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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

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

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

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

Here are the first then champions!

1. Iphi

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

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

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

Attributes

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

Class abilities

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

Equipment

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

2. Cadmervius

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

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

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

Attributes

STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

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

3. Actades

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

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

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 6 (experience bonus: none) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

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

4. Asclostas

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

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

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

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

5. Surerius

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

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

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

Attributes

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

Class abilities

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

Equipment

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

6. Balric

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

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

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

Attributes

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

Class abilities

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

Equipment

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

7. Dragomel

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

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

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

Attributes

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

Class abilities

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

Equipment

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

8. Horanus

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

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

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

Attributes

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

Class abilities

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

Equipment

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

9. Dexias

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

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

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

Attributes

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

Class abilities

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

Equipment

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

10. Akedides

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

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

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

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 11 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Equipment

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

Tomorrow: ten female champions of Law!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

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

30 GP PACK

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

40 GP PACK

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

50 GP PACK

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

60 GP PACK

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

70 GP PACK

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

80 GP PACK

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

90 GP PACK

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

100 GP PACK

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

110 GP PACK

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

120 GP PACK

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

130 GP PACK

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

140 GP PACK

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

150 GP PACK

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

160 GP PACK

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

170 GP PACK

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

180 GP PACK

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

Ten paladins coming tomorrow.

#charactercreationchallenge

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Adventurers

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

Gloomfrost 13th, Earthday, between midnight and sunrise

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

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

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

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

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

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

Silence.

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

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

“There!”

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

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

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

“Whoa!”

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

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

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

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

Illustration by kickmaniac

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

“They are coming from the north as well!”

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

But something had to give.

Something had to give eventually.

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

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

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

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

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

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

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

Oil bombs.

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

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

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

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

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

“Parley!”

Somebody yelled.

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

Lay down your weapons and forfeit your lives.

Llyfed tried to negotiate.

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

Adventurers dropped their weapons.

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

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

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

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

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

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

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

Six survivors quickly took off their rope bindings.

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

“Yes, please...”

Scouring the room provided very little of use.

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

So naturally, they decided to take a nap.

Tarkus prayed.

“Attention, I hear heavy footsteps incoming!”

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

They pointed at Nolmbork and waved him to come out.

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

“Where are they taking him?”

“No idea...”

They waited, and waited, and waited.

And waited, and waited.

And waited.

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

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

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

Three new corpses were impaled at the dungeon entrance:

Rashomon, Rah, and Rigby.

Five survivors reached Hara on Gloomfrost 16th.

Hungry, thirsty, and dirty.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Continuing with Monks. For reminder, here are the attributes:

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

And to repeat notes:

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

Let's roll!

11. Araceleta

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

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

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

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

Equipment

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

12. Pasithera

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

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

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 13 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

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

13. Tahiah

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

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

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

Attributes

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

Class abilities

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

Equipment

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

14. Kornista

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

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

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

Attributes

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

Class abilities

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

Equipment

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

15. Levanelle

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

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

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

Attributes

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

Class abilities

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

Equipment

Armour: None Weapons: 1 × Sword, long (1d8); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 42 lbs

16. Rhota

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

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

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

Attributes

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

Class abilities

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

Equipment

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

17. Elvona

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

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

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

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Equipment

Armour: None Weapons: 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 36 lbs

18. Heqertari

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

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

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

Attributes

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

Class abilities

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

Equipment

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

19. Lorope

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

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

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

Attributes

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

Class abilities

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

Equipment

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

20. Eava

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

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

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

Attributes

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

Class abilities

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

Equipment

Armour: None Weapons: 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 36 lbs

Coming: paladin equipment packs!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Time for Monks! In the original game you had to have at least 12 STR, 15 WIS, and 15 DEX to qualify for Monk class. On the other hand, in Swords & Wizardry Complete you can be a monk with any stats, but many of their class abilities are locked behind certain attribute thresholds (e.g. saving throw improves only if WIS is 12 or above, thieving skills if DEX is 15 or above, and so on). This was a compromise to make Monks more accessible, but without being overpowered.

Here are the stats I've rolled for our twenty monks, 3d6 in order:

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

Not a single one of them would qualify for Monk the original game. They all do here, though!

