Attronarch's Athenaeum

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

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Fighters are next! Sticking to the Swords & Wizardry Complete rules, I rolled all characters with 3d6 in order. Not a single 18 this time, but we got two 17s! Here are all twenty sets:

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

Let's start with ten gentlemen. Three are Lawful, four Neutral, and three Chaotic.

As an aside: I only listed to-hit and damage bonus if there is some. Remember, Fighters are the only one who get these bonuses!

1. Mezias

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

Appearance: 5'10'' / 1.78 m, 140 lbs / 64 kg; black hair; amber eyes; dark tan skin tone; ¼'' scar Traits: cowardly, noble, unlucky

Hit points: 1 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 15 (max additional languages: 4) WIS: 9 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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, 8 sp, 4 cp Encumbrance: 70 lbs

2. Androrin

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

Appearance: 5'8'' / 1.73 m, 160 lbs / 73 kg; black hair; light green eyes; light brown skin tone Traits: volatile, disorganized

Hit points: 5 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 16 (experience bonus: +5%) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

Armour: 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’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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, 2 sp, 5 cp Encumbrance: 89 lbs

3. Bakugra

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

Appearance: 5'4'' / 1.63 m, 160 lbs / 73 kg; dark brown hair; violet eyes; dark tan skin tone; reptile tongued Traits: rebellious, tough, corrupt

Hit points: 6 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 10 (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: 11 (max additional languages: 2) WIS: 15 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

Armour: 1 × Ring (-3[+3] 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 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 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, 5 sp, 2 cp Encumbrance: 79 lbs

4. Publius

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

Appearance: 5'8'' / 1.73 m, 170 lbs / 77 kg; red hair; orange eyes; pale blue skin tone Traits: disorganized, nervous, uptight, scarred

Hit points: 7 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

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: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 6 (max additional languages: 0) WIS: 8 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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, 8 sp, 4 cp Encumbrance: 70 lbs

5. Thoralric

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

Appearance: 5'6'' / 1.68 m, 160 lbs / 73 kg; red hair; silver eyes; caucasian skin tone Traits: anxious, naive, kinky, sly

Hit points: 5 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 13 (experience bonus: +5%) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

6. Ruaret

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

Appearance: 6'4'' / 1.93 m, 240 lbs / 109 kg; red hair; bronze eyes; milky white skin tone Traits: simian, defeated, funny, unscrupulous

Hit points: 8 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 17 (to-hit modifier: +2; damage modifier: +2; open doors: 1–4; carry modifier: +30 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 17 (experience bonus: +5%) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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, 8 sp, 4 cp Encumbrance: 70 lbs

7. Amalruis

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

Appearance: 6'0'' / 1.83 m, 135 lbs / 61 kg; yellow hair; violet eyes; pale gold skin tone; 5'' scar Traits: ugly, scared, vindictive

Hit points: 6 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 11 (experience bonus: none) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

Armour: 1 × Ring (-3[+3] 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 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 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, 5 sp, 2 cp Encumbrance: 79 lbs

8. Octaald

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

Appearance: 5'2'' / 1.57 m, 115 lbs / 52 kg; white hair; copper eyes; pale orange skin tone; square-shaped birthmark Traits: outrageous, short

Hit points: 2 Armor class: 4[15] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

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: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (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

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 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; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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, 7 sp, 9 cp Encumbrance: 100 lbs

9. Dubalain

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

Appearance: 6'3'' / 1.91 m, 165 lbs / 75 kg; blonde hair with red stripe; aqua eyes; medium brown skin tone Traits: undesirable, salient, joyous, introspective

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 13 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

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 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 1 sp, 9 cp Encumbrance: 78 lbs

10. Dardespius

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

Appearance: 6'2'' / 1.88 m, 160 lbs / 73 kg; black hair; tan eyes; ochre skin tone; spider-shaped birthmark Traits: pessimistic, grim, lively, miserly, rakish

Hit points: 5 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

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: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 14 (max additional languages: 4) WIS: 6 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Equipment

Armour: 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’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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, 2 sp, 5 cp Encumbrance: 89 lbs

Tomorrow ten more fighters—ladies this time!

#charactercreationchallenge

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Comments

A zine chronicling the Conquering the Barbarian Altanis D&D campaign.

