Showing posts with label #CharacterCreationChallenge. Show all posts
Showing posts with label #CharacterCreationChallenge. Show all posts

Thursday, January 22, 2026

Character Challenge 2026 - Catching Up - Otto's Ghosties

Ghostie armor is
technological, not magic
This collection of characters is all third-level characters with secret weapons. They are known to Otto, and he fears them with good reason. 

Of course, these characters were created for Old School Essentials, but I am going to link to a copy of Fiend Folio on Drivethru. It fits the vibe of these three characters and their creepy equipment. 

Thomas Reed, Third Level Human Thief

STR 11
INT 10
WIS 13
DEX 15
CON 12
CHA 14

HP 10
AC 7 Leather

GP: 7 SP: 100 CP: 100 EP: 0 PP: 0 Gems: a small diamond, 100 gps

Spells: None
Languages: Common

Equipment: 
Elven cloak
Ghostie dagger
Ghostie veil

Greta Southpaw, Third Level Fighter

STR 16
INT 12
WIS 11
DEX 14
CON 14
CHA 10

HP 22
AC 4 Chain and Shield

GP: 67 SP: 80 CP: 18 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common

Equipment
Ghostie chainmail
Ghostie longsword
Normal shield
Ghostie veil

Marrick Hollower, Third Level Fighter

STR 13
INT 10
WIS 11
DEX 12
CON 14
CHA 15

HP 27
AC 4 Chain and Shield

GP: 100 SP: 25 CP: 25 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common

Equipment
Ghostie chainmail
Ghostie axe
Ghostie shield
Ghostie veil


Previously, I mentioned Ghostie equipment. Rather than sketch out these characters, I will describe the Ghostie weapons and armor they have and how they use them. 

Ghostie equipment is high-tech, not magical. All Ghostie equipment is old and battered. 

Ghostie armor and weapons have many strange properties. Ghostie equipment is always +1. However, it has many other properties that inspire terror in opponents. Creatures of animal intelligence must make a morale check when the equipment is around. Typically, they will flee rather than stay around to fight someone using Ghostie equipment. 

Let's start with the armor. 

Ghostie equipment cannot be directly sensed. It can only be seen out of the corner of the eye. Once out of sight, creatures forget they saw it. If worn and buttoned up for combat, it stops making any noise caused by movement. Distressingly, the wearer's voice and breathing are amplified. The wearer cannot stop this. If the wearer is motionless and quiet, there is a good chance (a save vs. paralyzation) that they will be mistaken for an empty suit of armor. AND forgotten when the creature looks away. 

Opponents should flee.
If someone asks the DM about this property, the DM should gaslight them: 

"Armor? I didn't say armor. Oh my god, an armored thing sneaking up on you - roll for initiative!" 

If you can get a jolt out of players, do it a couple of times in a row. Don't let the PC's make any rolls except initiative. Do everything yourself. At the start of each round, use a script like this: 

"You're winded and lying on the ground. As you stand up, you can't remember how you came to be on the floor. It seems important. The room is empty except for scuff marks on the ground where you fought...  

"The armored thing is coming at you! You remember it hit you. Roll for initiative!" 

Lather, rinse, repeat. 

Eventually, this will get old, and you should stop. Assume the terror weakens with exposure. Animals won't hang out for this type of abuse. After a while, the characters will figure out how to compensate for the forgetting and the terror. Any indirect spell or weapon can easily hit Ghostie armor, such as fireball, magic missile, vials of oil or acid, etc. 

Ghostie weapons are +1 to hit and damage. Since they can't be seen directly, the user gains a bonus of 1 to their AC. On to hit rolls, a natural 20 skips the damage roll. The strike will do weapon type's maximum damage ( and a +1) and forces a roll vs. poison. If this save failed, in 1d3 days, the character will begin to suffer from infection. This is caused by the debris and dirt that the weapon pushed into the wound. 

Ghostie weapons are also invisible to direct sight and are forgotten once out of sight, just like the armor. This creates a curious problem when they get dropped because it affects the owner as much as the opponents. 