Few more notes before I get to the characters:

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

OK, let's get to it.

1. Aegidelio

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

Appearance: 5'7'' / 1.7 m, 190 lbs / 86 kg; white hair; grey eyes; ochre skin tone; square-shaped birthmark Traits: diligent, deceiving

Hit points: 1 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): +2 against paralysis and poisons

Attributes

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

Class abilities

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

Equipment

Armour: None Weapons: 1 × Sword, long (1d8); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 42 lbs

2. Balatius

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

Appearance: 6'5'' / 1.96 m, 225 lbs / 102 kg; black hair; dark brown eyes; ochre skin tone Traits: thrilled, congenial, inflexible, funny

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

Attributes

STR: 18 (open doors: 1–5; carry modifier: +50 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Equipment

Armour: None Weapons: 1 × Sword, long (1d8); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 42 lbs

3. Gonzetes

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

Appearance: 5'5'' / 1.65 m, 150 lbs / 68 kg; light brown hair; green eyes; light tan skin tone Traits: oblivious, ambitious, impish

Hit points: 3 Armor class: 9[10] Saving throw: 15 Saving throw modifier(s): +2 against paralysis and poisons

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: 8 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

Armour: None Weapons: 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 1 cp Encumbrance: 37 lbs

4. Barrann

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

Appearance: 5'10'' / 1.78 m, 190 lbs / 86 kg; blonde hair; gold eyes; pale silver skin tone; pentagram-shaped birthmark Traits: undisciplined, moody, lovely, crafty, giving

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

Attributes

STR: 10 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Equipment

Armour: None Weapons: 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 36 lbs

5. Victelius

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

Appearance: 5'11'' / 1.8 m, 150 lbs / 68 kg; silver hair; yellow eyes; yellow white skin tone; bird-shaped birthmark Traits: quiet, unscrupulous, hedonistic, scheming

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 8 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

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

6. Arpactus

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

Appearance: 5'9'' / 1.75 m, 185 lbs / 84 kg; blonde hair; brown eyes; dark brown skin tone Traits: fair, obedient, anxious, cowardly

Hit points: 1 Armor class: 8[11] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 5 (max additional languages: 0) WIS: 8 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

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

7. Mercigius

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

Appearance: 5'11'' / 1.8 m, 215 lbs / 98 kg; blonde hair; copper eyes; pale grey skin tone; five-point star-shaped birthmark Traits: uncontrolled, moralistic, fretful, suave

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

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 17 (max additional languages: 5) WIS: 5 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 0 sp, 1 cp Encumbrance: 29 lbs

8. Sorerus

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

Appearance: 5'11'' / 1.8 m, 220 lbs / 100 kg; dark blonde hair; light green eyes; light tan skin tone; spider-shaped birthmark Traits: agnostic, unreliable, thankless

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

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 5 (max additional languages: 0) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: None Weapons: 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 1 cp Encumbrance: 37 lbs

9. Amulos

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

Appearance: 5'8'' / 1.73 m, 175 lbs / 79 kg; quills for hair; light blue eyes; yellow white skin tone; all double joints Traits: remorseful, effervescent

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 14 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: None Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 1 cp Encumbrance: 37 lbs

10. Amaza

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

Appearance: 5'0'' / 1.52 m, 130 lbs / 59 kg; grey / roan hair; brown eyes; pale gold skin tone; 4'' scar Traits: guarded, random, motherly

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

Attributes

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

Class abilities

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

Equipment

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

Next up: ten female monks!

#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.”

Monks are next! Per Swords & Wizardry Complete, they can't wear any armour nor shields, but can use any weapon. Since heavy armour is very expensive, that meant they have more budget to spend on expensive weapons like bastard sword and longbow. I also included chain and manacles in some packs. Given their low HP and AC, all packs have weapons for “hit-and-run” tactics as well.

Without any further ado, here are the packs.