This issue details forty-second, and forty-third session. Hydra Company heads to the Lichway!

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 578:

#Zine

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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.”

I have to say that making Fighter equipment packs has been the most fun so far! Each pack, from poorest to wealthiest, is equipped to dish out pain up front and at distance.

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); 2 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 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, 8 sp, 4 cp Encumbrance: 75 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 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, 6 sp, 9 cp Encumbrance: 70 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 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 1 sp, 9 cp Encumbrance: 78 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 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 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 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: 4 gp, 4 sp, 4 cp Encumbrance: 78 lbs

70 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 × Crossbow, light (2H, ROF 1, range 60’) Gear: 1 × Bolts, light (20) (1d4+1); 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 8 sp, 4 cp Encumbrance: 74 lbs

80 GP PACK

Armour: 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’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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, 2 sp, 5 cp Encumbrance: 89 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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, 8 sp, 4 cp Encumbrance: 70 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] 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 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 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, 5 sp, 2 cp Encumbrance: 79 lbs

110 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 6 sp, 4 cp Encumbrance: 98 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

130 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 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 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × 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, 2 sp, 0 cp Encumbrance: 89 lbs

140 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 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; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 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, 7 sp, 9 cp Encumbrance: 100 lbs

150 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Chain (-4[+4] AC); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 1 sp, 4 cp Encumbrance: 102 lbs

160 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 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 × Crowbar; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 7 sp, 4 cp Encumbrance: 100 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, two-handed (2H 1d10); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 9 sp, 0 cp Encumbrance: 118 lbs

180 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 0 sp, 5 cp Encumbrance: 109 lbs

Ten Fighters coming tomorrow!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Ten more druids coming!

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

Without any further ado, meet the drudiesses.

11. Rionon

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

Appearance: 5'5'' / 1.65 m, 200 lbs / 91 kg; bald; dark brown eyes; medium brown skin tone Traits: boundless, popular, respectful

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 3 (hp per hit die modifier: -1; raise dead survival: 50%) 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

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Barrel; 1 × Case (map or scroll); 12 × Candle; 6 × Torch; 1 × Lantern, hooded; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 7 gp, 2 sp, 9 cp Encumbrance: 74 lbs

12. Cairene

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

Appearance: 5'8'' / 1.73 m, 205 lbs / 93 kg; orange hair; copper eyes; dark tan skin tone; 5'' scar; crescent-shaped birthmark Traits: intense, unlucky, rebellious, unscrupulous

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (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

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

Equipment

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

13. Sarann

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

Appearance: 5'6'' / 1.68 m, 165 lbs / 75 kg; dark blonde hair; gold eyes; pale grey skin tone; six-pointed star-shaped birthmark Traits: curious, mean

Hit points: 3 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against fire

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

Class abilities

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

Equipment

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

14. Sareg

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

Appearance: 5'11'' / 1.8 m, 215 lbs / 98 kg; golden hair; hazel eyes; lavender skin tone Traits: garrulous, ill

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

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: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 2 gp, 4 sp, 8 cp Encumbrance: 69 lbs

15. Araid

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

Appearance: 6'0'' / 1.83 m, 180 lbs / 82 kg; dark brown hair; aqua eyes; light tan skin tone; cyclopic eye Traits: weak-willed, wise, quiet

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

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 6 (max additional languages: 0) WIS: 14 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 2 gp, 4 sp, 8 cp Encumbrance: 69 lbs

16. Donice

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

Appearance: 6'4'' / 1.93 m, 200 lbs / 91 kg; dark brown hair; black eyes; ochre skin tone Traits: remorseful, intimidating, hotheaded

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

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: 3 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 2 gp, 4 sp, 8 cp Encumbrance: 69 lbs

17. Iphida

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

Appearance: 5'9'' / 1.75 m, 150 lbs / 68 kg; yellow hair; black eyes; dark tan skin tone; five-pointed star-shaped birthmark Traits: precise, assertive, painstaking, creative

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 11 (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: 14 (experience bonus: +5%) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

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

18. Meshkuane

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

Appearance: 5'10'' / 1.78 m, 155 lbs / 70 kg; green hair; grey eyes; grey-green skin tone Traits: insightful, talented, direct, successful

