2024 Character Creation Challenge Day 7
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...
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