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charactercreationchallenge

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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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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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

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

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 9 cp Encumbrance: 63 lbs

40 GP PACK

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

50 GP PACK

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

60 GP PACK

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

70 GP PACK

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

80 GP PACK

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

90 GP PACK

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

100 GP PACK

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

110 GP PACK

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

120 GP PACK

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

130 GP PACK

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

140 GP PACK

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

150 GP PACK

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

160 GP PACK

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

170 GP PACK

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

180 GP PACK

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

Cleric characters coming tomorrow!

#charactercreationchallenge

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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 made 10 male assassins for Swords & Wizardry Complete Revised. Today I share 10 female assassins.

As a reminder, rolled stats were:

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

Without further ado, meet the ladies that will slit your throat for some gold.

11. Comana

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

Appearance: 5'11'' / 1.8 m, 175 lbs / 79 kg; silver hair; light blue eyes; scarlet skin tone; spider-shaped birthmark Traits: stubborn, encouraging, ossified, irresolute, bubbly

Hit points: 2 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

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

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 3 × Sack (15 pounds capacity); 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 5 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 64 lbs

12. Horaceria

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

Appearance: 5'7'' / 1.7 m, 135 lbs / 61 kg; white hair; black eyes; dark brown skin tone Traits: cranky, blames others, pleasing

Hit points: 3 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 5 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

13. Levanatea

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

Appearance: 5'10'' / 1.78 m, 185 lbs / 84 kg; dark brown hair; copper eyes; pale orange skin tone Traits: level, matronly

Hit points: 7 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 12 (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: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

14. Loreeis

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

Appearance: 6'2'' / 1.88 m, 265 lbs / 120 kg; transparent hair; copper eyes; light brown skin tone Traits: irritating, trustworthy

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 18 (open doors: 1–5; carry modifier: +50 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 7 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

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’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 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 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × 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 × Bedroll Coins: 4 gp, 8 sp, 9 cp Encumbrance: 73 lbs

15. Meshkiti

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

Appearance: 5'7'' / 1.7 m, 245 lbs / 111 kg; light brown hair; light blue eyes; violet skin tone Traits: calculating, self-serving

Hit points: 1 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 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 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 21 gp, 8 sp, 9 cp Encumbrance: 86 lbs

16. Midna

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

Appearance: 5'8'' / 1.73 m, 155 lbs / 70 kg; silver hair; scarlet eyes; amber skin tone Traits: reckless, calm, instinctive

Hit points: 5 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 12 (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: 10 (max additional languages: 2) WIS: 6 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] 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 × 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 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 75 lbs

17. Olufut

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

Appearance: 5'11'' / 1.8 m, 160 lbs / 73 kg; blonde hair; yellow eyes; pale gold skin tone Traits: vindictive, glum

Hit points: 6 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 3 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (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

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 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 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 21 gp, 8 sp, 9 cp Encumbrance: 86 lbs

18. Rylais

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

Appearance: 5'7'' / 1.7 m, 120 lbs / 54 kg; grey / red hair; green eyes; ochre skin tone; 1 ½'' scar Traits: ambiguous, rawboned, sensitive, unbending

Hit points: 1 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 15 (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: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

19. Saromh

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

Appearance: 5'7'' / 1.7 m, 135 lbs / 61 kg; grey / maroon hair; bronze eyes; yellow white skin tone; 1'' scar Traits: prudent, adorable, brainy

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

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

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 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 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 21 gp, 8 sp, 9 cp Encumbrance: 86 lbs

20. Tryphina

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

Appearance: 5'7'' / 1.7 m, 140 lbs / 64 kg; dark blonde hair; gold eyes; black skin tone Traits: unkind, stoical

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] 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 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 74 lbs

Tomorrow: clerics! Or rather, spreadsheet for deities and clerical equipment packs...

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Finnaly, after days of working on spreadsheets and tables, I can roll first twenty characters. Following rules-as-writte, Swords & Wizardry Complete Revised character attribute scores are generated 3d6 in order.

First batch of characters will be Assassins, since they are the first class in the rulebook. I'll be using equipment packs I shared yesterday instead of buying each item individually. All packs are optimised for adventuring. Half will be male, half female; half will be Neutral and other half will be Chaotic.

Here are the generated stats:

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

Unlike in Original Dungeons & Dragons, in Swords & Wizardry Complete you can be any class regardless of attributes. If you do meet the requirements then you get XP bonus.