Hit points: 1 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Barrel; 1 × Case (map or scroll); 12 × Candle; 6 × Torch; 1 × Lantern, hooded; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 7 gp, 2 sp, 9 cp Encumbrance: 74 lbs

19. Monari

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

Appearance: 5'9'' / 1.75 m, 180 lbs / 82 kg; bald; tan eyes; dark tan skin tone; 3'' scar Traits: quaint, blunt, macho, lecherous

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Barrel; 1 × Case (map or scroll); 12 × Candle; 6 × Torch; 1 × Lantern, hooded; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 7 gp, 2 sp, 9 cp Encumbrance: 74 lbs

20. Hafsha

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

Appearance: 5'8'' / 1.73 m, 185 lbs / 84 kg; yellow hair; light brown eyes; black skin tone Traits: tireless, purposeful, immaculate, small-minded

Hit points: 4 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against fire

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 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: 9 (max additional languages: 1) WIS: 13 (experience bonus: +5%) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Barrel; 1 × Case (map or scroll); 12 × Candle; 6 × Torch; 1 × Lantern, hooded; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 7 gp, 2 sp, 9 cp Encumbrance: 74 lbs

Fighter packs 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.”

Let's make some druids!

As before, attributes are rolled 3d6 in order:

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

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

1. Riddaer

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

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

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

Attributes

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

Class abilities

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

Equipment

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

2. Lorcoan

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

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

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

Attributes

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

Class abilities

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

Equipment

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

3. Ajahn

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

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

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

Attributes

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

Class abilities

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

Equipment

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

4. Ragad

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

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

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

Attributes

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

Class abilities

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

Equipment

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

5. Domner

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

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

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

Attributes

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

Class abilities

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

Equipment

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

6. Andrononicus

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

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

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

Attributes

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

Class abilities

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

Equipment

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

7. Marcion

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

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

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

Attributes

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

Class abilities

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

Equipment

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

8. Kenyon

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

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

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

Attributes

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

Class abilities

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

Equipment

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

9. Damidos

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

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

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

Attributes

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

Class abilities

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

Equipment

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

10. Modestidus

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

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

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

Attributes

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

Class abilities

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

Equipment

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

Huh, a lot of baldies today...

Tomorrow—ten druidesses!

#charactercreationchallenge

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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.”

Before I roll-up some druids I made their equipment packs! Since their core gear is very cheap (leather armour, shield, dagger, sickle (reskinned short-sword), sling, oil) I spent most of their money on wilderness equipment.

From 100 gp an on, all packs include a mule as beast of burden and large amount of expedition equipment. I imagine druid strapping most of it to the mule and taking just what they need to the dungeon.

There is no mistletoe under equipment list in the rulebook, but it is mentioned as mandatory in the class description. Hence I included it for free in all packs.

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 2 × Flask, leather; 6 × Candle; 6 × Torch; 6 × 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, 7 sp, 2 cp Encumbrance: 54 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Bell; 2 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 5 × Canvas (per square yard); 1 × Bedroll Coins: 4 gp, 9 sp, 5 cp Encumbrance: 55 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 × 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 × Mistletoe; 1 × Chalk, 1 piece; 1 × Crowbar; 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 × Flask, leather; 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 × Pot, iron; 1 × Bedroll Coins: 4 gp, 0 sp, 0 cp Encumbrance: 63 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 2 gp, 4 sp, 8 cp Encumbrance: 69 lbs

70 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Pole (10 foot); 12 × Spike, iron; 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 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 5 × Canvas (per square yard); 1 × Bedroll Coins: 6 gp, 8 sp, 3 cp Encumbrance: 70 lbs

80 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent Coins: 7 gp, 7 sp, 10 cp Encumbrance: 70 lbs

90 GP PACK

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

100 GP PACK

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

110 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Barrel; 1 × Case (map or scroll); 12 × Candle; 6 × Torch; 1 × Lantern, hooded; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 7 gp, 2 sp, 9 cp Encumbrance: 74 lbs

120 GP PACK

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

130 GP PACK

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

140 GP PACK

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

150 GP PACK

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

160 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Mule; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 6 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 2 × Barrel; 1 × Case (map or scroll); 12 × Candle; 1 × Lantern, hooded; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 2 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 10 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent Coins: 15 gp, 4 sp, 0 cp Encumbrance: 70 lbs

170 GP PACK

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

180 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Horse, Riding; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Flask, leather; 1 × Lamp, bronze; 2 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 12 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 8 gp, 1 sp, 3 cp Encumbrance: 73 lbs

Ten druidic characters 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.”