30 GP PACK

Armour: None Weapons: 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 0 sp, 1 cp Encumbrance: 46 lbs

40 GP PACK

Armour: None Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 9 sp, 6 cp Encumbrance: 47 lbs

50 GP PACK

Armour: None Weapons: 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) Gear: 1 × Bell; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 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, 0 sp, 1 cp Encumbrance: 36 lbs

60 GP PACK

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

70 GP PACK

Armour: None Weapons: 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 1 cp Encumbrance: 37 lbs

80 GP PACK

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

90 GP PACK

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

100 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 0 sp, 1 cp Encumbrance: 29 lbs

110 GP PACK

Armour: None Weapons: 1 × Sword, long (1d8); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 42 lbs

120 GP PACK

Armour: None Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 1 cp Encumbrance: 37 lbs

130 GP PACK

Armour: None Weapons: 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 1 sp, 1 cp Encumbrance: 36 lbs

140 GP PACK

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

150 GP PACK

Armour: None Weapons: 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 2 × Arrows (20) (1d6); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 4 sp, 1 cp Encumbrance: 50 lbs

160 GP PACK

Armour: None Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 1 cp Encumbrance: 56 lbs

170 GP PACK

Armour: None Weapons: 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Polearm (2H, 1d8+1); 1 × Bow, long (2H, ROF 2, range 70’); 2 × Arrows (20) (1d6); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 5 sp, 1 cp Encumbrance: 58 lbs

180 GP PACK

Armour: None Weapons: 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Polearm (2H, 1d8+1); 1 × Bow, long (2H, ROF 2, range 70’); 2 × Arrows (20) (1d6) Gear: 1 × Horse, Riding; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 1 cp Encumbrance: 43 lbs

Tomorrow: ten monks!

#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.”

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

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

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

11. Albioninome

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

12. Alcimista

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

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

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

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 11 (experience bonus: none) CHA: 3 (max # of special hirelings: 1; retainer morale adjustment: -4; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

13. Letuba

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

14. Cairione

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

15. Herophia

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

16. Taureemah

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

17. Iphilia

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

18. Dacope

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

19. Suadenta

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

20. Bastani

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

Monk equipment packs coming next.

#charactercreationchallenge

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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.”

With equipment packs and spellbooks out of the way, I can finally generate ten Magic-Users. This time I'm adding another column for the spellbook:

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

As with Fighters, three Magic-Users are Lawful, four Neutral, and three Chaotic.

1. Amalrervius

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

Appearance: 5'2'' / 1.57 m, 120 lbs / 54 kg; roan hair; gold eyes; pale grey skin tone; 4'' scar Traits: brave, guarded, resilient

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

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5) WIS: 7 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

2. Achalus

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

Appearance: 5'11'' / 1.8 m, 160 lbs / 73 kg; black hair; hazel eyes; fluorescent dark brown skin tone; six fingered Traits: practical, ferocious, mean

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 18 (max additional languages: 6; max spell level: 9; chance to understand new spell: 95%; min/max number of basic spells understandable per level: 8/All) WIS: 12 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

3. Pallalin

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

Appearance: 6'8'' / 2.03 m, 205 lbs / 93 kg; orange hair; tan eyes; medium brown skin tone; ¼'' scar Traits: tight, saintly

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

Attributes

STR: 17 (open doors: 1–4; carry modifier: +30 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 5 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Spell casting.

Equipment

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

4. Arcteades

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

Appearance: 5'5'' / 1.65 m, 190 lbs / 86 kg; grey hair; brown eyes; yellow white skin tone Traits: quaint, garrulous, kind, fair

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 13 (experience bonus: +5%) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting.

Equipment

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Scroll; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Manacles; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Spellbook: Detect Magic, Hold Portal, Magic Missile, Shield Coins: 2 gp, 5 sp, 4 cp Encumbrance: 32 lbs

5. Victos

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

Appearance: 5'0'' / 1.52 m, 165 lbs / 75 kg; quills for hair; yellow eyes; pale grey skin tone; 5'' scar; x-shaped birthmark Traits: hotheaded, haggling, evil

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

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5) WIS: 13 (experience bonus: +5%) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

6. Behdeti

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

Appearance: 5'9'' / 1.75 m, 145 lbs / 66 kg; auburn hair; aqua eyes; pale orange skin tone Traits: embittered, resentful, contented

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 10 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

7. Belulk

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

Appearance: 5'7'' / 1.7 m, 175 lbs / 79 kg; auburn hair; light brown eyes; pale blue skin tone; eigh-point star-shaped birthmark Traits: saucy, stolid

