Attronarch's Athenaeum

Campaign journals, reviews of TTRPG stuff, and musings on D&D.

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.”

Last day of this year's Character Creation Challenge! Just in time for the last class available in the Swords & Wizardry Complete rulebook: the thief.

Let's roll some stats...

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

First ten will be male, second ten female; half will be Neutral, and other half will be Chaotic.

1. Anhebak

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'5'' / 1.96 m, 240 lbs / 109 kg; silver hair; light blue eyes; pale green skin tone Traits: oily, ruthless, kinky

Hit points: 1 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 17 (open doors: 1–4; carry modifier: +30 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (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 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 9 sp, 9 cp Encumbrance: 65 lbs

2. Cenwelus

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'1'' / 1.85 m, 275 lbs / 125 kg; golden hair; dark brown eyes; caucasian skin tone Traits: mean, oblivious, corrupt, jovial

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 18 (open doors: 1–5; carry modifier: +50 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 5 cp Encumbrance: 74 lbs

3. Ereas

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'0'' / 1.83 m, 225 lbs / 102 kg; red hair; copper eyes; ochre skin tone Traits: callous, rebellious, intimidating

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 13 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 69 lbs

4. Surendin

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 180 lbs / 82 kg; blonde hair; black eyes; pale orange skin tone; 6'' scar Traits: goofy, keen, honest, open

Hit points: 4 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 6 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 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 Coins: 4 gp, 8 sp, 8 cp Encumbrance: 75 lbs

5. Anhon

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'3'' / 1.6 m, 165 lbs / 75 kg; bald with patches of grey hair; dark brown eyes; grey-green skin tone Traits: quiet, ambitious, weird, quaint, defiant

Hit points: 5 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0) WIS: 6 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 8 cp Encumbrance: 59 lbs

6. Krerias

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 210 lbs / 95 kg; white hair; amber eyes; medium brown skin tone Traits: cowardly, dumb, cheerless

Hit points: 2 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 5 (max additional languages: 0) WIS: 14 (experience bonus: +5%) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 4 sp, 4 cp Encumbrance: 64 lbs

7. Trocavian

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 165 lbs / 75 kg; orange hair with dark blonde stripes; light blue eyes; pale orange skin tone; 1' scar; crescent-shaped birthmark Traits: grumpy, immaculate

Hit points: 2 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 6 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 69 lbs

8. Parnos

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 180 lbs / 82 kg; dark brown hair; aqua eyes; pale silver skin tone; circle-shaped birthmark Traits: malicious, meticulous, agreeable, melancholy

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0) WIS: 15 (experience bonus: +5%) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 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 × Tent Coins: 4 gp, 8 sp, 8 cp Encumbrance: 70 lbs

9. Larimus

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'1'' / 1.55 m, 130 lbs / 59 kg; blonde hair; aqua eyes; amber skin tone; none scar; snake-shaped birthmark Traits: sensuous, impish

Hit points: 4 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (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 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 9 sp, 9 cp Encumbrance: 65 lbs

10. Horides

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 145 lbs / 66 kg; red hair; grey eyes; light brown skin tone; 4' long tail Traits: calculating, wise, defiant, unlucky

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 18 (experience bonus: +5%) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Grappling hook; 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 5 sp, 8 cp Encumbrance: 65 lbs

11. Rioneve

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 215 lbs / 98 kg; bald; violet eyes; yellow white skin tone Traits: devoted, noble, quaint

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

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: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 7 (experience bonus: none) CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument Coins: 6 gp, 7 sp, 4 cp Encumbrance: 70 lbs

12. Subeemah

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'3'' / 1.91 m, 180 lbs / 82 kg; lavender hair; silver eyes; caucasian skin tone Traits: likeable, fuddyduddy, wary, immature

Hit points: 1 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 12 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument Coins: 6 gp, 7 sp, 4 cp Encumbrance: 70 lbs

13. Emilia

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'3'' / 1.91 m, 185 lbs / 84 kg; light brown hair with roan bangs; yellow eyes; pale grey skin tone; double pupiled Traits: tough, macho, nosy, idealistic

Hit points: 1 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (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 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 9 sp, 9 cp Encumbrance: 65 lbs

14. Damuta

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'3'' / 1.6 m, 175 lbs / 79 kg; dark blonde hair with light blonde tones; black eyes; red skin tone; eight-point star-shaped birthmark Traits: nosy, poised, remorseful

Hit points: 3 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 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: 12 (max additional languages: 3) WIS: 9 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 6 sp, 4 cp Encumbrance: 54 lbs

15. Lorellauce

Class: Thief Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'0'' / 1.83 m, 185 lbs / 84 kg; bald; amber eyes; amber skin tone Traits: knowledgeable, never hungry

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (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: 6 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 4 sp, 8 cp Encumbrance: 78 lbs