These three men have a sheet of Ghostie material that they cut up to use as a mask or veil. It is utterly terrifying because their faces are blank spaces, but it doesn't have the full effect of armor or weapons. 

The most common armor is plate and mail, followed by chainmail, and/or shields. There is no such thing as soft Ghostie armors. Weapons come in several types: hook-like daggers, axes, stilettos, and long swords. There are no Ghostie missile weapons, spears, hammers, or maces. 

Let me know what you think. 

Character Challenge 2026 - Catching Up - Pieces of 8

I liked creating Willy Pete and his Merry Gang, so this time I created 8 more characters as a group or party. Six characters are 1st level while the remaining two, Thrain and Elma, are second level. They are currently co-leaders. 

Oddly, the thief, Otto Grimm, pulled the party together. He is a bit perplexing, having low wisdom and modest intelligence with a gift for languages. He was able to fool the other party members into following him until the ideas and cash ran out. At that point, the most experienced characters took over. The Bollin Cay, the fighter decided to call the group "Pieces of 8" since they had 64 coppers, silvers, and gold. 

Let's sketch out this party, starting with the co-leaders, starting with Thrain and moving on to the elf, Elma. 


Thrain Ironfist, Second Level Dwarven Fighter

STR 15
INT 13
WIS 11
DEX 10
CON 14
CHA 10

HP 12
AC 4 (chain, shield)

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common, Dwarven

Equipment:
Battle axe

Backpack
7 torches
50’ rope
Iron rations
Pickaxe
Hatchet
Bedroll
Change of clothes 

Maybe Elma has a shield like this.
Elma Strider, Second Level Elf

STR 10
INT 13
WIS 12
DEX 14
CON 11
CHA 10

HP 9
AC 6 Leather, Shield

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: 
Languages: Common, Dwarven, Elven

Equipment:
Longsword
Hatchet
Bow and 24 arrows

Spellbook
Elevn cloak
Wineskin
Hatchet
Iron rations
Bedroll
Change of clothes 

You will note all the characters have a hatchet, rations, a bedroll, and a change of clothes. They are carrying everything they own on their backs. They do not have much. 

Elma and Thrain have hopes of either joining a crew heading to the Isle of Dread or becoming a guard troop for a caravan heading north. If they join a crew, they will have no need of a leader. If they join a caravan, they have decided Elma will lead. Thrain is currently the leader in the port town. 

Bollin Cay, First Level Human Fighter

STR 14
INT 13
WIS 10
DEX 12
CON 13
CHA 11

HP 7
AC 5 Chainmail

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: 
Languages: Common, Elven

Equipment: 
Spear +1
Long Bow and 24 arrows
Short Sword

Hammer
Lantern
Flask of oil
Tinderbox 
Lyre
Hatchet
Iron rations
Bedroll
Change of clothes

Nissa the Quick, First Level Halfling

STR 15
INT 10
WIS 11
DEX 16
CON 12
CHA 13

HP 5
AC 6 Leather and shield

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common, Halfling

Short sword
Silver dagger
Sling

Backpack
Lockpicks 
Greatcloak
Flask of oil
2 sacks
Tinderbox 
Hatchet
Iron rations
Bedroll
Change of clothes 

Alvin, First Level Cleric

STR 12
INT 10
WIS 15
DEX 11
CON 13
CHA 11

HP 6
AC 5 Chainmail

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: Clerical
Languages: Common

Equipment:
Holy Water Sprinkler (1d8) 
Sling +1 30 bullets

Backpack
Holy symbol
Holy water
Prayer book
Music book
Drum
Tinderbox 
Hatchet
Iron rations
Bedroll
Change of clothes 

Alvin, Cay, and Nissa make up the heart of the party. They all have an interest in music. They are also the only ones with magic weapons. They are the first to gather firewood and set camp, and the last to leave the camp after cleaning up the dishes. 

They perform whenever the rest of the party lets them. In town, they have busked the party a free drink or ten. They really aren't that bad... at singing. 

They can handle dishes and starting fires, but the three of them are abysmal cooks and worse at hunting. Even picking berries and fruit doesn't go well for them unless under the guidance of someone else. They are the happy little band. 