Yesterday I rolled up ten male clerics. Today I shall roll up ten female clerics—five worshipping a Lawful deity and five worshipping a Chaotic deity. As yesterday, all deitites are randomly rolled from Petty Gods.

Rolled attributes were:

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

Let's get to it...

11. Vernede

Class: Cleric Deity: Deity: Zodraz, petty god of seeds and toil; symbol is chaff of wheat (Petty Gods p. 205) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 240 lbs / 109 kg; blonde hair; copper eyes; caucasian skin tone Traits: vacant, sensitive

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

Attributes

STR: 16 (open doors: 1–3; carry modifier: +15 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (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

Spell casting; banishing undead.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 6 sp, 9 cp Encumbrance: 78 lbs

12. Felacia

Class: Cleric Deity: Hymenphalia, petty god of hermaphroditic fertility; symbol is an apple blossom encircled by a string of pearls or two snails engaged in copulation (Petty Gods p. 70) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 200 lbs / 91 kg; dark blonde hair; black eyes; caucasian skin tone Traits: abusive, liar

Hit points: 4 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 10 (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: 12 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 9 cp Encumbrance: 87 lbs

13. Damianiona

Class: Cleric Deity: Screbblo, petty god of cobblers and quality footwear; symbol is upside down boot (Petty Gods p. 158) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 125 lbs / 57 kg; blonde hair; dark brown eyes; pale blue skin tone Traits: straightlaced, petty, goal orientated, satisfied

Hit points: 3 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

14. Rosunda

Class: Cleric Deity: Anwyn Wood, petty god of favors; symbol is left-pointing arrow with right-pointing arrow beneath (Petty Gods p. 6) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: dark brown hair with grey stripes; dark brown eyes; ochre skin tone Traits: independent, volatile, retiring, flexible

Hit points: 4 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 11 (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: 15 (max additional languages: 4) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 5 sp, 9 cp Encumbrance: 88 lbs

15. Alcidna

Class: Cleric Deity: Tsrura, petty god of starvation, illusion, and time’s wintry end; symbol is an emaciated horse (Petty Gods p. 176) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'1'' / 1.85 m, 190 lbs / 86 kg; orange hair; blue eyes; ochre skin tone; 5'' scar Traits: understanding, secure

Hit points: 3 Armor class: 4[15] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 13 (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: 12 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 9 cp Encumbrance: 87 lbs

16. Rabarte

Class: Cleric Deity: Ellsbeth, petty goddess of damsels in distress; symbol is a frilly handkerchief or a hennin with attached veil (Petty Gods p. 46) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 205 lbs / 93 kg; dark brown hair; hazel eyes; ochre skin tone; spider-shaped birthmark Traits: grim, clever, intimidating, naive

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

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 8 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 9 sp, 9 cp Encumbrance: 88 lbs

17. Mehtalika

Class: Cleric Deity: Magpie Princess, petty goddess of magpies and pregnant mothers; symbol is a golden ring (Petty Gods p. 98) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 145 lbs / 66 kg; light blonde hair; aqua eyes; black skin tone; snake-shaped birthmark Traits: inflexible, unruly, sweet, giggly

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 14 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 7 sp, 9 cp Encumbrance: 73 lbs

18. Nabari

Class: Cleric Deity: Yululun, petty god protector of tombs and cemetaries); symbol is tombstone (Petty Gods p. 200) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 150 lbs / 68 kg; brown hair; copper eyes; amber skin tone; 4'' scar; bird-shaped birthmark Traits: incompetent, boring

Hit points: 2 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 6 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 7 sp, 9 cp Encumbrance: 73 lbs

19. Kakrenet

Class: Cleric Deity: Curdle, petty goddess of blind milk maids; symbol is a three-legged milking stool (Petty Gods p. 33) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'0'' / 1.52 m, 145 lbs / 66 kg; golden hair; dark brown eyes; pale silver skin tone Traits: weak-willed, weird

Hit points: 6 Armor class: 4[15] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; 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: 13 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

20. Mandika

Class: Cleric Deity: Adassec, petty god of stairs and ladders; symbol is a ladder (Petty Gods p. 3) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'10'' / 1.78 m, 155 lbs / 70 kg; brown hair; tan eyes; dark tan skin tone; 6'' scar; sword-shaped birthmark Traits: remorseful, kind, macho

Hit points: 7 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 13 (experience bonus: +5%) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 9 cp Encumbrance: 87 lbs

That's it, twenty clerics done! Druids coming next...