16. Echauce

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 180 lbs / 82 kg; black hair; yellow eyes; chameleon like skin tone; two hearts Traits: dangerous, unscrupulous, strange

Hit points: 2 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 17 (experience bonus: +5%) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 6 sp, 4 cp Encumbrance: 54 lbs

17. Inabel

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 160 lbs / 73 kg; bald; brown eyes; dark brown skin tone Traits: outspoken, selfless

Hit points: 4 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 10 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument Coins: 6 gp, 7 sp, 4 cp Encumbrance: 70 lbs

18. Tauremi

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 140 lbs / 64 kg; changeable hair; yellow eyes; dark tan skin tone Traits: fussy, tactless, intense, judgmental

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 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: 8 (max additional languages: 1) WIS: 15 (experience bonus: +5%) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 69 lbs

19. Tryphota

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 165 lbs / 75 kg; dark blonde hair; blue eyes; light tan skin tone Traits: lecherous, quiet

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

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: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 5 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument Coins: 6 gp, 7 sp, 4 cp Encumbrance: 70 lbs

20. Devile

Class: Thief Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 4'11'' / 1.5 m, 140 lbs / 64 kg; roan hair; maroon eyes; medium brown skin tone; 6'' scar Traits: obsequious, lineat, bad, rhetorical

Hit points: 2 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 9 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 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 Coins: 4 gp, 8 sp, 8 cp Encumbrance: 75 lbs

That's it! For now at least...

#charactercreationchallenge

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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.”

Thief equipment packs incoming! They all have a dagger and at least one blunt weapon (for that backstab bonk), as well as a ranged weapon. From 150 gp and up, Thief also gets a horse so they can serve as quick scouts, messengers, or flee from the dungeon as the sole party survivor. Up to the players!

Although Swords & Wizardry Complete doesn't actually list thieves' tools in the equipment list (neither does the source material), Matt Finch (the author) confirmed to me that all thieves begin play with them (similarly to how Magic-Users begin with free spellbook).

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Grappling hook; 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 5 sp, 8 cp Encumbrance: 65 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 8 cp Encumbrance: 59 lbs

50 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 8 cp Encumbrance: 65 lbs

60 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 6 sp, 4 cp Encumbrance: 54 lbs

70 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 3 cp Encumbrance: 64 lbs

80 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 4 sp, 4 cp Encumbrance: 64 lbs

90 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 5 cp Encumbrance: 74 lbs

100 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument Coins: 6 gp, 7 sp, 4 cp Encumbrance: 70 lbs

110 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 4 sp, 8 cp Encumbrance: 78 lbs

120 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 69 lbs

130 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (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 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 9 sp, 9 cp Encumbrance: 65 lbs

140 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 4 cp Encumbrance: 69 lbs

150 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 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 Coins: 4 gp, 8 sp, 8 cp Encumbrance: 75 lbs

160 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Bell; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 8 cp Encumbrance: 86 lbs

170 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 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 × Tent Coins: 4 gp, 8 sp, 8 cp Encumbrance: 70 lbs

180 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 4 gp, 8 sp, 3 cp Encumbrance: 70 lbs

Tomorrow: twenty thieves to wrap up the Character Creation Challenge!

#charactercreationchallenge

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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.”

Yesterday I rolled ten future Ranger-Knights. Today I shall roll ten future Ranger-Ladies!

Here are the stats:

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

Let's start rolling...

11. Nealamh

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'3'' / 1.91 m, 170 lbs / 77 kg; red hair; brown eyes; pale blue skin tone; crown-shaped birthmark Traits: engaging, simian, loyal

Hit points: 9 Armor class: 7[12] Saving throw: 14 Saving throw modifier(s): none

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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 1 sp, 5 cp Encumbrance: 84 lbs

12. Dealley

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'1'' / 1.85 m, 175 lbs / 79 kg; black hair with dark brown blotches; blue eyes; dark brown skin tone; double thumbed Traits: judgmental, devoted, philosophical

Hit points: 12 Armor class: 4[15] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 17 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 5 cp Encumbrance: 89 lbs

13. Deallee

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 255 lbs / 116 kg; roan hair; amber eyes; pale green skin tone Traits: pacifistic, persuasive, helpful, thankless

Hit points: 10 Armor class: 6[13] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 16 (open doors: 1–3; carry modifier: +15 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 9 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × 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: 6 gp, 4 sp, 5 cp Encumbrance: 85 lbs

14. Almid

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 85 lbs / 39 kg; red hair; hazel eyes; dark tan skin tone Traits: clever, remorseful, weird

Hit points: 10 Armor class: 5[14] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 4 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 9 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 1 sp, 5 cp Encumbrance: 84 lbs

15. Devon

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 170 lbs / 77 kg; blonde hair; bronze eyes; dark brown skin tone Traits: persistent, talented

