldon's Watch, since its fall it was more commonly called Madman's Watch, or by the smallfolk simply The Crumble. Reputed to the haunted, few folk went there. Those same rumors drew Seraphina like a fly to honey though.</p><p></p><p><strong>You dallied with forces beyond your ken. How did you save yourself with the help of a friend?</strong> It turned out the rumors of a haunting at Madman's Watch were true after all. After her first, terrifying (but exhilarating!) encounter with it, Sera started doing odd jobs for the local chantry and nicking looks at their books of forbidden rituals. Over a few weeks she took notes from her memory and pieced together what she thought was a spell that would bind a spirit to herself. Unfortunately, the ritual was miscast, and the spirit was instead freed from its fettering to the Crumble! It pursued Seraphina back to her castle and started making all kinds of merry hell. Fortunately a man of devout faith was on hand, and was able through his powers to hold the spirit at bay as Seraphina enacted the ritual again...this time correcting her previous error. It worked, and the spirit became bound to her will as a familiar.</p><p></p><p><strong>You have amassed an assortment of oddities throughout your life, some of which you don’t even remember. What is your favorite? </strong> Though she has done many people many favors over the years, one of the most notable was for a peasant girl whom she'd befriended while still young named Penelope. One day the girl developed something of a crush on the son of a successful merchant, and Seraphina pulled in some favors to arrange a meeting. She then befriended the boy as well, pretending not to know Penelope, and worked both sides of the situation to help the couple overcome the obstacles and obtain the blessings of their parents for marriage. She likes to tease Penelope about still owing her for that...something Penelope readily admits.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6810570, member: 4936"] [B]Name[/B]: Seraphina Montrose [B]Class/Level[/B]: Rogue-Mage/1 [B]Alignment[/B]: Lawful, Neutral, or Chaotic STR 13 (+1), INT 13 (+1), WIS 12 (+0), DEX 10 (+0), CON 10 (+0), CHA 14 (+1) [B]AC[/B]: 12 [B]BAB[/B]: +0 [B]Initiative[/B]: 3 [B]Fortune Points[/B]: 3 [B]Hit Points[/B]: 8 [B]Saving Throws[/B]: Poison 13, Breath Weapon 16, Polymorph 12, Spell 15, Magic Item 14 [B]Class Abilities[/B]: Highly Skilled (which accounts for the higher number of skills your PC has), Spell Casting (you can cast cantrips and rituals but not spells) [B]Skills[/B]: Alertness, Athletics, Etiquette, Riding, Stealth [B]Cantrips[/B]: Hexing, Second Sight [B]Ritual[/B]: Unseen Servant [B]Starting Equipment[/B]: a token of love, a dagger, a weapon of your choice, leather armor (+2 AC), a bit of food and drink, a very attractive cloak, pouches full of oddments, and [roll0] silvers. [B]Description[/B]: A younger daughter of the noble House of Montrose, Seraphina makes a game of everything she does, laughing her way through life and getting past most problems with charm and wits. What most don't appreciate is that under all the merriment she takes this game very seriously indeed, and means to win on her own terms. [sblock][IMG]http://i63.tinypic.com/24dkegp.jpg[/IMG][/sblock] [B]How did your noble family earn its name?[/B] House Montrose has a long and illustrious martial tradition, centered around an unbroken line of knighthood distinguished both in battle and tourney fields. A stalwart defender of the Crown and its own lands, they are as known for their ponderous adherence to honor as the skill of their combatants. [B]How did you distinguish yourself as a child?[/B] As a younger daughter, Sera quickly apprehended that her main inherent value was as marriage fodder for whatever border lord might try to make an appealing deal to her father. Rather than bemoan her fate, she set out to change it. Always a bundle of energy, she spent every hour of every day it seemed, poking her nose in other folks' business and learning from them. Soon enough she was using that knowledge to make herself essential around the castle and household. [B]The other player characters were your best friends. Who else near your family’s estates befriended you while you were growing up?[/B] Of all people, the one who proved the most influential in Sera's life was the castle cook, Rhea. An older woman who'd been in the castle since apprenticing under her mother, Rhea had served meals to kings and maids, listened to more drunken confessions than she could count, and had overheard more in the kitchens than the eagerest of spies could ever dream. She took Sera under her wing, and encouraged her in her endeavors to keep herself free. Well, as free as any noblewoman ever could be. [B]How did you learn to get your way?[/B] By the time she was in her teens, Sera was such a normal sight around the castle that it was easy to forget she was around. Not to mention, she was quite good at keeping quiet and out of sight while on her many errands. Overhearing things and catching sight of things turned out to be a very good way of exerting gentle pressures, to make sure suitors turned attentions elsewhere. [B]What was your favorite pastime?[/B] While getting into mischief and flirting were entertaining, Seraphina loved scaling the castle walls after dark...avoiding the watchful eyes of the guards...and lighting out for a nearby hill on which squatted the dank, mossy flagstones of an old keep now in ruins. Once called Uldon's Watch, since its fall it was more commonly called Madman's Watch, or by the smallfolk simply The Crumble. Reputed to the haunted, few folk went there. Those same rumors drew Seraphina like a fly to honey though. [B]You dallied with forces beyond your ken. How did you save yourself with the help of a friend?[/B] It turned out the rumors of a haunting at Madman's Watch were true after all. After her first, terrifying (but exhilarating!) encounter with it, Sera started doing odd jobs for the local chantry and nicking looks at their books of forbidden rituals. Over a few weeks she took notes from her memory and pieced together what she thought was a spell that would bind a spirit to herself. Unfortunately, the ritual was miscast, and the spirit was instead freed from its fettering to the Crumble! It pursued Seraphina back to her castle and started making all kinds of merry hell. Fortunately a man of devout faith was on hand, and was able through his powers to hold the spirit at bay as Seraphina enacted the ritual again...this time correcting her previous error. It worked, and the spirit became bound to her will as a familiar. [B]You have amassed an assortment of oddities throughout your life, some of which you don’t even remember. What is your favorite? [/B] Though she has done many people many favors over the years, one of the most notable was for a peasant girl whom she'd befriended while still young named Penelope. One day the girl developed something of a crush on the son of a successful merchant, and Seraphina pulled in some favors to arrange a meeting. She then befriended the boy as well, pretending not to know Penelope, and worked both sides of the situation to help the couple overcome the obstacles and obtain the blessings of their parents for marriage. She likes to tease Penelope about still owing her for that...something Penelope readily admits. [/QUOTE]
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