2024 Character Creation Challenge Day 20

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.”

Continuing with Magic-Users, here are ten more—ladies this time!

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

First three are Lawful, following four Neutral, and final three Chaotic.

11. Albioninome

Class: Magic-User Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 185 lbs / 84 kg; black hair; gold eyes; light tan skin tone; 1' scar Traits: level, devious

Hit points: 2 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 9 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Bell; 1 × Block and tackle; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 2 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages Coins: 3 gp, 9 sp, 4 cp Encumbrance: 36 lbs

12. Alcimista

Class: Magic-User Ancestry: Lawful Alignment: Neutral Languages: Common, Alignment

Appearance: 6'0'' / 1.83 m, 220 lbs / 100 kg; white hair; grey eyes; pale blue skin tone; cat clawed Traits: intimidating, enigmatic, unlucky

Hit points: 1 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 14 (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: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 11 (experience bonus: none) CHA: 3 (max # of special hirelings: 1; retainer morale adjustment: -4; experience bonus: none)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Horse, Riding; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Charm Person, Hold Portal, Read Languages, Shield Coins: 3 gp, 8 sp, 9 cp Encumbrance: 33 lbs

13. Letuba

Class: Magic-User Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 180 lbs / 82 kg; white hair; copper eyes; pale grey skin tone; cat clawed Traits: stoical, unwilling

Hit points: 3 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 12 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Horse, Riding; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Charm Person, Protection from Evil, Read Languages, Read Magic, Sleep Coins: 3 gp, 8 sp, 9 cp Encumbrance: 33 lbs

14. Cairione

Class: Magic-User Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 160 lbs / 73 kg; saffron hair; tan eyes; pale orange skin tone; six-pointed star-shaped birthmark Traits: cautious, oily, mean, lecherous, sly

Hit points: 3 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 13 (experience bonus: +5%) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Mule; 1 × Wagon; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 2 × Barrel; 2 × Chest; 2 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Hold Portal, Light, Read Languages, Read Magic Coins: 4 gp, 4 sp, 8 cp Encumbrance: 33 lbs

15. Herophia

Class: Magic-User Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'4'' / 1.63 m, 175 lbs / 79 kg; bald; dark brown eyes; chequered pale green and ochre skin tone; horns-shaped birthmark Traits: engaging, no self-confidence

Hit points: 3 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 12 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Scroll; 1 × Mule; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Magic Missile, Protection from Evil, Read Languages, Read Magic, Sleep Coins: 3 gp, 2 sp, 8 cp Encumbrance: 32 lbs

16. Taureemah

Class: Magic-User Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 180 lbs / 82 kg; bald; aqua eyes; yellow white skin tone; ½'' scar Traits: weird, intimidating

Hit points: 1 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5) WIS: 16 (experience bonus: +5%) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 2 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Manacles; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Charm Person, Light, Magic Missile Coins: 6 gp, 3 sp, 8 cp Encumbrance: 36 lbs

17. Iphilia

Class: Magic-User Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'4'' / 1.93 m, 225 lbs / 102 kg; black hair; violet eyes; black skin tone Traits: undependable, zealot, giving, grouchy

Hit points: 4 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 16 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Mule; 1 × Wagon; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 2 × Barrel; 2 × Chest; 2 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Hold Portal, Light, Shield, Sleep Coins: 4 gp, 4 sp, 8 cp Encumbrance: 33 lbs

18. Dacope

Class: Magic-User Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 150 lbs / 68 kg; dark blonde hair; dark brown eyes; purple skin tone; ½'' scar; square-shaped birthmark Traits: ornery, ossified, fierce

Hit points: 4 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 16 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Mule; 1 × Bell; 3 × Chalk, 1 piece; 1 × Ladder (10 foot); 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Hold Portal, Light, Shield, Sleep Coins: 4 gp, 0 sp, 9 cp Encumbrance: 35 lbs

19. Suadenta

Class: Magic-User Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 195 lbs / 88 kg; golden hair; dark brown eyes; amber skin tone; hermaphrodite Traits: mild, cautious

Hit points: 1 Armor class: 10[9] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 6 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Scroll; 1 × Bell; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Hold Portal, Magic Missile, Shield Coins: 3 gp, 8 sp, 3 cp Encumbrance: 32 lbs

20. Bastani

Class: Magic-User Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 195 lbs / 88 kg; light brown hair; gold eyes; caucasian skin tone Traits: wild, vulnerable

Hit points: 2 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 5 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 8 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Mule; 1 × Bell; 3 × Chalk, 1 piece; 1 × Ladder (10 foot); 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Magic Missile, Shield Coins: 4 gp, 0 sp, 9 cp Encumbrance: 35 lbs

Monk equipment packs coming next.

#charactercreationchallenge

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