Morcant the Pale, First Level Magic-User

STR 12
INT 16
WIS 12
DEX 11
CON 10
CHA 9

HP 4
AC 9 Robes

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: Light, Locate Object
Languages: Common

Equipment:
Staff
Knife

Backpack
Bronze torc
Spellbook
7 books, ink & quill
Tinderbox 
Hatchet
Iron rations
Small tent
Hammer and tent spikes
Bedroll
Change of clothes 

Lovers under a tree
Dawn'wen Star, First Level Elf

STR 10
INT 15
WIS 10
DEX 14
CON 11
CHA 12

HP 5
AC 7 Leather

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: Detect Magic, Light
Languages: Common, Elven, Dwarven

Equipment:
Rapier
Bow and 24 arrows
Dagger
Sling

Backpack
Silver torc
Tinderbox 
Hatchet
Iron rations
Bedroll
Change of clothes 

Dawn'wen and Morcant the Pale are the team's unlikely couple. Both are soft-spoken, often quiet but friendly when they get speaking. The two barely speak to each other, but are great friends. They are the only ones who sleep in a tent. Dawn'wen hunts with her bow, and Morcant cleans and cooks what she provides. 

Both wear expensive torcs of matching designs. The rest of the party suspects these are bands of ownership and believe they are escaped slaves. The rest of the party would never dream of asking. The torcs and the couple occasionally attract ill-attention. Such attention is usually handled by Otto Grimm. 

Otto Grimm First Level Thief

STR 13
INT 12
WIS 6
DEX 17
CON 11
CHA 13

HP 6
AC 7 (leather)

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common, Elven, Halfling, Orc, Goblin, and several others.

Equipment:
A pair of stiletto's
Mithril long sword
Sling
Wire garrot

Lockpicks
Lock grease
Chalk
Vial of acid 
Holy Water
Tinderbox 
Hatchet
Iron rations
Bedroll
Change of clothes 

Otto is a gregarious man of little wisdom. He talks a great game, but when the rubber hits the road, he comes up short all of the time. No one is exactly sure how this moron knows so many languages, but he is great at them. 

In combat, he is extremely wily and dangerous, packing more weapons than anyone else. He has a fine Mithril sword that, by all accounts, should be magical. The party has tested it several times, and it has a distinct lack of magic. 

Dawn'wen Star has a theory about Otto. He is an assassin, one who has been cursed to be good and lawful. Thrain believes her more than anyone else, because he has seen the results of Otto's hand when anybody bothers the young couple.  

Well, let me know what you think of this crazy crew of characters. 

I'll end today with the overt commercial: 

I use Necrotic Gnome's Old-School Essentials, but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free.

Since I mentioned in two posts, here is a link to Isle of Dread on DriveThruRPG. 

Monday, January 19, 2026

Character Challenge 2026 - Catching Up - Mugwar

Here is a character I reverse-engineered: Mugwar, the Man of Mystery. 

A few years back, I made an impulse purchase of the Dungeon Masters Adventure Log (Link to Noble Knights). I know this is an item I always wanted, but never had. When I saw it at Noble Knight Games, I had to have it. 

The prior owner wrote in it... as they should. Nowadays, I can just scan and Photoshop a new book for myself, but there is a lot of value to me in a pre-loved book. 

Of course, these aren't full-character sheets, but I can guess what they might have looked like. Rangers have minimum stats, and the prior owner kindly wrote some bonuses to AC and attacks. I can also tell this was AD&D e1, but they also had Unearthed Arcana because they had a Caviler in the party. 

One oddity, and I don't find it too odd, is that they had a Halfling in the party. I do the same thing, mixing and matching B/X and AD&D. 

It appears that Mugwar survived approximately 8 modules. He leveled up from 1 to 9. He has used many different weapons and many different types of armor. 

Mugwar Ninth Level Ranger


Strength: 18/76
Intelligence: 13 
Wisdom: 14
Dexterity: 16
Constitution: 15
Charisma: 9

Hit Points: 61
Armor Class: Various

GP: 0  SP: 0  CP: 0 EP: 0   PP: 0 Gems: None  

Spells: Unknown
Languages: Common

Equipment: 
+1 Broadsword

Usually, I start with the commercial. Today, it's at the end.