Hit points: 17 Armor class: 5[14] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (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) WIS: 18 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 5 cp Encumbrance: 89 lbs

16. Cionine

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'4'' / 1.93 m, 180 lbs / 82 kg; brown hair; bronze eyes; medium brown skin tone Traits: rakish, macho, judgmental, cunning

Hit points: 3 Armor class: 3[16] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 13 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, two-handed (2H 1d10); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 7 gp, 1 sp, 5 cp Encumbrance: 118 lbs

17. Binnee

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'7'' / 2.01 m, 255 lbs / 116 kg; yellow hair; light brown eyes; yellow white skin tone Traits: rakish, calculating

Hit points: 7 Armor class: 6[13] Saving throw: 14 Saving throw modifier(s): none

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: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 8 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 5 cp Encumbrance: 94 lbs

18. Eilin

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 185 lbs / 84 kg; orange hair; silver eyes; pale green skin tone Traits: ethical, rich, good, accommodating

Hit points: 10 Armor class: 5[14] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 5 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 5 cp Encumbrance: 94 lbs

19. Graneve

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 170 lbs / 77 kg; light blonde hair; aqua eyes; dark brown skin tone; 1 ½'' scar; square-shaped birthmark Traits: obedient, impish, quaint

Hit points: 7 Armor class: 7[12] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 11 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 1 sp, 5 cp Encumbrance: 84 lbs

20. Rylaith

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 160 lbs / 73 kg; golden hair; brown eyes; pale gold skin tone; snake-shaped birthmark Traits: sharp, devious, charismatic

Hit points: 8 Armor class: 6[13] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 14 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Club (1d4); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 9 sp, 5 cp Encumbrance: 83 lbs

Thief equipment packs coming tomorrow.

#charactercreationchallenge

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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.”

The challenge is almost over and we are coming to Rangers, second to last class available in the Swords & Wizardry Complete rulebook. Rangers gain many impressive abilities, but not Fighters' benefits of STR improving to-hit and damage. Most importantly, they begin with 2d8 at first level, which is massive. Here are attributes rolled 3d6 in order:

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

A reminder that all Rangers are Lawful.

Let's roll some gents...

1. Lorcoon

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'10'' / 1.78 m, 220 lbs / 100 kg; dark blonde hair; hazel eyes; dark brown skin tone Traits: shady, sly

Hit points: 11 Armor class: 7[12] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 5 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × 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: 6 gp, 4 sp, 5 cp Encumbrance: 85 lbs

2. Turgeth

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 185 lbs / 84 kg; grey / orange hair; brown eyes; dark brown skin tone Traits: cultured, fabulous, insincere, rigid

Hit points: 5 Armor class: 5[14] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 6 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 5 cp Encumbrance: 94 lbs

3. Kener

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'10'' / 1.78 m, 150 lbs / 68 kg; yellow hair; silver eyes; yellow white skin tone Traits: draconian, pert

Hit points: 6 Armor class: 4[15] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (15 pounds capacity); 2 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 6 sp, 5 cp Encumbrance: 105 lbs

4. Iucher

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 185 lbs / 84 kg; bald; brown eyes; caucasian skin tone; 2'' scar Traits: ambitious, pessimistic, mean, bold

Hit points: 10 Armor class: 6[13] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 10 (open doors: 1–2; 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: 12 (max additional languages: 3) WIS: 9 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × 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: 6 gp, 4 sp, 5 cp Encumbrance: 85 lbs

5. Malarg

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'0'' / 1.83 m, 195 lbs / 88 kg; silver hair; light green eyes; pale silver skin tone Traits: tentative, intelligent, gruesome

Hit points: 5 Armor class: 5[14] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 10 (topen doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 12 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 3 sp, 5 cp Encumbrance: 93 lbs

6. Amargion

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 150 lbs / 68 kg; dark blonde hair; gold eyes; black skin tone Traits: narcissistic, astonished, unenthusiastic

Hit points: 12 Armor class: 4[15] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 17 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 5 cp Encumbrance: 89 lbs

7. Cahar

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'3'' / 1.91 m, 210 lbs / 95 kg; light blonde hair; grey eyes; pale gold skin tone; pointed ears Traits: right, thrifty

Hit points: 15 Armor class: 7[12] Saving throw: 14 Saving throw modifier(s): none

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: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 14 (experience bonus: +5%) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 1 sp, 5 cp Encumbrance: 84 lbs

8. Eithret

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 185 lbs / 84 kg; dark brown hair; bronze eyes; caucasian skin tone; sword-shaped birthmark Traits: detached, modern, emotional

Hit points: 13 Armor class: 6[13] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 15 (max additional languages: 4) WIS: 7 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 1 sp, 5 cp Encumbrance: 84 lbs

9. Imarc

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'3'' / 1.91 m, 195 lbs / 88 kg; orange hair; brown eyes; pale silver skin tone; 7'' scar Traits: weak-willed, poised

