2024 Character Creation Challenge Day 12

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

Let's make some druids!

As before, attributes are rolled 3d6 in order:

SET STR DEX CON INT WIS CHA GOLD
1 13 8 7 10 12 10 13
2 6 11 14 15 7 10 10
3 16 7 8 8 8 11 9
4 17 10 6 12 14 10 12
5 13 14 10 14 13 7 13
6 10 5 10 13 9 9 10
7 8 10 7 6 8 6 13
8 5 9 5 7 8 14 10
9 6 12 8 16 12 7 13
10 7 6 8 11 11 12 15
11 12 5 3 8 11 11 11
12 12 9 15 8 9 9 14
13 11 13 9 6 5 12 17
14 14 14 5 9 8 5 6
15 13 9 10 6 14 10 6
16 12 10 13 3 10 13 6
17 11 9 10 10 14 15 15
18 8 7 7 13 14 11 11
19 10 5 12 8 9 10 11
20 15 14 8 9 13 15 11

A reminder that in Swords & Wizardry Complete humans can take any class, regardless of their attribute scores. Prime Attribute gives additional experience, but is otherwise not a requirement.

1. Riddaer

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 6'0'' / 1.83 m, 190 lbs / 86 kg; golden hair; aqua eyes; light tan skin tone Traits: plain, unfeeling, calm

Hit points: 2 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 12 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Barrel; 2 × Case (map or scroll); 12 × Candle; 12 × Torch; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 10 × Rations, dried (per day); 1 × Pot, iron; 5 × Canvas (per square yard); 1 × Bedroll; 1 × Tent Coins: 7 gp, 3 sp, 6 cp Encumbrance: 74 lbs

2. Lorcoan

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 5'1'' / 1.55 m, 120 lbs / 54 kg; silver hair; green eyes; pale orange skin tone Traits: level, foul, sedate

Hit points: 5 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 15 (max additional languages: 4) WIS: 7 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Ladder (10 foot); 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 6 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Barrel; 1 × Case (map or scroll); 12 × Candle; 12 × Torch; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 6 sp, 8 cp Encumbrance: 70 lbs

3. Ajahn

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 6'6'' / 1.98 m, 235 lbs / 107 kg; auburn hair; gold eyes; pale gold skin tone; snake-shaped birthmark Traits: materialistic, strident, lethargic, puckish

Hit points: 5 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 16 (open doors: 1–3; carry modifier: +15 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Bell; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Pole (10 foot); 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 3 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 5 × Canvas (per square yard); 1 × Bedroll; 1 × Tent Coins: 4 gp, 5 sp, 4 cp Encumbrance: 69 lbs

4. Ragad

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 5'11'' / 1.8 m, 220 lbs / 100 kg; orange hair; glowing amber eyes; pale green skin tone; 1' scar; eight point star-shaped birthmark Traits: calculating, scheming, rebellious

Hit points: 1 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 17 (open doors: 1–4; carry modifier: +30 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Bell; 1 × Block and tackle; 6 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 2 × Barrel; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Garlic, charmed; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 7 sp, 4 cp Encumbrance: 70 lbs

5. Domner

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 6'0'' / 1.83 m, 210 lbs / 95 kg; bald; light brown eyes; pale grey skin tone Traits: humble, proud, brilliant

Hit points: 5 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 13 (experience bonus: +5%) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Barrel; 2 × Case (map or scroll); 12 × Candle; 12 × Torch; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 10 × Rations, dried (per day); 1 × Pot, iron; 5 × Canvas (per square yard); 1 × Bedroll; 1 × Tent Coins: 7 gp, 3 sp, 6 cp Encumbrance: 74 lbs

6. Andrononicus

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 5'9'' / 1.75 m, 185 lbs / 84 kg; bald; gold eyes; black skin tone Traits: eager, cheerful, hesitant, nut, eloquent

Hit points: 5 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 9 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Ladder (10 foot); 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 6 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Barrel; 1 × Case (map or scroll); 12 × Candle; 12 × Torch; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 6 sp, 8 cp Encumbrance: 70 lbs

7. Marcion

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 5'5'' / 1.65 m, 160 lbs / 73 kg; golden hair; violet eyes; black skin tone; ½'' scar Traits: quiet, bitter, weird, ambitious

Hit points: 5 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 6 (max additional languages: 0) WIS: 8 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Barrel; 2 × Case (map or scroll); 12 × Candle; 12 × Torch; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 10 × Rations, dried (per day); 1 × Pot, iron; 5 × Canvas (per square yard); 1 × Bedroll; 1 × Tent Coins: 7 gp, 3 sp, 6 cp Encumbrance: 74 lbs

8. Kenyon

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 5'2'' / 1.57 m, 115 lbs / 52 kg; bald; aqua eyes; pale orange skin tone; square-shaped birthmark Traits: pretty, distressed

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 7 (max additional languages: 0) WIS: 8 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Ladder (10 foot); 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 6 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Barrel; 1 × Case (map or scroll); 12 × Candle; 12 × Torch; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 6 sp, 8 cp Encumbrance: 70 lbs

9. Damidos

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 5'9'' / 1.75 m, 160 lbs / 73 kg; grey hair; grey eyes; pale orange skin tone Traits: unscrupulous, furtive, vague, fanatical

Hit points: 1 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 16 (max additional languages: 5) WIS: 12 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Barrel; 2 × Case (map or scroll); 12 × Candle; 12 × Torch; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 10 × Rations, dried (per day); 1 × Pot, iron; 5 × Canvas (per square yard); 1 × Bedroll; 1 × Tent Coins: 7 gp, 3 sp, 6 cp Encumbrance: 74 lbs

10. Modestidus

Class: Druid Ancestry: Human Alignment: Neutral Languages: Common, Alignment, Druidic

Appearance: 6'0'' / 1.83 m, 155 lbs / 70 kg; purple hair; light brown eyes; yellow white skin tone; snake-shaped birthmark Traits: insolent, soft-spoken, detached, irresolute, detailed

Hit points: 2 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; able to use any magical item Clerics can, except Clerical-spell scrolls; speaks secret druidic language.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 6 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Barrel; 1 × Case (map or scroll); 12 × Candle; 12 × Torch; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 10 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent Coins: 10 gp, 9 sp, 6 cp Encumbrance: 75 lbs

Huh, a lot of baldies today...

Tomorrow—ten druidesses!

#charactercreationchallenge

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