I use Necrotic Gnome's Old-School Essentials, but picked up the boxed sets from a Kickstarter. You can approximate this by purchasing two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free.


Thursday, January 12, 2023

#CharacterCreationChallenge - Ruleset D&D 3.5 - Fel Sorcerer

One of my favorite tools is the RedBlade character generator for 3.5. This tool is amazingly simple to use. I was able to cook up a Sorcerer in just a few minutes. The output is in HTML, which makes it easy to post online.

In just a few minutes, I was able to cook up Fel the Sorcerer, a Half-Elf. The software knows exactly how a character is built, so I don't have to track skill points or feats or even languages. It is a thing of beauty. 

Fel character sheet, Redblade 3.5e
Fel    
CHARACTER NAME PLAYER CAMPAIGN
6 Sorcerer Half-Elf Neutral Evil
CLASS AND LEVEL RACE ALIGNMENT EXPERIENCE POINTS
 

ABILITY NAME

ABILITY SCORE ABILITY MODIFIER   TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE SPEED

STR
strength

11 +0

HP
hit points

14     30ft.

DEX
dexterity

15 +2

AC
armor class

14 = 10 + 1 + 0 + 2 + 0 + 0 + 1 + 0

CON
constitution

10 +0 TOTAL BASE ARMOR BONUS SHIELD BONUS DEX MODIFIER SIZE MODIFIER NATURAL ARMOR DEFLECT MODIFIER MISC MODIFIER
DAMAGE REDUCTION

INT
intelligence

14 +2

TOUCH
armor class

13

FLAT-FOOTED
armor class

12
SKILLS
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  (cc)Appraise¤§ int 2 = 2 + 0 + 0
  (cc)Balance¤ dex 2 = 2 + 0 + 0
  Bluff¤§ cha 6 = 2 + 4 + 0
  (cc)Climb¤ str 0 = 0 + 0 + 0
  Concentration¤§ con 4 = 0 + 4 + 0
  Craft¤§ int 2 = 2 + 0 + 0
  Decipher Script§ int 4 = 2 + 2 + 0
  (cc)Diplomacy¤§ cha 6 = 2 + 4 + 0
  (cc)Disable Device§ int 2 = 2 + 0 + 0
  (cc)Disguise¤§ cha 2 = 2 + 0 + 0
  (cc)Escape Artist¤ dex 2 = 2 + 0 + 0
  (cc)Forgery¤§ int 2 = 2 + 0 + 0
  (cc)Gather Information¤§ cha 6 = 2 + 4 + 0
  (cc)Handle Animal§ cha 2 = 2 + 0 + 0
  (cc)Heal¤§ wis 2 = 2 + 0 + 0
  (cc)Hide¤ dex 2 = 2 + 0 + 0
  (cc)Intimidate¤§ cha 2 = 2 + 0 + 0
  (cc)Jump¤ str 0 = 0 + 0 + 0
  Knowledge (arcana)§ int 4 = 2 + 2 + 0
  (cc)Knowledge (architecture & engineering)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (dungeoneering)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (geography)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (history)§ int 3 = 2 + 1 + 0
  (cc)Knowledge (local)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (nature)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (nobility and royalty)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (religion)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (the planes)§ int 2 = 2 + 0 + 0

WIS
wisdom

14 +2         TOTAL DEX MODIFIER MISC MODIFIER

CHA
charisma

15 +2

INITIATIVE
modifier

+6 = 2 + 4
SAVING THROWS TOTAL   BASE SAVE   ABILITY MODIFIER   MAGIC MODIFIER   MISC MODIFIER   TEMP. MODIFIER

FORT
constitution

2 = 2 + 0 + 0 + 0 +

REFLEX
dexterity

4 = 2 + 2 + 0 + 0 +

WILL
wisdom

7 = 5 + 2 + 0 + 0 +
BASE ATTACK BONUS 3 SPELL RESISTANCE 0

GRAPPLE
modifier

3 = 3 + 0 + 0 + 0
TOTAL BASE ATT BONUS STRENGTH MODIFIER SIZE MODIFIER MISC MODIFIER
ATTACK ATTACK DAMAGE CRITICAL
Defending Spear +1 4 1d8+1 20/x3
RANGE TYPE NOTES
20   6lb, Med, twohanded wielding,
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
        (cc) crossclass skill
¤ can be used untrained § apply armor penalty
                                   