Hit points: 5 Armor class: 10[9] Saving throw: 15 Saving throw modifier(s): +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 10 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

8. Brogaidh

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

Appearance: 6'2'' / 1.88 m, 180 lbs / 82 kg; silver hair; gold eyes; pale blue skin tone Traits: rash, thankless, rejects change, meticulous, alluring

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 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: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 7 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

9. Zorabus

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

Appearance: 5'5'' / 1.65 m, 190 lbs / 86 kg; black hair; hazel eyes; grey-green skin tone; 1 ½'' scar Traits: angry, dreary, disciplined, insecure

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

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 4 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

10. Aham

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

Appearance: 6'1'' / 1.85 m, 145 lbs / 66 kg; brown hair; aqua eyes; milky white skin tone; five-pointed star-shaped birthmark Traits: opinionated, grumpy, babyish, uncommitted

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 14 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

Ten female Magic-Users 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.”

In Swords & Wizardry Complete Intelligence determines minimum and maximum amount of spells understandable per level, as well as chance to understand a new spell:

Score Max Spell Level Chance to Understand New Spell Min/Max Number of Basic Spells Understandable per Level
3–7 4 30% 2/4
8 5 40% 3/5
9 5 45% 3/5
10 5 50% 4/6
11 6 50% 4/6
12 6 55% 4/6
13 7 65% 5/8
14 7 65% 5/8
15 8 75% 6/10
16 8 75% 6/10
17 9 85% 7/All
18 9 95% 7/All

Selecting and then rolling, and then re-rolling if necessary, can be very time consuming at the table. Hence I decided to roll-up 20 spellbooks, one for each unique INT bracket (min/max + chance to understand). I determined spell selection at random, and then rolled if spell is known or not. As you will see, if you have INT below 13, you are much more likely to end up with your minimum amount of spells known, rather than maximum. And even having INT 18 doesn't guarantee you will end up with all ten spells.

If you are in a hurry, or you are creating pregens or retainers, you can substitute above rolling with a single d20 roll, look-up relevant INT score, and take that spellbook.

Here they are, split into three tables for readibility.