Hit points: 8 Armor class: 6[13] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 9 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 1 sp, 10 cp Encumbrance: 69 lbs

10. Manur

Class: Ranger Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 165 lbs / 75 kg; dark blonde hair; dark brown eyes; amber skin tone Traits: calculating, tough, tactless, capricious

Hit points: 8 Armor class: 5[14] Saving throw: 14 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Charity (spend only on food and shelter, donate rest to charities and temples associated with Law); no followers of any kind; won't join a party or expedition that has more than one Ranger; tracking (90% base probability reduced by situational modifiers); alertness (party surprised only on 1-in-6); can use all magic items as Fighters; giant and goblin-types (+1 damage/level against giants, trolls, ogres, orcs, goblins, and kobolds).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 5 cp Encumbrance: 89 lbs

Ten Lady-Rangers incoming tomorrow!

#charactercreationchallenge

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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.”

Time for Ranger equipment packs! I gave them same armour as Fighters, and focused mostly on wilderness equipment and survival. A lot of axes, bows, and similar. Given their 2d8 HP at first level I envision them taking the front rank even when they have weapons capable of striking from second rank.

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 6 sp, 0 cp Encumbrance: 59 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 6 sp, 5 cp Encumbrance: 64 lbs

50 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 6 sp, 5 cp Encumbrance: 82 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 1 sp, 10 cp Encumbrance: 69 lbs

70 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Club (1d4); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 9 sp, 5 cp Encumbrance: 83 lbs

80 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 1 sp, 5 cp Encumbrance: 79 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 1 sp, 5 cp Encumbrance: 84 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × 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: 6 gp, 4 sp, 5 cp Encumbrance: 85 lbs

110 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 5 cp Encumbrance: 89 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 5 cp Encumbrance: 94 lbs

130 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 3 sp, 5 cp Encumbrance: 93 lbs

140 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 9 sp, 0 cp Encumbrance: 94 lbs

150 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 5 sp, 0 cp Encumbrance: 107 lbs

160 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (15 pounds capacity); 2 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 6 sp, 5 cp Encumbrance: 105 lbs

170 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 2 gp, 9 sp, 5 cp Encumbrance: 105 lbs

180 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, two-handed (2H 1d10); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 7 gp, 1 sp, 5 cp Encumbrance: 118 lbs

Ten rangers coming tomorrow.

#charactercreationchallenge

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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.”

Ten Ladies of Law!

Attributes rolled were:

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

Just a reminder that Paladins don't get Fighter bonuses.

Let's go...

11. Elvunda

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 175 lbs / 79 kg; grey hair; silver eyes; dark brown skin tone; transparent skin Traits: naughty, imperial, jovial

Hit points: 3 Armor class: 4[15] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 14 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 2 sp, 4 cp Encumbrance: 94 lbs

12. Verniona

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'0'' / 1.83 m, 200 lbs / 91 kg; red hair; brown eyes; black skin tone; 8'' scar Traits: callous, hotheaded, devoted, oblivious

Hit points: 3 Armor class: 6[13] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 0 sp, 4 cp Encumbrance: 86 lbs

13. Lelita

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'10'' / 1.78 m, 190 lbs / 86 kg; red hair; flaming amber eyes; caucasian skin tone Traits: negative, dull

Hit points: 8 Armor class: 5[14] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0) WIS: 14 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 2 sp, 4 cp Encumbrance: 102 lbs

14. Bata

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'6'' / 1.98 m, 260 lbs / 118 kg; dark brown hair; hazel eyes; light tan skin tone Traits: tough, quiet, dogmatic

Hit points: 2 Armor class: 3[16] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 17 (open doors: 1–4; carry modifier: +30 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) 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

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 2 sp, 4 cp Encumbrance: 109 lbs

15. Lelatea

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'4'' / 1.93 m, 275 lbs / 125 kg; grey hair with few black stripes; amber eyes; milky white skin tone Traits: effective, generous

Hit points: 7 Armor class: 3[16] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Flail (2H, 1d8); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Holy symbol, silver; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 7 sp, 4 cp Encumbrance: 118 lbs

16. Euandrea

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 210 lbs / 95 kg; yellow hair; tan eyes; black skin tone; circle-shaped birthmark Traits: cross, unkind, dauntless, decorous

Hit points: 1 Armor class: 4[15] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 6 (max additional languages: 0) WIS: 9 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 2 sp, 4 cp Encumbrance: 109 lbs

17. Nautabel

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 220 lbs / 100 kg; light brown hair; aqua eyes; dark tan skin tone; no body hair Traits: obstinate, agnostic, idol

Hit points: 6 Armor class: 4[15] Saving throw: 12 Saving throw modifier(s): none

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: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 18 (max # of special hirelings: 7; retainer morale adjustment: +4; experience bonus: +5%)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 1 gp, 2 sp, 4 cp Encumbrance: 93 lbs