So, let's get down to it.

Since stength bonus for to-hit and damage does not apply to Assassins I only included them in case the value was negative.

Ten guys:

1. Abasit

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

Appearance: 5'6'' / 1.68 m, 200 lbs / 91 kg; blonde hair; violet eyes; light tan skin tone; spider-shaped birthmark Traits: callous, irritating

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

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

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] 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 × 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 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 75 lbs

2. Aoner

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

Appearance: 6'2'' / 1.88 m, 230 lbs / 104 kg; light blonde hair; black eyes; yellow white skin tone Traits: inefficient, slovenly

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 16 (open doors: 1–3; carry modifier: +15 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0) WIS: 14 (experience bonus: +5%) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

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’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 72 lbs

3. Aufidonicus

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

Appearance: 5'11'' / 1.8 m, 205 lbs / 93 kg; silver hair; grey eyes; shiny ebon skin tone; transparent skin Traits: dramatic, sneaky, confident, envious

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

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

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 15 gp, 3 sp, 9 cp Encumbrance: 76 lbs

4. Dardiades

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

Appearance: 5'3'' / 1.6 m, 125 lbs / 57 kg; orange hair; light blue eyes; medium brown skin tone; bird-shaped birthmark Traits: discreet, optimistic

Hit points: 6 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 7 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

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’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 72 lbs

5. Gilrer

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

Appearance: 5'8'' / 1.73 m, 170 lbs / 77 kg; yellow hair; blue eyes; black skin tone; hermaphrodite Traits: enigmatic, dreary, hospitable, disciplined

Hit points: 1 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

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

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

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’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 72 lbs

6. Hanaruti

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

Appearance: 6'1'' / 1.85 m, 220 lbs / 100 kg; roan hair; amber eyes; light brown skin tone; 5” scar Traits: thoughtless, rude, insensitive

Hit points: 5 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

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’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 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 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × 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 × Bedroll Coins: 4 gp, 8 sp, 9 cp Encumbrance: 73 lbs

7. Horatentius

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

Appearance: 5'4'' / 1.63 m, 160 lbs / 73 kg; orange hair; light brown eyes; dark tan skin tone Traits: uninhibited, lordly

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

8. Inihapis

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

Appearance: 5'6'' / 1.68 m, 200 lbs / 91 kg; auburn hair; grey eyes; medium brown skin tone; square-shaped birthmark Traits: crabby, liar, cranky

Hit points: 2 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] 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 × 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 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 75 lbs

9. Lorcach

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

Appearance: 5'5'' / 1.65 m, 155 lbs / 70 kg; black hair; tan eyes; medium brown skin tone; comet-shaped birthmark Traits: punctilious, relents

Hit points: 2 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 6 (max additional languages: 0) WIS: 12 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

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’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 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 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × 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 × Bedroll Coins: 4 gp, 8 sp, 9 cp Encumbrance: 73 lbs

10. Ragearg

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

Appearance: 6'5'' / 1.96 m, 185 lbs / 84 kg; dark brown hair; bronze eyes; medium brown skin tone Traits: controlling, eloquent, devious

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

Tomorrow ten girls!

#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.”

Having finished categorising equipment the next natural step was to make 16 equipment packs (30–180 budget). Well, here they are for assassins. Since assassins are limited to leather armour I spent a fair amount on their budget on exploration gear as well as means to counter various threats. 170 and 180 tiers got a horse as well. Each budget got one-handed, two-handed, and missile weapon. And because they are assassins, a dagger is included for each budget as well.

30 GP PACK

Total encumbrance: 64 lbs Leftover coins: 4 gp, 2 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Club (1d4) 1 0 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Staff (2H 1d6) 1 0 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 2 0.2 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

40 GP PACK

Total encumbrance: 59 lbs Leftover coins: 4 gp, 2 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Sword, short (1d6) 1 8 5
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 2 2 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 2 0.2 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

50 GP PACK

Total encumbrance: 64 lbs Leftover coins: 5 gp, 1 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Sword, long (1d8) 1 15 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 2 2 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 3 0.3 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

60 GP PACK

Total encumbrance: 64 lbs Leftover coins: 4 gp, 1 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Club (1d4) 1 0 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 3 3 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 5 0.5 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

70 GP PACK

Total encumbrance: 74 lbs Leftover coins: 3 gp, 0 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

80 GP PACK

Total encumbrance: 69 lbs Leftover coins: 4 gp, 0 sp, 4 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Axe, hand (1d6; missile ROF 1, range 10’) 1 1 5
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 6 0.3 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

90 GP PACK

Total encumbrance: 73 lbs Leftover coins: 4 gp, 8 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, short (1d6) 1 8 5
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 3 0.6 3
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

100 GP PACK

Total encumbrance: 72 lbs Leftover coins: 4 gp, 1 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, short (1d6) 1 8 5
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 3 0.6 3
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 6 0.3 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Manacles 1 15 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

110 GP PACK

Total encumbrance: 75 lbs Leftover coins: 3 gp, 4 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Manacles 1 15 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

120 GP PACK

Total encumbrance: 77 lbs Leftover coins: 9 gp, 4 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 2 4 4
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Manacles 1 15 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

130 GP PACK

Total encumbrance: 86 lbs Leftover coins: 21 gp, 8 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Axe, hand (1d6; missile ROF 1, range 10’) 2 2 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 9 1.8 9
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Mirror, small steel 1 20 0
Fishing net (25 square feet) 2 8 0
Signal whistle 1 0.5 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

140 GP PACK

Total encumbrance: 76 lbs Leftover coins: 15 gp, 3 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sword, bastard (1H 1d8; 2H 1d8+1) 1 20 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Block and tackle 1 5 0
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 3 3 0
Spike, iron 6 0.3 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Torch 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Mirror, small steel 1 20 0
Garlic, charmed 1 10 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

150 GP PACK

Total encumbrance: 89 lbs Leftover coins: 23 gp, 3 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 12 2.4 12
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Torch 6 0.06 0
Lantern, bullseye 1 12 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Mirror, small steel 1 20 0
Fishing net (25 square feet) 2 8 0
Signal whistle 1 0.5 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

160 GP PACK

Total encumbrance: 90 lbs Leftover coins: 5 gp, 2 sp, 5 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Club (1d4) 1 0 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Polearm (2H, 1d8+1) 1 10 15
Bow, long (2H, ROF 2, range 70’) 1 60 5
Arrows (20) (1d6) 2 4 2
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Case (map or scroll) 1 1 0
Mirror, small steel 1 20 0
Signal whistle 1 0.5 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

170 GP PACK

Total encumbrance: 79 lbs Leftover coins: 8 gp, 5 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 3 6 6
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sword, long (1d8) 1 15 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Horse, Riding 1 40 0
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 4 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 3 0.3 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Garlic, charmed 1 10 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0
Tent 1 10 0

180 GP PACK

Total encumbrance: 75 lbs Leftover coins: 9 gp, 2 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sword, bastard (1H 1d8; 2H 1d8+1) 1 20 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Horse, Riding 1 40 0
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 3 3 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 6 0.6 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Garlic, charmed 1 10 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0
Tent 1 10 0

Phew, that's it for now. Tomorrow I'll finally roll ten assassins.

#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 start making equipment packs for each class, I ought to classify different equipment items provided in the Swords & Wizardry Complete Revised. For that I used Necropraxis's classification of OD&D equipment as the springboard. I settled for 11 categories: one-handed melee weapons, two-handed melee weapons, missile weapons, animals & vehicles, armor, exploration gear, container, light, counter, rations & travel, and misc.

Here are items in each category.

ONE-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (lbs)
Axe, battle (1H 1d8; 2H 1d8+1) 5 15
Axe, hand (1d6; missile ROF 1, range 10’) 1 5
Club (1d4) 0 10
Dagger (1d4; missile ROF 1, range 10’) 2 2
Hammer, war (1d4+1) 1 10
Mace, heavy (1d6) 10 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 10
Sword, bastard (1H 1d8; 2H 1d8+1) 20 10
Sword, long (1d8) 15 10
Sword, short (1d6) 8 5

TWO-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (lbs)
Axe, battle (1H 1d8; 2H 1d8+1) 5 15
Flail (2H, 1d8) 8 10
Lance (2d4+1) 6 15
Polearm (2H, 1d8+1) 10 15
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 10
Staff (2H 1d6) 0 10
Sword, bastard (1H 1d8; 2H 1d8+1) 20 10
Sword, two-handed (2H 1d10) 30 15

