Alia's origins were less than glamorous. A girl of common birth, she was "blessed" with smarts and impressive looks that honestly gave her more trouble than they might have been worth. Having to deal with men who fancied her for her face, tits and ass and didn't terribly like being less intelligent than a woman did not make her life easy. Things eventually changed for the better, however, when a traveling mage noted her intellectual potential and decided to offer her a position as his student, an offer that may have been motivated by lust to some extent.
Eventually she and her teacher parted ways, their motivations being too different: his was to travel and learn, hers was to improve her lot in life. While she enjoyed learning about and using magic, she saw it as a way to earn money so she could retire young, rich and respected. Still, the two of them parted on fairly amicable terms. He went on to seek more knowledge, she answered the call of adventurer lifestyle. Personality wise, she's polite (or at least appears to be) and easy-going, if a bit snarky. She tries to keep a cool head on her shoulders and not overestimate her abilities, but tends to overthink (or not think through) her decisions.
Wear any kind of armour and use shields. They have a +3 bonus to Physical and add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels on.
Greatsword (+4, 2d6+5, 50gp)
Shortbow (+2, 1d6+2, 60ft, 35gp)
Breastplate (AC+5) [Equiped]
Studded Leather (AC+3, 25gp)
Pack A: Backpack, Belt Pouch, Bedroll, Lantern (hooded), 10 Oil Flasks, Flint & Steel, Shovel, 2 sets of Caltrops, Signal Whistle, Waterskin, Iron Rations (4 days)
Celeste is the daughter of a rural noble family, whose house is so small that common people think they are one of them. With so many brothers and sisters no one noticed when she took her few things one night and left the house, only to be found by a follower of a lesser deity: Eronny, goddess of Fertility and Battle. Celeste took all those teachings to heart and made up her mind to live her life the fullest, as she didn't had any other goals before.
My posts can be a little small compared to the other people here.
Can wear light or medium armour. They cast divine spells and gain +3 bonus to Communication. A Cleric can Turn Undead (Or Demons) with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day
Level 0 Spells
Purify Food and Drink
Level 1 Spells
Cure Light Wounds [Favored]
Shield of Faith
Scalemail (+4 ac, 50gp)
Longsword (+3 1d8+2, 15gp)
Heavy Crossbow (+3 1d10+2, 120ft, 50gp)
Pack C (Backpack, Belt Pouch, Bedroll, Tent, 10 Torches, 5 Oil Flasks, Flint & Steel, 50. Rope, Grappling Hook, 10” Pole, Waterskin,Iron Rations (4 days)
Silver Holy Symbol of Aasterin
Soap 2lb (1gp)
Malivre was born into the service of nobility, baptized in the church of Aasterin, The Grinning Dragon, the great green dragon god of Commerce, Innovation, Pleasure and Messengers. The tattoo of a grinning dragon lays over her right arm as a result of said baptization.
Growing up to serve as the estates new on site priestess, Malivre served dutifully, though perhaps less in the service of pleasure and more to safeguard others. Still, she had a fascination with the concept of invention, how one thing could be altered to be superior to before through power and cleverness.
And so she began playing with magic, finding curious things to try. She found herself dissatisfied with her own weaker self. Encouraged by the estate mage, she ended up altering her gender to hermaphroditic, and began studying distant areas.
Malivre swiftly came to the conclusion that, while she sat in quite a cozy position and could likely stay in such a state indefinitely, doing so would never grant her the power or insight that she needed to reinvent herself into something magnificent, an potent leader, with a strong harem of her own. And so she left to seek out fortune and to study the monstrous entities that plagued her land, to perhaps eventually achieve the state she craved and maybe earn her gods favor by spreading his faith, gifts, and punishing those who opposed him.
Lyna was born in a cozy house slightly on the outskirts of a village, solely raised by her father as her mother died right after her birth. They were a poor family, her father barely able to support and watch after her daughter while hunting for wildlife to sell at the village, though they were fairly poor family Lyna was fairly happy with the things she had and the things her father taught her. Under his watchful eyes Lyna was trained in the way of the hunt, as he began to bring her along with his hunting trips teaching her the ropes. Until a hunting accident happened which caused Lyna to lose an eye, though Lyna herself wasn’t all the bothered by it, her father was distraught about letting her get harmed. Thus the hunting expeditions came to a closure as her father became worried that something might happen to his daughter.
This continued for a quite a while, as his paranoia for losing another person dearly to him became so great that she was barely allowed to leave their house. At first Lyna would simply obey her father in hopes that after a while he would finally regain some of his composure and allow her to be free again, however after spending a year pent-up in a house she couldn’t take it anymore, she wanted to be free. After one night her father left to the tavern, she took the equipment she bought from merchants that came to trade for their game and left her father behind, only leaving a note that she would be leaving as she felt constricted by his obsessive need to keep her safe. Lyna began to wander around the world alone, looking for ways to come by and perhaps learn more about archery. Lyna herself is rather laidback and careless person, she loves to wander around and explore new places, however she is incapable of formalities and likes be a bit too friendly with people she barely knows.