#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.”

Let's make some clerics! As before, we will roll attribute scores with 3d6 in order:

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

In Swords & Wizardry Complete Revised clerics cannot be Neutral—only Lawful or Chaotic. Hence I decided to make 10 of each. Lawful clerics worship Lawful deities, while Chaotic worship, well, Chaotic deities. The deities were sourced at random from Petty Gods.

1. Angalion

Class: Cleric Deity: Neco, petty goddess of political assassinations and contract killings; symbol is a small green frog facing downward (Petty Gods p. 120) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 165 lbs / 75 kg; blonde hair; black eyes; light brown skin tone Traits: ferocious, inconsistent, stimulating

Hit points: 3 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 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: 13 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 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); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

2. Metabel

Class: Cleric Deity: Merramorina, petty god of the lawful end of time; symbol is a broken circle with four dots in the center (Petty Gods p. 108) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 170 lbs / 77 kg; roan hair; black eyes; pale green skin tone; 1'' scar Traits: intense, poised, humble, rebellious, honorable

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 4 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 13 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

3. Decilius

Class: Cleric Deity: Pollycockle, petty goddess of small children and youngest siblings; symbol is a hand holding stuffed animal (Petty Gods p. 144) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'10'' / 1.78 m, 205 lbs / 93 kg; dark brown hair; mixed aqua and gold eyes; amber skin tone Traits: miserly, ruthless, cowardly

Hit points: 2 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 8 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 6 sp, 9 cp Encumbrance: 78 lbs

4. Ojentius

Class: Cleric Deity: Bubulmax, petty god of adventurers and muscles; symbol is a six pack of abs (Petty Gods p. 23) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 220 lbs / 100 kg; dark blonde hair with dark brown stripes; yellow eyes; medium brown skin tone; tailed (4'' long) Traits: perverse, immaculate, self-conscious, righteous

Hit points: 4 Armor class: 4[15] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

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: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 16 (experience bonus: +5%) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 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; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 1 sp, 5 cp Encumbrance: 107 lbs

5. Victeus

Class: Cleric Deity: Saint Vineria, petty goddess of eyes; symbol is a bowl with a pair of eyes inside it (Petty Gods p. 156) Ancestry: Human Alignment: Lawful Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 125 lbs / 57 kg; dark blonde hair with dark brown spots; yellow eyes; medium brown skin tone Traits: sentimental, shrewd

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 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: 11 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 67 lbs

6. Abasarmer

Class: Cleric Deity: Maharb’aal, petty god of remorse and guilt; symbol is a dilated pupil (Petty Gods p. 100) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 195 lbs / 88 kg; black and red hair; grey eyes; lavender skin tone Traits: jovial, rakish

Hit points: 2 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 10 (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: 11 (max additional languages: 2) WIS: 12 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 9 cp Encumbrance: 87 lbs

7. Chigakar

Class: Cleric Deity: Diit’Wentii, petty god of minutiae; symbol is the shining icosahedron (Petty Gods p. 39) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 150 lbs / 68 kg; orange hair; brown eyes; dark tan skin tone; 1 ½'' scar Traits: noble, wise, dashing

Hit points: 5 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 6 (experience bonus: none) CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 5 sp, 9 cp Encumbrance: 88 lbs

8. Thutmuris

Class: Cleric Deity: Wicked Skein, petty goddess of unwelcome messages; symbol is a broken quill (Petty Gods p. 189) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 6'3'' / 1.91 m, 170 lbs / 77 kg; dark brown hair; no eyes (nor sockets or lids; 50' radar sense) eyes; grey-green skin tone Traits: saintly, blase, decisive, impartial, feisty

Hit points: 5 Armor class: 3[16] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 10 (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: 6 (max additional languages: 0) WIS: 17 (experience bonus: +5%) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Bell; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 9 cp Encumbrance: 98 lbs

