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

2024 Character Creation Challenge Day 7

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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