18. Herophida

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'0'' / 1.83 m, 205 lbs / 93 kg; transparent hair; blue eyes; grey-green skin tone Traits: nurturing, spoiled

Hit points: 4 Armor class: 6[13] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 2 sp, 4 cp Encumbrance: 94 lbs

19. Galonia

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 170 lbs / 77 kg; silver hair; silver eyes; amber skin tone Traits: mean, clever, impish, charming

Hit points: 2 Armor class: 4[15] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Holy symbol, silver; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 4 cp Encumbrance: 113 lbs

20. Horaciope

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'3'' / 1.6 m, 185 lbs / 84 kg; dark blonde hair; yellow eyes; pale green skin tone; snake-shaped birthmark Traits: smart, decisive, dorky

Hit points: 6 Armor class: 5[14] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 13 (experience bonus: +5%) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 2 sp, 4 cp Encumbrance: 102 lbs

Man, rolling up twenty Paladins was really fun!

Rangers are next, which I suspect will be fun as well. Equipment packs first, though!

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.

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.”

Paladins! Champions of Law! As before, unlike original edition, in Swords & Wizardry Complete there are no minimum attribute requirements for choosing a Paladin class. Only limitations are that character must have Human ancestry and be of Lawful alignment. Rolling 3d6 in order 20 times produced only one set that would be eligible using original rules:

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

Paladins are not Fighters, therefore they also don't get to-hit and damage bonuses from high strenght.

Here are the first then champions!

1. Iphi

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'1'' / 1.85 m, 160 lbs / 73 kg; silver hair; blue eyes; light brown skin tone; 10'' scar Traits: calculating, kind

Hit points: 4 Armor class: 5[14] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 8 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 15 (max additional languages: 4) WIS: 8 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 2 sp, 4 cp Encumbrance: 102 lbs

2. Cadmervius

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 120 lbs / 54 kg; orange hair; violet eyes; pale blue skin tone Traits: relaxed, hopeful, elated

Hit points: 8 Armor class: 3[16] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 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: 8 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 2 sp, 4 cp Encumbrance: 109 lbs

3. Actades

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'0'' / 1.83 m, 145 lbs / 66 kg; white hair; light blue eyes; pale blue skin tone; 2'' scar Traits: organized, furtive, paranoid

Hit points: 5 Armor class: 4[15] Saving throw: 12 Saving throw modifier(s): none

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: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 6 (experience bonus: none) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 1 gp, 2 sp, 4 cp Encumbrance: 93 lbs

4. Asclostas

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'1'' / 1.85 m, 185 lbs / 84 kg; magenta hair; purple eyes; yellow white skin tone Traits: noble, pure

Hit points: 1 Armor class: 5[14] Saving throw: 12 Saving throw modifier(s): none

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: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 0 sp, 4 cp Encumbrance: 77 lbs

5. Surerius

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 150 lbs / 68 kg; pink hair; brown eyes; amber skin tone Traits: fussy, scheming, intense

Hit points: 2 Armor class: 6[13] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 4 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 12 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 1 gp, 2 sp, 4 cp Encumbrance: 93 lbs

6. Balric

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 165 lbs / 75 kg; orange hair; aqua eyes; dark brown skin tone Traits: incompetent, jaded, fair

Hit points: 2 Armor class: 6[13] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 2 sp, 4 cp Encumbrance: 102 lbs

7. Dragomel

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'6'' / 1.98 m, 205 lbs / 93 kg; yellow hair; violet eyes; pale grey skin tone; 5'' scar; x-shaped birthmark Traits: close, kind hearted, loudmouth, cynical

Hit points: 3 Armor class: 6[13] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 4 (experience bonus: none) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 2 sp, 4 cp Encumbrance: 102 lbs

8. Horanus

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 180 lbs / 82 kg; saffron hair; hazel eyes; ochre skin tone Traits: stolid, picky

Hit points: 5 Armor class: 5[14] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 9 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 1 gp, 2 sp, 4 cp Encumbrance: 93 lbs

9. Dexias

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 185 lbs / 84 kg; grey / dark brown hair; hazel eyes; pale grey skin tone Traits: enigmatic, cautious, academic, capricious

Hit points: 9 Armor class: 6[13] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 10 (experience bonus: none) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 2 sp, 4 cp Encumbrance: 94 lbs

10. Akedides

Class: Paladin Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 130 lbs / 59 kg; brown hair; blue eyes; pale blue skin tone; x-shaped birthmark Traits: vulgar, mercurial, delicate, proud

Hit points: 4 Armor class: 3[16] Saving throw: 12 Saving throw modifier(s): none

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 14 (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) WIS: 11 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Magic items (can use all as Fighters, can have only one suit of magic armour and shield, up to three magical weapons, and may own no more than four magical items in total); charity (spend only on food and shelter, donate rest to charities and temples associated with Law); alliances (will work just with Lawful characters unless superior authority instructed them otherwise); lay on hands (once per day: a. heal 2 hp/level or b. cure disease); immune to disease; can summon 5HD warhorse once every ten years.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 2 sp, 4 cp Encumbrance: 109 lbs

Tomorrow: ten female champions of Law!

#charactercreationchallenge

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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.”

Paladin equipment packs! Unlike Fighters, I decided Paladins will always spend at least 50% of their budget to get the best armour, followed by best metal weapons. They have no exploration gear because they just burst into places of Chaos and obliterate everything. No need for spikes, ropes, ten foot poles... Only backpack, because they don't haul treasure out, and only rations, so they can go out and seek places of Chaos. They all have a holy symbol as well.

30 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 0 sp, 4 cp Encumbrance: 71 lbs

40 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 0 sp, 4 cp Encumbrance: 77 lbs

50 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 1 gp, 7 sp, 4 cp Encumbrance: 88 lbs

60 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 0 sp, 4 cp Encumbrance: 78 lbs

70 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 3 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 2 sp, 4 cp Encumbrance: 93 lbs

80 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 1 gp, 2 sp, 4 cp Encumbrance: 93 lbs

90 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 2 sp, 4 cp Encumbrance: 102 lbs

100 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 2 sp, 4 cp Encumbrance: 97 lbs

110 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Holy symbol, silver; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 4 cp Encumbrance: 113 lbs

120 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 0 sp, 4 cp Encumbrance: 86 lbs

130 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 2 sp, 4 cp Encumbrance: 94 lbs

140 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Holy symbol, wooden; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 2 sp, 4 cp Encumbrance: 109 lbs

150 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) Gear: 1 × Holy symbol, silver; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 1 gp, 2 sp, 4 cp Encumbrance: 108 lbs

160 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Flail (2H, 1d8); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Holy symbol, silver; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 0 gp, 7 sp, 4 cp Encumbrance: 118 lbs

170 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Plate (-6[+6] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Hammer, war (1d4+1); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 1 gp, 0 sp, 4 cp Encumbrance: 137 lbs

180 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Plate (-6[+6] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Holy symbol, silver; 1 × Backpack (30-pound capacity); 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 1 gp, 7 sp, 4 cp Encumbrance: 141 lbs

Ten paladins coming tomorrow.

#charactercreationchallenge

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Adventurers

Character Class Description
Derennan Dwarf level 3 A dwarf hailing from Western Wastes.
Rah Cleric level 2 A follower of Molna, God of Travellers, whom has an opinion about everything.
Nolmbork Dwarf level 2 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.
Rashomon Elf level 2 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
Tarkus the Promising Cleric level 2 Follower of Bachontoi, God of Red Wisdom.
Brent Goose Cleric level 5 An eccentric, but charismatic, cleric seeking the Holy Bird. White robes and black cloak conceal his tall, frail and anemic frame. His eagle-like nose is exposed for all to see.
Oberon Fighter level 3 A tall, supple hunter adorned with bones and horns of his prey.

Gloomfrost 13th, Earthday, between midnight and sunrise

Rah crouched by the horses as three arrows landed next to him.

Following their encounter with hereto unknown orc horde, and subsequent slaughter of them, the party decided to back out of the dungeon and rest in a camp nearby. Alas, sometime during the night beastmen came out and managed to track the party down. Rashomon managed to spot them in time to alert everyone.

The camp was a simple affair. Three ten-feet tall rocks covered west and south sides, the wagon covered north side, and several trees provided cover to the east and north.

Derennan and Nolmbork were on the west rocks while Rashomon and Llyfed manned the south rock. Oberon watched guard from one of the north trees. Brent hid underneath the wagon.

Tarkus and Rah stood by the wagon, waiting. They opted not to light up any torches and rely on their demihuman friends to neutralize any threats.

Few more arrows flew in their direction, one killing a draft horse.

Silence.

Then that sound of someone—or something—trying to imitate a wolf howl.

Rashomon had enough of this nonsense. He slid down the rock and moved eastwards. Llyfed followed behind him.

“There!”

Lo and behold, several crouching humanoids just at the edge of elven infravision!

Few select insults later and several pig-faced orcs clashed against two heavily armed elves.

Nolmbork and Derennan remained vigilant, scanning for any new threats that might come from north, west, or south.

“Whoa!”

Rashomon stood his ground as several more orcs came charging out from southeast. He was outnumbered eight to one, but successfuly parried all incoming attacks. And more importantly, he prevented the orcs from storming the temple.

Suddenly a thunderous cacophony of howls, roars, and grunted erupted from southeast.

Derennan's vigilance paid off as he kept watch of the western flank.