MISSILE WEAPONS

ITEM COST (gp) ENC (lbs)
Bow, short (2H, ROF 2, range 50’) 15 5
Bow, long (2H, ROF 2, range 70’) 60 5
Arrows (20) (1d6) 2 1
Crossbow, light (2H, ROF 1, range 60’) 12 5
Bolts, light (20) (1d4+1) 2 1
Crossbow, heavy (2H, ROF ½, range 80’) 20 5
Bolts, heavy (20) (1d6+1) 2 1
Sling (2H, ROF 1, range 40’) 0.2 1
Stones, sling (20) (1d4) 0 5
Axe, hand (1d6; missile ROF 1, range 10’) 1 5
Dagger (1d4; missile ROF 1, range 10’) 2 2
Dart (1d3, ROF 3, range 15’) 0.2 1
Javelin (1d6, ROF 1, range 20’) 0.5 5
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 10

ANIMALS & VEHICLES

ITEM COST (gp)
Mule 20
Horse, Riding 40
Horse, War 200
Cart, Hand 10
Wagon 50
Rowboat 20

ARMOR

ITEM COST (gp) ENC (lbs)
Shield (-1[+1] AC) 10 15
Leather (-2[+2] AC) 25 5
Ring (-3[+3] AC) 40 30
Chain (-4[+4] AC) 50 75
Plate (-6[+6] AC) 70 100

EXPLORATION GEAR

ITEM COST (gp)
Bell 1
Block and tackle 5
Chalk, 1 piece 0.05
Crowbar 0.2
Grappling hook 1
Hammer 0.5
Ladder (10 foot) 0.5
Pole (10 foot) 0.2
Rope, hemp (50 feet) 1
Rope, silk (50 feet) 10
Shovel 2
Spike, iron 0.05

CONTAINER

ITEM COST (gp)
Backpack (30-pound capacity) 5
Sack (15 pounds capacity) 1
Sack (30 pounds capacity) 2
Waterskin 1
Flask, leather 0.03
Lamp, bronze 0.1
Barrel 2
Chest 2
Case (map or scroll) 1

LIGHT

ITEM COST (gp)
Candle 0.01
Torch 0.01
Lantern, hooded 7
Lantern, bullseye 12
Oil, lamp (1 pint) 0.1
Flint & steel 1

COUNTER

ITEM COST (gp)
Mirror, small steel 20
Chain (10 feet) 30
Manacles 15
Lock (minimum price) 20
Fishing net (25 square feet) 4
Signal whistle 0.5
Holy symbol, wooden 1
Holy symbol, silver 25
Holy water (flask) 25
Garlic, charmed 10
Wolfsbane 0.1

RATIONS & TRAVEL

ITEM COST (gp)
Rations, trail (per day) 0.5
Rations, dried (per day) 1
Bottle of wine, glass 2
Pot, iron 0.5
Canvas (per square yard) 0.1
Bedroll 0.2
Tent 10

MISC

ITEM COST (gp)
Musical instrument 5
Ink (1-ounce bottle) 1
Parchment (sheet) 0.2
Spellbook, blank 25

Tomorrow I'll make equipment packs for the first class in the rulebook: assassins.

#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.”

Now that I have finished spreadsheet with attributes and respective modifiers, I must concatenate the results to get single block of text I can just copy/paste in post or on Discord. To do so I have used CONCAT in LibreOffice:

=CONCAT("**STR:** ";$'ATTRIBUTE SCORES'.B2;" (to-hit modifier: ";$'ATTRIBUTE SCORES'.H2;"; damage modifier: ";$'ATTRIBUTE SCORES'.I2;"; open doors: ";$'ATTRIBUTE SCORES'.J2;"; carry modifier: ";$'ATTRIBUTE SCORES'.K2;" lbs )";CHAR(10);"**DEX:** ";$'ATTRIBUTE SCORES'.C2;" (missile to-hit modifier: ";$'ATTRIBUTE SCORES'.L2;"; AC modifier: ";$'ATTRIBUTE SCORES'.M2;")";CHAR(10);"**CON:** ";$'ATTRIBUTE SCORES'.D2;" (hp per hit die modifier: ";$'ATTRIBUTE SCORES'.N2;"; raise dead survival: ";$'ATTRIBUTE SCORES'.O2;")";CHAR(10);"**INT:** ";$'ATTRIBUTE SCORES'.E2;" (max additional languages: ";$'ATTRIBUTE SCORES'.P2;")";CHAR(10);"**WIS:** ";$'ATTRIBUTE SCORES'.F2;" (experience bonus: ";$'ATTRIBUTE SCORES'.T2;")";CHAR(10);"**CHA:** ";$'ATTRIBUTE SCORES'.G2;" (max # of special hirelings: ";$'ATTRIBUTE SCORES'.U2;"; retainer morale adjustment: ";$'ATTRIBUTE SCORES'.V2; "; experience bonus: ";$'ATTRIBUTE SCORES'.W2;")")