9. Abeem

Class: Cleric Deity: Hlinjassa, petty god of broken dreams, fleeting nightmares, and lucid dreaming; symbol is a pocketful of sand, or a tiny hourglass of silver sand (Petty Gods p. 69) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 145 lbs / 66 kg; red hair; yellow eyes; pale orange skin tone; 1 ½'' scar; circle-shaped birthmark Traits: cheerless, chivalrous, handsome, succinct

Hit points: 5 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

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: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 16 (max additional languages: 5) WIS: 12 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 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); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

10. Anafra

Class: Cleric Deity: Yellow King, petty god of the the madness that comes with illness and old age; symbol is pallid mask (Petty Gods p. 196) Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 6'0'' / 1.83 m, 165 lbs / 75 kg; black hair; violet eyes; dark brown skin tone; no belly button Traits: panicky, tough, assertive, argumentative

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +2 against being paralyzed or poisoned

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 15 (experience bonus: +5%) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 67 lbs

Ten ladies coming tomorrow!

#charactercreationchallenge

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Adventurers

Character Class Description
Rashomon Elf level 2 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
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 An elf.
Derennan Dwarf level 3 A dwarf hailing from Western Wastes.
Rah Cleric level 2 A follower of Molna, God of Travellers, whom has an opinion about everything.

Gloomfrost 4th, Fireday

“Cursed?! Of course it is cursed, the damned thing is called “Doomed!” What else would it be?! YOU KNEW THAT AND YOU TOOK IT ANYWAY?!”

Tangay's mocking tone still rang true in Rashomon's ears. To add insult to injury, the word has spread Hara like wildfire. Not only has the elf become laughingstock of everyone at the Wizards' Guild, but also of commoners as well. It seemed like everyone snickered and giggled at Rashomon.

Mavis the Magnificent, Poseidon's High Priestess, whom is capable of raising dead is most certainly capable of removing curses as well. Prayers to the God of Sea weren't sufficient—a donation of 4 500 gp is required as well.

So here he was, back at the den, with Llyfed, Nolmbork, Orist, Derennan, and Rah, newly recruited human cleric. They spotted a gang of dog-headed humanoids descending into the dungeon the night before.

Now it was their turn to go down.

Corpses from the entrance chamber were gone.

The party turned left, left at the junction, and then broke into the chamber they've been passing until now. Stench of death permeated the room. Six maggot-infested goblin corpses were strewn about the chamber. Party closed the doors and moved down the corridor, took another left turn, and through yet another doors.

“Huh?”

A twenty by twenty feet bare chamber with a plate-sized hole in the center and doors on the opposite side. Peeking through the doors revealed four large interlinked circles carved into the north wall. After deploying a number of safety precautions, the party traversed the room without any loss.

Now they entered into the many-doored chamber they've been to before—the one with a painting of robed man reading many books at once. Derennan ordered the painting to be wrapped and taken to identification in Hara.

Pushing on, adventurers found themselves in yet another long corridor. Darkness to the left, darkness to the right; left one seemed more attractive. Another t-shaped junction, splitting right and forward.

“Let's check doors to the right.”

They too were stuck; nothing that these strong folk couldn't get unstuck. But not before failing once first.

“Goblins!”

With neither side surprised, and both sides charging towards each other, they clashed in the middle of the chamber. A funny looking goblin with a green pointy hat, and amateurishly painted mail armour, stood in the center, barking some incomprehensible words and waving a rod-like object.

Nolmbork, in his great excitement to slay some goblins, had drawn the sword so quickly he nicked his own throat, nearly decapitating himself. Weren't it for Rah, the dwarf would've most certainly died there and then.

Illustrated by kickmaniac

Brutal skirmish did not last long. Rashomon had slain one, Nolmbork two after he had recovered, Llyfed one, and Derennan had beheaded the one with pointy hat. They left one alive for some interrogation.

This was a filthy chamber, with some pilled rocks in the corner pretending to be an altar to the goblins' god of hunt.

“What lies to the south, beyond the doors?!”

“To the west is our treasure room and to the south is death!”

“What do you mean?”

“There are a bunch of pools, and if you drink from any you dieee!”

“Open the doors for us!”