Can use light armour. They have a +3 bonus to Subterfuge. If they successfully Sneak (usually sub+DEX, but depends on situation) up on a foe they can add their Subterfuge skill rank to the damage of their first attack
Rapier (20 gp, +3, 1d6+1)
Dagger (2 gp, +3 1d4+1 10ft)
Studded Leather (25 gp +3 ac)
Pack A (Backpack, Belt Pouch, Bedroll, Lantern (hooded), 10 Oil Flasks, Flint & Steel, Shovel, 2 sets of Caltrops, Signal Whistle, Waterskin, Iron Rations [4 days])
Soap 2lb (1 gp)
Disguise Kit (50gp)
Sivvanah, Human Female (Bandit Father)
Veil is an released burglar, let out on the condition she handle dangerous jobs, dealing with various monsters and other oddjobs. Marked with a sigil that prevents her from stealing from civilized targets, she has no choice but to go out and take from the beasts of the world, as none will hire a person who has been thief marked.
Sigrid was the product of a rather uncommon but not unlikely union between a pair of mercenaries: her father was an elf soldier turned mercenary while her mother was an ex-bandit turned to more profitable work then pickpocking fat merchants. Sigrid, being raised while her parents traveled was taught how to fight and survive on her own, especially should the worst happen. But her families luck would hold together and her parents would thankfully retire just outside of a decent sized down. The half-elf girl was quite the tomboy in her young age and continued to be so after they settled down. But like so many her age, the call to action was too hard to ignore and she would scrape together what money she could to buy weapons and equipment for her trip. Not the most glamorous of starts, but every story had it's humble beginnings. It was up to her now to decide how it would end.
Can use light or medium armor and can use shields. They are +1 to hit and damage with ranged weapons and only incur a -1 to hit penalty when fighting with 2 weapons. They have a +3 bonus to Survival.
Studded Leather (+3AC, 25gp) 25
2 Throwing Axes (L, 1d6, 10' range, 16gp) 41
Longsword (1H, 1d8, 15gp) 56
Shortbow (R, 1d6, 60' range, 30gp) 86
Backpack, belt pouch, bedroll, lantern (hooded), 10 oil flasks, flint/steel, shovel, 2 sets caltrops, signal whistle, waterskin, iron rations (4 days) (minus the cost of holy water and the 5gp, came to 20gp) 104
Shield, heavy wooden (+2AC, 7gp) 111
Shortspear (1d6, 20' range, 1gp) 112
Valaria was a bastard child of rape, never quite fitting in with elves or humans. She left her elven home after her mother died of plague, surviving in the wilds for the rest of her youth. A skilled woodsman, she was eventually taken under the wing of a ranger, who enhanced her skills and gave her formal combat training. She remembers the bullies from when she was a child, and she roams the forests and plains, protecting the weak from the strong where she can.
Weapon: Halberd (10GP) 1d10
Sling (ITS FREEEEEEE) 1d4 50 feet
Armour: Scale Mail (50GP) +4 AC
Iron Pot (5sp)
Holy Symbol Silver (Free)
Backpack, Belt Pouch, Bedroll, Tent, 10 Torches, 5 Oil
Flasks, Flint & Steel, 50. Rope, Grappling Hook, 10”
Pole, Waterskin,Iron Rations (4 days)
~112 GP spent
~13 GP remaining
Nadia has lived for some time, and has suffered more then one long spur of boredom. her current decision to go out and start adventuring again was brought on by one of those spurs. Even with that though she takes her job seriously, most of the time.
Sarah's life has always been a relatively easy one. Despite her family being small and relatively secluded out in the woods, she lived well for the first twenty years of her life, learning magic and survival skills from her mother and father respectively. Of course, that all changed one fateful day, when slavers came to her home, slaughtered her father and little brother, and dragged her mother away to slavery. By the time Sarah could get home after hearing the screaming, her forest hut was in ashes, and she was alone in the world for the first time in her life. Because of this, she took up the adventuring lifestyle, and now she travels from town to town fixing the little problems that crop up that she can solve with her limited magics, always on the hunt for the slavers that took her family from her.
Wear no armour. They can cast arcane spells, and gain a +3
bonus to Knowledge
Arcane Mark: Inscribes a permanent personal rune (visible or
Detect Magic: Detects spells and magic items within 60 ft. for
up to 1 min./level or until concentration ends.
Ghost Sound: Figment sounds for 1 round/level.
Light: Object shines like a torch for 10 min./level.
Mage Hand: 5-pound telekinesis. Lasts until concentration ends.
Prestidigitation: Performs minor tricks for 1 hour.
Read Magic: Read scrolls and spellbooks for 10 min./level.
Feather Fall: Objects or creatures fall slowly
for 1 round/level or until landing.
Floating Disk: Creates 3-ft.-diameter
horizontal disk that holds 100 lb./level.
Lasts for 1 hour/level.
Mage Armor: Gives subject +4 armor
bonus for 1 hour/level.
Magic Missile: 1d4+1 damage; +1
missile per two levels above 1st (max
Sleep: Puts 4 HD of creatures into magical
slumber for 1 min./level.
Shocking Grasp: Touch delivers 1d6/
level electricity damage (max 5d6).