Attronarch's Athenaeum

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

Adventurers

Character Class Description
Derennan Dwarf level 3 A dwarf hailing from Western Wastes.
Rah Cleric level 2 A follower of Molna, God of Travellers, whom has an opinion about everything.
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.
Nolmbork Dwarf level 2 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.
Rigby Thief level 2 A thief.
Rashomon Elf level 2 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.

Gloomfrost 11th, Airday

A party of magnificent nine had arrived back at The Den just as night was about to fall. This time they took their wagon as well, dreaming of all the treasure they will haul out.

Dungeon entrance—a hole in the ground—was wide open. Next to it were three shabby-looking banners, sporting what could be described as hyena-like head.

“Hmmm, that wasn't here before.”

The party found a safe spot away from the entrance and camped the night. No fires, no singing. Brent was denied the opportunity to cook ham for the party. Demihumans took turns observing the whole. Sporadic grunts could be heard.

Gloomfrost 12th, Waterday

Following two hours of planning, the adventurers decided Derennan will stay in the camp with horses and wagon while others will descend into the dungeon to see what is going on.

Rashomon took the lead, while others formed a tight column behind him.

He descended carefully, step by step. Light could be seen at the foot of fifty foot descend into the Den. The party moved downwards and strode into the entrance chamber confidently.

Seven pig-faced orcs were scrubbing up the chamber with brooms and brushes. By the time they noticed Rashomon it was too late—he had already cast Sleep on them. Five closest to the elf fell down to the ground. Two yelled insults and drew their weapons.

Adventurers poured into the chamber. With Rah's torch it became obvious there were more orcs in there than was obvious at first.

Three more were in the north-west corner, holding chains attached to ten feet tall obese monstrosity.

Rashomon and Llyfed ran west to challenge them; Nolmbork went straight to cut off the orc in the middle of the chamber; the rest went for slumbering ones.

In the chaos one orc slipped past them and ran through north-west doors. Nolmbork was on a spree cleaving through orcs like they were butter.

Chained monster was let loose, and it immediately went for Llyfed. The more it missed the more frustrated it got. Rigby used the opportunity to sneak behind it, and drive his long-sword deep between the creature's two folds of fat.

The monster roared, turned around, and backhanded the thief with such might that he looked like a strawberry jam spread on dungeon floor. Oberon blinded the monster with an arrow, and Nolmbork finished what Rigby had begun.

Beast staggered backwards, and then fell on Rigby's remains, splattering what little remains of him were left.

“What should we do?”

“Maybe I should fetch Derennan?”

“No, that will take to long!”

“I loot the corpses!”

“Guys, last time we stayed behind for too long, we were jumped by another group of orcs.”

“Pass me some iron spikes so we at least block the doors.”

“What is happening here anyway?”

Pig-faced beastmen were dressed in tan leather jerkins. Most of them had garish yellow claw-mark patterns going across their armour, hands, and face.

Doors next to Rashomon and Llyfed flung open.

A column of dozen highly motivated orcs tried to force themselves into the chamber, but two elves kept them checked just long enough for everyone to form a bottleneck.

But Rashomon was no Llyfed. Especially after taking Doomed.

“You!” a human-sized orc dressed in chain-shirt, wielding large two-handed battle-axe, and adorned with wolf-skull helmet, stepped forth and assaulted the elves. Orcs rallied behind him and redoubled their efforts.

Alas, it was all for naught as adventurers held the line and dished out blows, stones, and arrows.

“Change me!”

“I will!”

Llyfed and Rashomon changed positions, giving the latter a chance to breath. The former had proven himself as valuable member of this party, next only to Nolmbork, by cleaving the orc chieftains skull in half. Well, both of them actually.

“Look! Behind!”

Two hyena-headed beastmen towered over surviving orcs. Both carried nasty looking polearms.

Orc grunted and yelped as they continued to fail to break through the adventurers' ranks. But when their morale broke it only got nastier for the hyenas did not let them pass.

Two orcs turned on their obstacles. One managed to slay the beastman, and ran deeper into the dungeon. The other was much less successful, and was rended limb by limb by the monster.

The sole survivor judged it'd be no match for the adventurers, so it too fled.

“Let's chase them!”

“Are you crazy?! We are getting out!”

By now everyone has been wounded at least several times. Rah healed whomever he could. Brent Goose spent time hiding and crying how weak and frail he is. Kadrim still refuses to grant him his supplications. Oberon was also unscathed, spending most of the time playing stealth archer.

Adventurers left the Den, and returned to camp where Derennan greeted them.

“Let's spend the night here and return next morning. We killed a great number of them.”

Gloomfrost 13th, Earthday

Adventurers made cold camp once again, and had demihumans rotate as dungeon entrance observers.

Rashomon spotted a dozen or so creatures pouring out of the dungeon. He laid low and observed them from afar.

Mass of creatures split into trios and each went their way. The moved slow and some looked like they were sniffing the surroundings.

Rashomon retreated back to the camp and informed his friends about imminent threat.

“We should hunt them down! Ambush them before they ambush us!”

“It is night. The moment we light up torches they will know where we are!”

“What if one of them howls?”

“Then let's meet them here!”

Their camp was flanked by three ten-feet tall rocks. Trees concealed other openings.

Derennan and Nolmbork scaled the west rocks; Rashomon and Llyfed scaled the south wall. Oberon climbed a tree, and Brent stood next to it. Rah went to calm the horses that begun stomping and neighing.

Three arrows landed by his feet.

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 from yesterday, here are ten female Fighters (sets 11–20):

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

This time we have one with 16 DEX, meaning they have parry, giving her enemies a whooping -3 to their melee to-hit rolls! Like yesterday, three are Lawful, four Neutral, and three Chaotic.

11. Bolbope

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

Appearance: 5'10'' / 1.78 m, 175 lbs / 79 kg; dark brown hair; violet eyes; ochre skin tone Traits: oblivious, kinky, weak-willed

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 5 cp Encumbrance: 89 lbs

12. Albile

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

Appearance: 5'3'' / 1.6 m, 195 lbs / 88 kg; golden hair; silver eyes; caucasian skin tone Traits: hotheaded, honorable, intimidating, disturbed

Hit points: 6 Armor class: 3[16] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 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: 13 (experience bonus: +5%) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

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

13. Cairistele

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

Appearance: 5'8'' / 1.73 m, 135 lbs / 61 kg; white hair with roan stripes; yellow eyes; medium tan skin tone Traits: taciturn, tireless, obliging

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 14 (experience bonus: +5%) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

14. Eurydya

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

Appearance: 5'5'' / 1.65 m, 170 lbs / 77 kg; dark brown hair; light green eyes; black skin tone; 1' scar; horns-shaped birthmark Traits: picky, supportive

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (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) WIS: 10 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 0 cp Encumbrance: 89 lbs

15. Monira

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

Appearance: 5'8'' / 1.73 m, 165 lbs / 75 kg; light blonde hair; light brown eyes; caucasian skin tone; bird-shaped birthmark Traits: quarrelsome, pert, professional

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 3 (max additional languages: 0) WIS: 12 (experience bonus: none) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 4 cp Encumbrance: 70 lbs

16. Vigista

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

Appearance: 5'9'' / 1.75 m, 145 lbs / 66 kg; orange hair; blue eyes; deep blue skin tone; double thumbed Traits: proud, tactless, bloodthirsty, naive

Hit points: 8 Armor class: 4[15] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 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: 9 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

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

17. Fluonene

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

Appearance: 5'10'' / 1.78 m, 260 lbs / 118 kg; brown hair; light green eyes; amber skin tone; 1'' scar Traits: audacious, remorseful

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

Attributes

STR: 17 (to-hit modifier: +2; damage modifier: +2; open doors: 1–4; carry modifier: +30 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 11 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 5 cp Encumbrance: 89 lbs

18. Galiope

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

Appearance: 6'2'' / 1.88 m, 175 lbs / 79 kg; bald; brown eyes; pale silver skin tone; 6'' scar Traits: jovial, bloodthirsty

Hit points: 4 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

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

Class abilities

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

Equipment

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

19. Shanlalla

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

Appearance: 6'2'' / 1.88 m, 180 lbs / 82 kg; auburn hair; grey eyes; caucasian skin tone; two hearts Traits: belligerent, creative, sullen

Hit points: 2 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 4 cp Encumbrance: 70 lbs

20. Hecubeta

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

Appearance: 5'10'' / 1.78 m, 155 lbs / 70 kg; auburn hair; dark brown eyes; pale grey skin tone; 1' scar; six-pointed star-shaped birthmark Traits: nonconformist, weird, lively, shady

Hit points: 7 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)

Attributes

STR: 9 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 8 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

Magic-User equipment packs and spellbooks coming tomorrow!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

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

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

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

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

1. Mezias

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

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

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

Attributes

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

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 4 cp Encumbrance: 70 lbs

2. Androrin

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

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

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

Attributes

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

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 5 cp Encumbrance: 89 lbs

3. Bakugra

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

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

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 15 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

4. Publius

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

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

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 6 (max additional languages: 0) WIS: 8 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 4 cp Encumbrance: 70 lbs

5. Thoralric

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

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

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

Attributes

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

Class abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

6. Ruaret

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

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

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

Attributes

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

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 4 cp Encumbrance: 70 lbs

7. Amalruis

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

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

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

Attributes

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

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

8. Octaald

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

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

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

Attributes

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

Class abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 9 cp Encumbrance: 100 lbs

9. Dubalain

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

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

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

Attributes

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

Class abilities

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

Equipment

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

10. Dardespius

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

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

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 14 (max additional languages: 4) WIS: 6 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 5 cp Encumbrance: 89 lbs

Tomorrow ten more fighters—ladies this time!

#charactercreationchallenge

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

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

You can download the issue here.

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

#Zine

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Comments

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

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

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 2 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 8 sp, 4 cp Encumbrance: 75 lbs

40 GP PACK

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

50 GP PACK

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

60 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 4 sp, 4 cp Encumbrance: 78 lbs

70 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’) Gear: 1 × Bolts, light (20) (1d4+1); 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 8 sp, 4 cp Encumbrance: 74 lbs

80 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 5 cp Encumbrance: 89 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 4 cp Encumbrance: 70 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

110 GP PACK

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

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

130 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 0 cp Encumbrance: 89 lbs

140 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 9 cp Encumbrance: 100 lbs

150 GP PACK

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

160 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Crowbar; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 7 sp, 4 cp Encumbrance: 100 lbs

170 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, two-handed (2H 1d10); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 9 sp, 0 cp Encumbrance: 118 lbs

180 GP PACK

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

Ten Fighters coming tomorrow!

#charactercreationchallenge

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Comments

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Ten more druids coming!

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

Without any further ado, meet the drudiesses.

11. Rionon

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

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

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 3 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

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

12. Cairene

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

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

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

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

13. Sarann

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

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

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 6 (max additional languages: 0) WIS: 5 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Equipment

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

14. Sareg

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

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

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

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

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

Equipment

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

15. Araid

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

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

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

Attributes

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

Class abilities

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

Equipment

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

16. Donice

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

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

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

Attributes

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

Class abilities

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

Equipment

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

17. Iphida

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

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

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 14 (experience bonus: +5%) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

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

18. Meshkuane

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

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

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

Attributes

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

Class abilities

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

Equipment

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

19. Monari

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

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

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

Attributes

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

Class abilities

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

Equipment

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

20. Hafsha

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

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

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

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 13 (experience bonus: +5%) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Equipment

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

Fighter packs coming tomorrow!

#charactercreationchallenge

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Comments

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Let's make some druids!

As before, attributes are rolled 3d6 in order:

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

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

1. Riddaer

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

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

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

Attributes

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

Class abilities

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

Equipment

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

2. Lorcoan

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

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

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

Attributes

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

Class abilities

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

Equipment

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

3. Ajahn

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

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

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

Attributes

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

Class abilities

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

Equipment

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

4. Ragad

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

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

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

Attributes

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

Class abilities

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

Equipment

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

5. Domner

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

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

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

Attributes

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

Class abilities

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

Equipment

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

6. Andrononicus

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

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

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

Attributes

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

Class abilities

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

Equipment

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

7. Marcion

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

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

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

Attributes

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

Class abilities

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

Equipment

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

8. Kenyon

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

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

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

Attributes

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

Class abilities

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

Equipment

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

9. Damidos

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

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

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

Attributes

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

Class abilities

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

Equipment

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

10. Modestidus

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

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

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

Attributes

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

Class abilities

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

Equipment

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

Huh, a lot of baldies today...

Tomorrow—ten druidesses!

#charactercreationchallenge

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Comments

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

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

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

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

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Mistletoe; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 2 × Flask, leather; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 7 sp, 2 cp Encumbrance: 54 lbs

40 GP PACK

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

50 GP PACK

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

60 GP PACK

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

70 GP PACK

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

80 GP PACK

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

90 GP PACK

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

100 GP PACK

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

110 GP PACK

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

120 GP PACK

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

130 GP PACK

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

140 GP PACK

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

150 GP PACK

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

160 GP PACK

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

170 GP PACK

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

180 GP PACK

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

Ten druidic characters coming tomorrow!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

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

Rolled attributes were:

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

Let's get to it...

11. Vernede

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

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

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

Attributes

STR: 16 (open doors: 1–3; carry modifier: +15 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 6 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

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

12. Felacia

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

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

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

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

13. Damianiona

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

14. Rosunda

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

15. Alcidna

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

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

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

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

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

16. Rabarte

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

17. Mehtalika

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

18. Nabari

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

19. Kakrenet

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

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

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

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

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

20. Mandika

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

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

#charactercreationchallenge

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Comments

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

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

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

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

1. Angalion

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

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

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

2. Metabel

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

3. Decilius

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

4. Ojentius

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

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

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

Attributes

STR: 17 (open doors: 1–4; carry modifier: +30 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 16 (experience bonus: +5%) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 1 sp, 5 cp Encumbrance: 107 lbs

5. Victeus

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

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

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 11 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Spell casting; banishing undead.

Equipment

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

6. Abasarmer

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

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

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 12 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

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

7. Chigakar

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

8. Thutmuris

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

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

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 6 (max additional languages: 0) WIS: 17 (experience bonus: +5%) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

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

9. Abeem

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

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

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 16 (max additional languages: 5) WIS: 12 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting; banishing undead.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

10. Anafra

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

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

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

Attributes

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

Class abilities

Spell casting; banishing undead.

Equipment

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

Ten ladies coming tomorrow!

#charactercreationchallenge

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