Alfar "the average"
Human Wizard Level 1
Abilities: Spells - Alfar will get a bonus first level spell for having an intelligence of 13. His spell book will contain spells to match the number he can cast per day of 4 for level 0 and 2 plus 1 for level 1. I actually selected these rather than rolled for them to avoid making his list too weak.
Level 0: Detect Magic, Mending, Detect Poison, Dancing Lights
Level 1: Read Magic, Sleep, Magic Missile
Staff +0 1D6
Dagger +0 1D4
Thrown Dagger +0 1D4 10ft range increment
Move: 90ft(120ft base minus 25% for light encumbrance)
Starting gold 90 good for a Wizard, but they have still plenty of options on equipment.
|Spell Component belt pouch||10gp||1||worn|
|Map or scroll case||1gp||1||pack|
|10 sheets paper||10gp||-||scroll case|
|1 oz ink||8gp||-||pack|
|2 oil flasks||2gp||2||pack|
|Flint and steel||1gp||-||pack|
Alfar has 35gp 7sp left after buying his equipment
To work out Alfar's Encumbrance Rating the base value of 10 is not adjusted for Strength modifier or primes so remains 10.
The Encumbrance Value of the items with a (w) suffix is reduced by 1 when worn so this means that Alfar's clothes are ignored and as an Wizard he has no armour to worry about. The items in the pack and belt pouch have their total EV reduced by 2 so the pack containing a bedroll (EV3), Scroll case (EV1), Soap (EV1) and lantern oil(EV2) has a total encumbrance of 5 for contents (7-2) and 1 for the pack itself (2-1) giving an EV of 6. Alfar's total EV then is 16:
- Staff 4
- Dagger 1
- Pack 6
- Component Pouch 1
- Robe 1
- Waterskin 3
As this is greater than his ER, but less than twice his ER he is lightly encumbered and has his move reduced by 1 quarter and a +1 to the challenge level on all dexterity based tests.