d20 INT 3–7 | 2/4 INT 8 | 3/5 INT 9 | 3/5
1 Detect Magic, Shield Magic Missile, Read Languages, Sleep Hold Portal, Read Magic, Sleep
2 Light, Sleep Light, Read Languages, Read Magic Detect Magic, Read Languages, Read Magic
3 Charm Person, Magic Missile Charm Person, Hold Portal, Read Languages Detect Magic, Shield, Sleep
4 Detect Magic, Light Detect Magic, Light, Sleep Detect Magic, Light, Read Magic
5 Magic Missile, Protection from Evil Charm Person, Protection from Evil, Shield Charm Person, Light, Read Languages
6 Read Languages, Read Magic Light, Protection from Evil, Read Languages Charm Person, Hold Portal, Read Magic
7 Magic Missile, Read Magic Detect Magic, Magic Missile, Shield Detect Magic, Read Magic, Sleep
8 Shield, Sleep Hold Portal, Read Languages, Shield Hold Portal, Protection from Evil, Sleep
9 Detect Magic, Magic Missile Hold Portal, Light, Protection from Evil Hold Portal, Protection from Evil, Read Languages
10 Detect Magic, Hold Portal, Magic Missile, Shield Hold Portal, Light, Read Languages Charm Person, Light, Protection from Evil
11 Detect Magic, Hold Portal Charm Person, Light, Magic Missile Hold Portal, Magic Missile, Shield
12 Magic Missile, Sleep Magic Missile, Protection from Evil, Read Magic Hold Portal, Protection from Evil, Read Languages
13 Magic Missile, Read Magic Charm Person, Magic Missile, Read Languages, Sleep Charm Person, Detect Magic, Read Magic
14 Magic Missile, Shield Detect Magic, Read Languages, Shield Protection from Evil, Read Languages, Sleep
15 Magic Missile, Protection from Evil Charm Person, Detect Magic, Magic Missile Charm Person, Detect Magic, Light
16 Magic Missile, Protection from Evil, Read Languages Detect Magic, Read Magic, Shield Charm Person, Hold Portal, Read Languages
17 Charm Person, Magic Missile Hold Portal, Magic Missile, Read Magic Light, Shield, Sleep
18 Detect Magic, Hold Portal, Magic Missile Charm Person, Detect Magic, Magic Missile Detect Magic, Magic Missile, Read Languages, Read Magic
19 Charm Person, Magic Missile Hold Portal, Protection from Evil, Sleep Detect Magic, Hold Portal, Read Magic, Shield
20 Protection from Evil, Read Languages Charm Person, Light, Magic Missile Charm Person, Magic Missile, Protection from Evil
d20 INT 10–11 | 4/6 INT 12 | 4/6 INT 13–14 | 5/8
1 Hold Portal, Light, Read Languages, Read Magic Charm Person, Protection from Evil, Read Magic, Shield Charm Person, Protection from Evil, Read Languages, Read Magic, Sleep
2 Magic Missile, Protection from Evil, Shield, Sleep Detect Magic, Magic Missile, Read Languages, Read Magic Hold Portal, Light, Protection from Evil, Shield, Sleep
3 Detect Magic, Read Magic, Shield, Sleep Charm Person, Light, Read Languages, Sleep Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Sleep
4 Charm Person, Magic Missile, Protection from Evil, Shield Charm Person, Detect Magic, Light, Protection from Evil Magic Missile, Protection from Evil, Read Languages, Read Magic, Sleep
5 Protection from Evil, Read Languages, Read Magic, Shield Charm Person, Magic Missile, Shield, Sleep Detect Magic, Hold Portal, Protection from Evil, Read Languages, Read Magic
6 Charm Person, Detect Magic, Hold Portal, Protection from Evil Charm Person, Detect Magic, Hold Portal, Read Magic Light, Magic Missile, Read Languages, Read Magic, Shield, Sleep
7 Detect Magic, Read Languages, Shield, Sleep Light, Protection from Evil, Read Languages, Shield, Sleep Light, Magic Missile, Read Languages, Read Magic, Sleep
8 Hold Portal, Magic Missile, Protection from Evil, Sleep Charm Person, Detect Magic, Light, Read Magic Charm Person, Light, Protection from Evil, Read Magic, Shield
9 Charm Person, Read Languages, Read Magic, Shield Hold Portal, Light, Protection from Evil, Shield, Sleep Charm Person, Detect Magic, Magic Missile, Protection from Evil, Read Languages, Sleep
10 Hold Portal, Light, Shield, Sleep Charm Person, Light, Protection from Evil, Read Languages, Read Magic Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Read Magic, Shield
11 Charm Person, Magic Missile, Protection from Evil, Sleep Detect Magic, Hold Portal, Protection from Evil, Read Languages Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages
12 Charm Person, Hold Portal, Magic Missile, Shield Detect Magic, Read Magic, Shield, Sleep Detect Magic, Protection from Evil, Read Languages, Shield, Sleep
13 Hold Portal, Light, Protection from Evil, Shield Charm Person, Detect Magic, Hold Portal, Read Languages, Read Magic, Sleep Detect Magic, Light, Magic Missile, Read Magic, Sleep
14 Detect Magic, Hold Portal, Read Languages, Shield Detect Magic, Magic Missile, Read Languages, Read Magic Charm Person, Hold Portal, Protection from Evil, Shield, Sleep
15 Detect Magic, Light, Read Languages, Shield Detect Magic, Magic Missile, Protection from Evil, Read Languages Charm Person, Detect Magic, Light, Magic Missile, Protection from Evil, Read Languages, Shield
16 Charm Person, Hold Portal, Read Languages, Shield Detect Magic, Light, Protection from Evil, Read Languages, Shield Charm Person, Detect Magic, Hold Portal, Magic Missile, Read Magic, Shield
17 Charm Person, Read Magic, Shield, Sleep Charm Person, Light, Protection from Evil, Read Languages Charm Person, Detect Magic, Magic Missile, Protection from Evil, Shield, Sleep
18 Hold Portal, Light, Magic Missile, Shield Charm Person, Hold Portal, Protection from Evil, Shield Detect Magic, Hold Portal, Magic Missile, Read Languages, Shield
19 Detect Magic, Read Languages, Read Magic, Sleep Charm Person, Light, Read Languages, Read Magic Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil
20 Hold Portal, Light, Shield, Sleep Charm Person, Detect Magic, Light, Read Magic Charm Person, Detect Magic, Hold Portal, Read Languages, Sleep
d20 INT 15–16 | 6/10 INT 17 | 7/ALL INT 18 | 8/ALL
1 Charm Person, Detect Magic, Hold Portal, Magic Missile, Read Magic, Shield Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
2 Charm Person, Detect Magic, Hold Portal, Magic Missile, Shield, Sleep Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Sleep
3 Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Read Magic, Shield, Sleep Charm Person, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Shield, Sleep
4 Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Magic Missile, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
5 Detect Magic, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
6 Charm Person, Detect Magic, Hold Portal, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield Charm Person, Detect Magic, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield
7 Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield Charm Person, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
8 Charm Person, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Magic Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
9 Hold Portal, Light, Magic Missile, Read Languages, Read Magic, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Shield Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Sleep
10 Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
11 Charm Person, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Detect Magic, Hold Portal, Light, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
12 Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
13 Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Shield, Sleep Charm Person, Hold Portal, Light, Magic Missile, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Read Languages, Read Magic, Shield, Sleep
14 Charm Person, Hold Portal, Light, Magic Missile, Protection from Evil, Read Magic, Shield Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Read Languages, Read Magic, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
15 Charm Person, Hold Portal, Light, Protection from Evil, Read Languages, Read Magic, Shield Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
16 Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Magic Missile, Protection from Evil, Read Languages, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
17 Charm Person, Detect Magic, Light, Protection from Evil, Read Languages, Read Magic, Sleep Charm Person, Detect Magic, Magic Missile, Protection from Evil, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
18 Detect Magic, Light, Magic Missile, Protection from Evil, Read Languages, Shield, Sleep Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
19 Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Sleep Detect Magic, Hold Portal, Light, Magic Missile, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
20 Charm Person, Detect Magic, Hold Portal, Light, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Read Languages, Read Magic, Shield, Sleep Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep

Tomorrow I'll finally make ten Magic-Users!

#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.”

Magic-Users in Swords & Wizardry Complete can use dagger, staff, and darts. Since they can't wear other armour they have a lot of budget to spend.

Whenever I could I went for expensive counter items like mirror, chain, and manacles that other classes couldn't afford (because they bought metal stuff they can kill with). Some budgets got a mule or riding horse.

All packs worth 130 gp or more include a scroll as well:

Scrolls may be created by Clerics or Magic-users at a cost of 100 gold pieces per level of the spell, and require a week of work for each spell level. Magically-infused inks brewed by alchemists are the main component of this cost, and these may not be readily available outside large cities.

The content of scroll can be determined by the player (by picking one of their known spells and saying they copied it to the scroll) or by the Judge (with a random roll).

Finally, although empty spellbook is listed for 25 gp, Matt Finch confirmed to me that Magic-Users get their beginning spellbook for free.

30 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Bell; 1 × Chalk, 1 piece; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Coins: 4 gp, 6 sp, 3 cp Encumbrance: 32 lbs

40 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Coins: 4 gp, 8 sp, 9 cp Encumbrance: 36 lbs

50 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Mule; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Coins: 4 gp, 1 sp, 8 cp Encumbrance: 32 lbs

60 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Coins: 4 gp, 4 sp, 9 cp Encumbrance: 33 lbs

70 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Coins: 3 gp, 9 sp, 3 cp Encumbrance: 35 lbs

80 GP PACK

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

90 GP PACK

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

100 GP PACK

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

110 GP PACK

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

120 GP PACK

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

130 GP PACK

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

140 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Scroll; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Coins: 4 gp, 4 sp, 9 cp Encumbrance: 36 lbs

150 GP PACK

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

160 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Scroll; 1 × Bell; 3 × Chalk, 1 piece; 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 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Coins: 7 gp, 4 sp, 5 cp Encumbrance: 33 lbs

170 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Scroll; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Manacles; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Coins: 2 gp, 5 sp, 4 cp Encumbrance: 32 lbs

180 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Scroll; 1 × Horse, Riding; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 2 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 6 × Parchment (sheet) Coins: 3 gp, 9 sp, 4 cp Encumbrance: 36 lbs

Tomorrow: 180 first-level spellbooks!

#charactercreationchallenge

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