Moonlight illuminated a frame of lumbering creature stepping on top of large tree stump some hundred feet away or so. The monster raised a giant club over its head and unleashed a roar so loud that would make any normal man shit himself.

Illustration by kickmaniac

But Derennan was no man. He braced himself as the monstrous hulk charged him, followed by several orcs.

“They are coming from the north as well!”

Oberon rained hells from the tree top; Nolmbork killed orcs left and right; Derennan duked it out with towering beastman; Rashomon and Llyfed held back a dozen or so orcs; Rah and Tarkus shot and hit whenever they could see something clearly enough; Brent cowered under the wagon.

But something had to give.

Something had to give eventually.

Hulking monster forced Derennan to retreat off the rock. The dwarf jumped off, and backed up, his left side protected by another rock, while wagon protected his right side.

Hulk's belly shimmered as the monster laughed, cheered on by orcs behind it. Derennan braced his polearm. Rah jumped in to help the dwarf.

Rashomon swung and swung. He was landing good blows, but none did as much damage as he expected. Llyfed shook his head at his friend and his determination to pick up a sword called “Doomed.” The curse was turning eerily prophetic.

“Perk up! We will wear them down!” Tarkus yelled while crushing yet another orc.

Several more orcs charged from the darkness, followed by several large, hyena headed monsters. These ones had polearms and large flails.

Rah's remains splattered Derennan. Cleric did not stand a chance against the hulking monster. He died a brutal, nasty death. Oberon screamed as beastmen penetrated him with polearms. The tree wasn't tall enough.

To make things even worse, new beastmen just kept showing up. Three tiger-faced beastmen scaled the south rock. They just stood there, towering over all. They put down some sacks, and took out something very, very familiar to adventurers.

Oil bombs.

“No!” Llyfed's voice cracked as Rashomon twitched, impaled by several polearms and hacked to death by thousand cuts.

Tarkus squeezed his holy symbol and mace. This man of Law will go down fighting.

Derennan on the other hand, was much more interested in survival. He turned around, and made a run for it in the northeast direction.

Alas, he did not get far before running into three more tiger-faced creatures.

The hulk flipped over the wagon, and roared as Brent soiled himself.

“Parley!”

Somebody yelled.

One of the tiger-faced monsters spoke. Terms were far from favourable.

Lay down your weapons and forfeit your lives.

Llyfed tried to negotiate.

His attempts were rebuffed with an offer to set him, and his friends, on fire.

Adventurers dropped their weapons.

Victorious beastmen stripped them off their weapons and valuables. Then they tied their hands, and dragged them back into the Den.

Orcs were forced to carry the corpses, while the hulk picked up two dead horses. Wagon was left behind.

The captives were insulted and spat on. They remained defiant. Those that live, live to return the favour.

They were led through familiar corridors. They passed by orcs scrubbing the floors and walls. It was obvious the they were at the bottom of the food chain.

Then they were dragged into the unknown: the stairs leading down they avoided several times.

Orcs did not go below, only hyena-headed and tiger-faced beastmen did, as well as the hulk. In the large, well lit chamber everyone went their own way. Tiger-faced monsters dragged the adventurers through unknown corridors until they dumped them in a filthy room with four corpses.

Two humans, one male dwarf, and one female elf. All corpses had significant signs of abuse, especially the dwarf. All had missing teeth and tongue.

Six survivors quickly took off their rope bindings.

“Well, does anyone need healing?” Tarkus offered.

“Yes, please...”

Scouring the room provided very little of use.

The party couldn't agree on the course of action. Do they try to break the doors and escape? Do they wait for someone to parley? Something else?

So naturally, they decided to take a nap.

Tarkus prayed.

“Attention, I hear heavy footsteps incoming!”

The doors swung open. Tiger-faced beastmen were back. They seemed wholly unfazed—disinterest even—in adventurers having freed their hands.

They pointed at Nolmbork and waved him to come out.

Llyfed tried to parley again. He got smacked for it. Nolmbork was escorted out, and the doors were once again locked shut.

“Where are they taking him?”

“No idea...”

They waited, and waited, and waited.

And waited, and waited.

And waited.

Doors swung open once more. Nolmbork was back, with a tint of hope on his face!

He met with an apparent master of this horde of beastmen, a giant with lisp. He explained that he bartered a deal for the party to be released if they bring back a gold crown befitting such a master. The only term was to leave “the fattest one behind.” Although being the skinniest, everyone quickly agreed to leave Brent Goose behind.

“Hey, we are still Lawful, we will come back for you. By the way, maybe you finally atone to Kadrim, heh?”

Three new corpses were impaled at the dungeon entrance:

Rashomon, Rah, and Rigby.

Five survivors reached Hara on Gloomfrost 16th.