POSSESSIONS   SKILLS
ITEM PG. LB. ITEM PG. LB.
Defending Spear +1   6 Backpack (empty)   2
Bedroll   5 Bracers of armor +1   0
5 x Candle   0 2 x Case, map or scroll   0
Crowbar   5 Dart   0
2 x Flask   0 Flint and steel   0
Hammer   2 Ink (1 oz. vial)   0
Inkpen   0 7 x Parchment (sheet)   0
Pouch, belt   3 Ring of Protection +1   0
Rope, hemp (50 ft.)   10 Sealing wax   1
Silver Dagger (masterwork)   1 Tent   10
5 x Torch   5  
   
   
   
   
 
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  (cc)Listen¤§ wis 3 = 2 + 1 + 0
  (cc)Move Silently¤ dex 2 = 2 + 0 + 0
  (cc)Open Lock§ dex 2 = 2 + 0 + 0
  (cc)Perform¤§ cha 2 = 2 + 0 + 0
  Profession§ wis 2 = 2 + 0 + 0
  (cc)Ride¤§ dex 3 = 2 + 1 + 0
  (cc)Search¤§ int 3 = 2 + 1 + 0
  (cc)Sense Motive¤§ wis 2 = 2 + 0 + 0
  (cc)Sleight of Hand§ dex 3 = 2 + 1 + 0
  (cc)Speak Language§ int 2 = 2 + 0 + 0
  Spellcraft§ int 4 = 2 + 2 + 0
  (cc)Spot¤§ wis 4 = 2 + 2 + 0
  (cc)Survival¤§ wis 3 = 2 + 1 + 0
  (cc)Swim¤§ str 1 = 0 + 1 + 0
  (cc)Tumble dex 2 = 2 + 0 + 0
  (cc)Use Magic Device§ cha 3 = 2 + 1 + 0
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
1-38lb. 39-76lb. 77-115lb. 115lb. 230lb. 575lb.   PLATINUM 134
  GOLD 5
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD

LIFT OVER HEAD
EQUALS MAX LOAD

LIFT OFF GROUND
2x MAX LOAD

PUSH OR DRAG
5x MAX LOAD

SILVER 2
COPPER 4
FEATS, LANGUAGES & ABILITIES
       
Feats Sorcerer abilities    
Brew Potion Summon Familiar    
Combat-Casting      
Improved Initiative Half-Elf abilities    
Simple Weapon Proficiency Low-light vision    
  Elven Blood    
Languages Immunity to sleep spells    
Halfling +2 save vs enchantments    
Goblin      
Common      
Elven      
Sorcerer spells      
Spell Save DC LEVEL SPELLS PER DAY BONUS SPELLS      
12 0 6 0      
13 1st 6 +1      
14 2nd 5 +1      
15 3rd 3 0      
- 4th - -      
- 5th - -      
- 6th - -      
- 7th - -      
- 8th - -      
- 9th - -      
       
Acid Splash      
Arcane Mark      
Detect Magic      
Mage Hand      
Open/Close      
Prestidigitation      
Read Magic      
       
Level 1      
Identify      
Mage Armor      
Magic Weapon      
Sleep      
       
Level 2      
Daylight      
Scorching Ray      
       
Level 3      
Stinking Cloud      
       
       
       
       
       
       
       
       
       
ATTACK ATTACK DAMAGE CRITICAL
Silver Dagger (masterwork) 4 1d4 19-20/x2
RANGE TYPE NOTES
10   1lb, Med,
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
Dart 3 1d4 20/x2
RANGE TYPE NOTES
20   0lb, Med,
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES