Attronarch's Athenaeum

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

Adventurers

Character Class Description
Derennan Dwarf level 3 A dwarf hailing from Western Wastes.
Nolmbork Dwarf level 2 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.
Orist Elf level 1 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
Hagar the Hewer Dwarf level 1 Imagine Conan as dwarf.
Tarkus the Promising Cleric level 2 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 1 Inspired to adventure after burying several adventurers.
Oberon Fighter level 3 A tall, supple hunter adorned with bones and horns of his prey.
Hedwig Hogwarts Elf level 2 An always alert owl masquerading as an elf.

Gloomfrost 17th–20th

With just a few days left before end of the year, adventurers decided to recuperate, plan, and make contacts with influential people in Hara.

There was great commotion in the streets—hawkers and emissaries of the Invincible Overlord himself were aggressively recruiting anyone whom can hold a sword or spear.

“Liberate Zothay!”

“Save Dearthwood!”

“Travel the Wilderlands!”

“Invincible Overlord wants YOU!”

They'd yell again and again and again. Every lowly commoner was offered a gold piece sign-up bonus, while experienced adventurers were offered up to a hundred gold pieces.

Local jeweller finally finished the gold necklace Derennan had commissioned. It was fine but nowhere near as fine as the jeweller said it would be. Either way, the party had another commission for him—a crown fit for a dim witted giant.

Derennan's plan of approaching the Imrael merchant family—oldest and most affluent in Hara—finally worked. He was joined by Nolmbork, Llyfed, Tarkus, and Oberon. Everybody tidied up, and strode up to Imrael's mansion overlooking the river.

Upon presenting their gift—a gold necklace with large amethyst—and request to Kennunn the Quiet, they were granted audience with Amulias Imrael himself.

The meeting was cordial, with the party offering their services. Amulias was professional and distant, for reasons Derennan discovered later. Cadmias the Wise, vizier of the Imrael family, was advocating against getting involved with the adventurers, for he had seen firsthand how incompetent they are.

“One of them wilfully took a blade named Doomed! And now he is dead!”

Llyfed rebuked him. Upon sharing they've been clearing up an old dungeon where a drug called Red Dragon was produced, Amulias said that Myrna Blaxter, the woman who sent them there, is a bit crazy. She's been talking about this for years, but no one ever found anything. He was surprised to learn there were beastmen there, though.

The party also learned that Invincible Overlord was not recruiting just commoners and freelancers. All affluent families must send their first-born as well. In addition, the rumour has it that Haermond II, Hara's castellan and general of forces, will take the offer as well.

If that is true, then one could reasonably expect a power vacuum that might lead to internal strife and unrest. Queen Earani Cor is primarily backed by Haermond II and Imrael family.

Upon leaving the mansion, Melell Imrael confided in Derennan that his father is distraught because his only living son—himself—is being sent to the City State of the Invincible Overlord.

“Please forgive my father. He is a good man, and would stand to benefit from your services. His bad mood is due to me leaving soon. Damell, my younger brother, died very young. Tibon, my older brother, went missing several years ago. He is only worried that I too will perish.”

“Tell me more about your missing brother. Maybe we could help.”

Derennan prodded.

“Truth to be told, I don't know that much. All I know is that he was supposed to be married to the daughter of another wealthy merchant. He went to their estate and never returned. My father sent several messengers, but none ever returned. Kennunn is the only one who came back alive and whatever he told my father was sufficient for him to stop looking.”

“Do you know where did your brother go missing? Maybe we could look into it?”

Melell promised that he'd investigate and let him know before he leaves Hara.

Party then spent two days tracking and snooping on the scribe's son which demonstrated symptoms of Red Dragon abuse: fiery belching. Besides being a loser and alcoholic who hung out with other do-no-gooders, the boy seemed innocent. Having run of patience, the party abducted the boy from his drinking place—an abandoned warehouse at the docks—and took him to their townhouse for gentle interrogation.

What they learned next shocked them.

Derennan let out a nervous laugh.

“Amazing.”

Boy has been belching like this ever since he was a little kid. He doesn't know why. And the best part? Myrna is his mother.

Adventurers discussed what the meaning of all of this could be. Is Myrna dealing Red Dragon herself? Is she just delusional? Was she taking drug whilst pregnant and now went mad with grief? Is the boy a polymorphed Red Dragon that is pulling their leg? Could the game be rigged so? Many, many ideas were discussed.

Ultimately, a decision has been made to return to the Den to get out Brent Goose. But for that they have to wait for the crown to be finished first. Hence they paid the jeweller for the rush order. The artisan promised them to be done by the end of Thawmist—the first month of the year.

Melell paid them a visit on the last day of the year.

“My father said that Kennunn will share all the details of Tibon's last known whereabouts if you prove yourself. We have reliable information about Klekless Racoba's hiding place. If you bring his head you will demonstrate your capabilities. Be warned though for he is not alone. Apparently he has a small, but loyal, force. Godspeed!”

And so did end the year of 4433.

Year's End

Everyone in Hara celebrated for five days straight, cleansing the last year whilst welcoming the next year. It is a well known fact that your annual fortunes are determined by this ritual. Everyone in Wilderlands recognises the cosmic importance of these five days.

Thawmist 3rd, Earthday

“Right there, that ruined stone tower.”

Whilst waiting for the crown to be finished, the party of Derennan, Nolmbork, Llyfed, Tarkus, and Oberon decided to return to the dungeon underneath the ruined tower south-west from Hara. The same one where they had found silver balls that made them rich.

In an hour and a half of delving they managed to trigger a dart trap that hit two of them, flee from a large snake, ignore secret doors, and find a corridor that reeks of death.

In the latter one they found a portion of the wall that had nine circles in a circle. One of them turned out to be a button which opens a passage nearby. It led into a thirty by thirty feet completely empty chamber with low ceiling.

After checking for traps the party crossed the room to the east, where another doors were. They opened into another similarly sized chamber. But this one was not barren.

A two feet tall pillar of hexagonal cross-section was in the middle of the room. On top of it was a round depression, matching the size of silver spheres they had found elsewhere in this dungeon.

In the south-east corner of the room was an elevated platform made from unknown material. Weird symbols were carved along the edges.

What will the party do next?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Comments

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.”

For this year's challenge I decided to create characters for Swords & Wizardry Complete. In doing so, I also tried to create a number of tables that can be used for quick character generation and equipment. You can find indexed links below.

EQUIPMENT PACKS

CHARACTERS

Suitable for players or as fleshed out retainers.

COMING

This was an intense month. I'll take a few weeks of rest and then I'll come back to create equipment packs and 20 characters for demihumans: Dwarf Fighter, Dwarf Fighter/Thief, Dwarf Fighter/Cleric, Elf Fighter/Magic-User, Elf Fighter/Magic-User/Thief, Elf Thief, Half-Elf Fighter/Magic-User, Half-Elf Fighter/Magic-User/Cleric, Half-Elf Thief, Halfling Fighter, and Halfling Thief.

#Resource #charactercreationchallenge

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Comments

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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Comments

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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Comments

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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Comments

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

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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.”

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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