Hungry, thirsty, and dirty.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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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 Monks. For reminder, here are the attributes:

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

And to repeat notes:

  • Although Monks can be of any alignment, the rulebook states most are Lawful, hence I decided to make six Lawful, three Neutral, and one Chaotic.
  • Since Monks have many class abilities, I just included those they get at first level, and only those they qualified for!
  • Remember that STR bonuses to-hit and damage are for Fighters only. I only included these two modifiers if they were negative.

Let's roll!

11. Araceleta

Class: Monk Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 160 lbs / 73 kg; roan hair; light green eyes; yellow white skin tone Traits: enigmatic, tactless, rakish, poised

Hit points: 2 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 11 (open doors: 1–2; 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: 10 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed).

Equipment

Armour: None Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Manacles; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 0 sp, 1 cp Encumbrance: 41 lbs

12. Pasithera

Class: Monk Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 155 lbs / 70 kg; roan hair; blue eyes; pale gold skin tone Traits: garrulous, realistic, naive

Hit points: 5 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 9 (open doors: 1–2; 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: 13 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed).

Equipment

Armour: None Weapons: 2 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 4 sp, 1 cp Encumbrance: 54 lbs

13. Tahiah

Class: Monk Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 120 lbs / 54 kg; bald; grey eyes; amber skin tone; cat clawed Traits: no self-confidence, haggling, deferential

Hit points: 3 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 15 (max additional languages: 4) WIS: 11 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Thieving skills if DEX ≥ 15 (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed); deflect missiles if DEX ≥ 15 (saving throw vs. arrows and magic missile).

Equipment

Armour: None Weapons: 2 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 4 sp, 1 cp Encumbrance: 54 lbs

14. Kornista

Class: Monk Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'10'' / 1.78 m, 185 lbs / 84 kg; white hair; light green eyes; light brown skin tone; 8'' scar; sword-shaped birthmark Traits: wishy washy, nibbler, unfeeling

Hit points: 4 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 10 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed, 25% kill chance if STR ≥ 12 and if target's HD is no more than 1 higher thank monk's level).

Equipment

Armour: None Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, two-handed (2H 1d10); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Chain (10 feet); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 1 cp Encumbrance: 53 lbs

15. Levanelle

Class: Monk Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 210 lbs / 95 kg; mixed light brown and golden hair; hazel eyes; pale green skin tone Traits: gullible, rigid, envious

Hit points: 4 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed, 25% kill chance if STR ≥ 12 and if target's HD is no more than 1 higher thank monk's level).

Equipment

Armour: None Weapons: 1 × Sword, long (1d8); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 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 Coins: 3 gp, 1 sp, 1 cp Encumbrance: 42 lbs

16. Rhota

Class: Monk Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 190 lbs / 86 kg; orange hair; brown eyes; pale green skin tone; horns-shaped birthmark Traits: macho, calculating, capricious

Hit points: 2 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): +2 against paralysis and poisons

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 15 (max additional languages: 4) WIS: 15 (experience bonus: +5%) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed, 25% kill chance if STR ≥ 12 and if target's HD is no more than 1 higher thank monk's level); alertness if WIS ≥ 15 (party surprised only on 1-in-6).

Equipment

Armour: None Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, two-handed (2H 1d10); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Chain (10 feet); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 1 cp Encumbrance: 53 lbs

17. Elvona

Class: Monk Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 130 lbs / 59 kg; bald; light green eyes; black skin tone; 4'' scar Traits: quaint, grim, enigmatic, proud, weak-willed

Hit points: 2 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): none

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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed).

Equipment

Armour: None Weapons: 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 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 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 36 lbs

18. Heqertari

Class: Monk Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 175 lbs / 79 kg; grey hair; tan eyes; pale grey skin tone; 7'' scar Traits: frightened, hopeless, irreverent, conversational, selfless

Hit points: 2 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 5 (max additional languages: 0) WIS: 7 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed).

Equipment

Armour: None Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, two-handed (2H 1d10); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Chain (10 feet); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 1 cp Encumbrance: 53 lbs

19. Lorope

Class: Monk Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 180 lbs / 82 kg; brown hair; purple eyes; black skin tone Traits: remorseful, intimidating

Hit points: 4 Armor class: 10[9] Saving throw: 15 Saving throw modifier(s): +2 against paralysis and poisons

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 16 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed); alertness if WIS ≥ 15 (party surprised only on 1-in-6).

Equipment

Armour: None Weapons: 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 0 sp, 1 cp Encumbrance: 36 lbs

20. Eava

Class: Monk Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'4'' / 1.63 m, 135 lbs / 61 kg; roan hair; gold eyes; pale grey skin tone; pentagram-shaped birthmark Traits: cutthroat, artistic, lingering, patient

Hit points: 3 Armor class: 10[9] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 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: 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

Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed).

Equipment

Armour: None Weapons: 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 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 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 36 lbs

Coming: paladin equipment packs!

#charactercreationchallenge

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