And here is the longer one for spellcasters (non-arcane casters just need max languages known):

=CONCAT("**STR:** ";$'ATTRIBUTE SCORES'.B2;" (to-hit modifier: ";$'ATTRIBUTE SCORES'.H2;"; damage modifier: ";$'ATTRIBUTE SCORES'.I2;"; open doors: ";$'ATTRIBUTE SCORES'.J2;"; carry modifier: ";$'ATTRIBUTE SCORES'.K2;" lbs )";CHAR(10);"**DEX:** ";$'ATTRIBUTE SCORES'.C2;" (missile to-hit modifier: ";$'ATTRIBUTE SCORES'.L2;"; AC modifier: ";$'ATTRIBUTE SCORES'.M2;")";CHAR(10);"**CON:** ";$'ATTRIBUTE SCORES'.D2;" (hp per hit die modifier: ";$'ATTRIBUTE SCORES'.N2;"; raise dead survival: ";$'ATTRIBUTE SCORES'.O2;")";CHAR(10);"**INT:** ";$'ATTRIBUTE SCORES'.E2;" (max additional languages: ";$'ATTRIBUTE SCORES'.P2;"; max spell level: ";$'ATTRIBUTE SCORES'.Q2;"; chance to understand new spell: ";$'ATTRIBUTE SCORES'.R2;"; min/max number of basic spells understandable per level: ";$'ATTRIBUTE SCORES'.S2;")";CHAR(10);"**WIS:** ";$'ATTRIBUTE SCORES'.F2;" (experience bonus: ";$'ATTRIBUTE SCORES'.T2;")";CHAR(10);"**CHA:** ";$'ATTRIBUTE SCORES'.G2;" (max # of special hirelings: ";$'ATTRIBUTE SCORES'.U2;"; retainer morale adjustment: ";$'ATTRIBUTE SCORES'.V2; "; experience bonus: ";$'ATTRIBUTE SCORES'.W2;")")

With that I get cells that have markdown-ready stat block:

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs ) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

And expanded version for magic-users:

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs ) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 10 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Now to take care of height and weight. I'm using a simplified procedure by spurious. It is based on AD&D charts with corrections from Stephen Innis but quicker to roll. I whittled the table down to “just” dwarf, elf, half-elf, halfling, and human (since that's what's presented in the Swords & Wizardry Complete Revised rulebook).

What took me the longest is figuring out how to get feet'inch” height notation from just inches (turned out it is just integer value of inches divided by 12 and then add remaining inches). I'm used to SI units, not imperial, so I also made sure to convert to metres and kilograms as well.

Like above, I used CONCAT function to generate nicely formatted plain text output. Here are four dwarves (STR 3, 9, 15, and 18):

4'3'' / 1.3 m, 145 lbs / 66 kg 4'4'' / 1.32 m, 150 lbs / 68 kg 4'5'' / 1.35 m, 155 lbs / 70 kg 4'7'' / 1.4 m, 165 lbs / 75 kg

Four elves, same STR scores:

4'8'' / 1.42 m, 90 lbs / 41 kg 4'10'' / 1.47 m, 100 lbs / 45 kg 4'11'' / 1.5 m, 105 lbs / 48 kg 5'0'' / 1.52 m, 110 lbs / 50 kg

Four humans, same STR scores:

4'9'' / 1.45 m, 95 lbs / 43 kg 5'3'' / 1.6 m, 155 lbs / 70 kg 5'8'' / 1.73 m, 205 lbs / 93 kg 5'11'' / 1.8 m, 235 lbs / 107 kg

Equipping new characters can be slow and painful, especially if there are long equipment lists with many cheap items. We roll 3d6, multiply the result with ten, and that's the amount of gold coins to spend.

What I'll do instead, is create “standard starting equipment pack” for each entry on 3d6 roll (i.e. 3–18, 16 entries in total) for each class—something similar to what Necropraxis did for OD&D Fighter, Magic-User, Cleric, and Thief. I hope to make one table per class per day. The benefit of course is that such table(s) will be reusable for new characters as well. But damn, I'm not looking forward to it!

#charactercreationchallenge

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