LEVEL ONE: THE LEGEND IS BORN |
STARTING GEAR Ok, campers- - here we go. Let's see just what 210 gp can do for a young ex-mercenary. The bastard swords cost 70 gp, so that leaves 140. A chain shirt costs another hundred, leaving 40. Now, let's outfit him with (only) the necessary gear, detailing the items' costs, and Backpack - 2 gp (leaves 38gp); Winter blanket - 5 sp (37gp, 5sp) Five fishhooks - he learned to fish from his father - 5 sp (37gp); Waterskin - 1 gp (36gp); Whetstone - 1 gp (35gp); 50' hemp rope - 1 gp (34gp); Trail rations, 10 days' worth - 10 gp (24gp); Five sacks, empty - 5 sp (23 gp, 5 sp); Five flasks of oil - 5 sp (23gp); Flint and steel - 1 gp (22 gp); Two extra outfits - 5 gp (that's what he paid the lady! - 17gp); Grappling hook - 1 gp (16 gp). That covers his personal gear - but let's not forget Dantil the Dense, his mule. He calls it a horse to soothe his own ego, but it's really a mule. Dantil carries everything except for weapons and armor whenever Lyzander is above the surface, so Lyzander need not worry about encumbrance, which right now stands at just Light (37lbs.). Dantil - 8 gp (8 gp); Bit and Bridle - 2 gp (6 gp); 10 Days' feed - 5 sp ( 5 gp, 5 sp); Pack saddle - 5 gp (leaves 5 sp). Sooo, he's ready to go on his way with 50 cents in his pocket, a full kit, and a pack animal for those long hikes. |
LYZANDER'S STATS AT FIRST LEVEL LANGUAGES He can speak a second language due to his high Intelligence score, and only one would beappropriate - Elvish. How else would he be able to talk his way out of a death sentence for "invading" Oodmon all by himself when he deserted? SKILLS He gets (2+ Int Modifier) x4 Skill Points, or 3x4, making 12. Being a human, he gets four more, so he starts with a respectable 16. Like we said a moment ago, his father taught him how to fish, so he's got that skill, though it's a subsistence-level one (1 rank). He's a good climber (3 ranks), can deal with animals, like Dantil, fairly well (2 ranks), and has maxed out his ranks in Intimidate and Ride, with 4 apiece. He's a passable jumper and can swim, technically, with a single rank apiece, so that uses up the 16 skill points. FEATS We know that he'll have the maximum number of hit points - 13 - for a guy with his Constitution. But what about his skills, feats, etc.? Specifically, how will he be able to wield the two bastard swords one-handed? He gets three total feats at first level - one for starting, one bonus fighter feat, and another bonus feat since he's human. Bastard sword use with one hand is considered an exotic weapon, requiring that a feat be spent to learn it that way. The first, obviously, goes on the weapon proficiency; the second gives him two-weapon fighting, reducing his penalties from ungodly (-6 main hand, -10 off hand) to something a little more tolerable (-4, -4). If he went with a short sword, he'd cut the penalties by two more points each, but he doesn't want it that way. So, he sucks up the -4s. But then, they're offset by his strength bonus in combat, so he's at +0, +1 counting his base attack bonus at first level. Not bad, all things considered, like the fact that he can make two attacks per round at +4 damage using a d10. He then spends his third feat on Weapon Focus: Bastard Sword, so he is now +2 to hit with it, and that uses up all his feats. Now' let's look at his stat block for first level. Note that every single skill he has, including untrained stuff that he has ranks in due to high ability scores, is listed. |
Lyzander du Lac, Human male Fighter 1; CR 1; Medium humanoid; HD 1d10+3, hp 13; Init +3; Spd. 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +1; Grp +5; Atk +2 melee (1d10+4, bastard sword); Full Atk +2 melee (1d10+4, bastard sword) and +2 melee (1d10+4, bastard sword); Space/ Reach 5ft./ 5 ft.; SA none; SQ none; AL CN; Sv Fort +5, Ref +3, Will +1; Str 18, Dex 17, Con 16, Int 13, Wis 13, Cha 11; Skills: Appraise +1; Balance +3; Climb +7; Craft (Fisherman) +1; Escape Artist +3; Forgery +1; Handle Animal +2; Heal +1; Hide +3; Intimidate +4; Jump +5; Listen +1; Move Silently +3; Ride +7; Search +1, Sense Motive +1; Spot +1; Survival +1; Swim +5; Use Rope +3; Feats: Exotic Weapon Proficiency (bastard sword, one-handed), Two-Weapon Fighting, Weapon Focus (bastard sword). Possessions: Two bastard swords, chain shirt, Backpack, five fishhooks, waterskin, whetstone, 50' hemp rope, 10 days trail rations, five sacks, five flasks of oil, flint and steel, two extra traveler's outfits, grappling hook, mule - Dantil the Dense. Speaking of which, now for his four-legged companion.. Dantil the Dense, 5-year-old Mule; CR 1; Large Animal' HD 3d8+9; hp 22; Init +1; Spd. 30 ft.; AC 13, touch 10, flat-footed 12; Base Atk+2; Grp+9; Atk +4 melee (hoof, 1d4+3); Full Atk +4 melee (hoof 1d4+3) and +4 melee (hoof 1d4+3); Space/ Reach 10 ft./ 5 ft.; SA None, SQ Low-light vision, scent; Saves Fort +6, Ref +4, Will +1; Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6; Skills: Listen +6, Spot +6; Feats: Alertness, Endurance. Dantil carries almost everything Lyzander owns, and has Light encumbrance by what the fighter possesses at first level. |