2024 Character Creation Challenge Day 12
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!
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