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2024 Character Creation Challenge Day 19

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

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

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

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

1. Amalrervius

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

2. Achalus

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

3. Pallalin

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

4. Arcteades

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

5. Victos

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

6. Behdeti

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

7. Belulk

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

8. Brogaidh

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

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

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6)
WIS: 7 (experience bonus: none)
CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Spell casting.

Equipment

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

9. Zorabus

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

10. Aham

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

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

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

Attributes

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

Class abilities

Spell casting.

Equipment

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

Ten female Magic-Users coming tomorrow!

#charactercreationchallenge

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