“Oh, are these mighty, heavily armoured and armed adventurers so cowardly to be afraid of opening the doors for themselves?”

They executed him after he opened the doors.

Orist noticed secret doors in the northwest portion of the chamber. Pushing them open revealed a room nearly twice as big compared to the one they were in.

Three large chests were lined by the north wall. Leftmost one was closed without obvious lock, middle one was smashed open, and the rightmost one was closed with a large padlock.

Careful inspection revealed very little. By now, the wise adventurers have learned better than to “just” open unlocked chests in the dungeon, even if they happen to be in a secret chamber. So one of them fetched the rod waved by the goblin shaman, and used it to open the chest.

Oh!

It was filled to the brim with orangish coins. A small coin pouch rested on top. In it—three small, shiny gems.

Investigating the chest on the right side had triggered the padlock. It shook and formed a mouth, which spoke with large, booming voice:

“What belongs to you, But is used more by thy friends?”

“Name!”

“Correct!” the padlock answered, laughing heartily. And then it popped open!

One of the elves gingerly opened the chest. It was lined with plush velvet. In the center was another box, small and elegant. Inside it were four vials with silver liquid. On each was a label in elven script but common tongue: “an open book,” ““a stylized shining sun, “a mouse,” and “a muscled man.”

Having plundered everything they could, the party moved further south. Short corridor terminated with another t-shaped junction. Light was shinning underneath doors to the south. Listening at the doors revealed nothing though.

Forcing the doors open did reveal a bit more though. Wide t-shaped chamber, illuminated by unknown sources, with eight small pools containing various coloured liquids.

Following brief exploration (without any licking, sipping, or drinking), the party had decided they've accumulated enough treasure to head back to Hara.

Being encumbered meant they were moving half their usual speed. Which meant it'd take them twice as long to reach Hara. But that also meant they have more time to count all their copper coins. All 1 573 copper coins.

Gloomfrost 9th, Fireday

Since they've returned, the party had taken all their suspicious liquids to the alchemist for identification. She was unhappy about their slow progress regarding the Red Dragon, but sold them her service nonetheless.

Llyfed took the goblin's steel rod to the Wizards' Guild for identification. Now he too was the laughingstock for thinking that a steel rod is magical.

“IT IS A ROD! A STEEL ROD! HAHAHAH–”

But Tangay's laughter was cut short as Derennan presented the recovered portrait.

“Wh-where did you find this?! Do you know who that is?! That's famous Sysgrin! You found it in a dungeon? He used to have a tower around here... Listen, listen! If you bring me his book I'll teach your friends any spell that I know!” He confirmed that Sysgrin had a penchant for riddles and traps.

Finally, Derennan checked on the gold necklace he had commissioned from the local jeweller. It was to be a gift for the Imrael family, the wealthiest and most influential family in Hara.

Few nights ago, whilst returning from the dungeon, they were awoken to sounds of battles. Or rather, sounds of screams and agony and wolf howls. They choose to ignore them and sleep on.

Today Derennan learnt that one of Imrael's caravans hadn't arrived.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Here are equipment packs for clerics. All packs have holy symbol, starting with wooden and then moving to silver. Armour progressively gets better and better. I always tried to get the best armour without spending more than 40% of total budget. All packs have one-handed, two-handed, and missile weapon.

30 GP PACK

Armour: 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; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 9 cp Encumbrance: 63 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 0 sp, 9 cp Encumbrance: 62 lbs

50 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 7 sp, 9 cp Encumbrance: 73 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 3 sp, 9 cp Encumbrance: 73 lbs

70 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 67 lbs

80 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 0 sp, 5 cp Encumbrance: 77 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 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); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 6 sp, 9 cp Encumbrance: 78 lbs

110 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 9 cp Encumbrance: 87 lbs

130 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 5 sp, 9 cp Encumbrance: 88 lbs

140 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 9 sp, 9 cp Encumbrance: 88 lbs

150 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Bell; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 9 cp Encumbrance: 98 lbs

160 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 3 sp, 9 cp Encumbrance: 98 lbs

170 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 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; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 1 sp, 5 cp Encumbrance: 107 lbs

180 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 2 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 11 gp, 4 sp, 4 cp Encumbrance: 108 lbs

Cleric characters coming tomorrow!

#charactercreationchallenge

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