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Player’s Handbook v.3.5
Original Character Starting Packages

Add some more quick-play options to your game by downloading some new starting packages. Each package follows the same format as that found within the Player's Handbook v.3.5, and they may prove invaluable if you want to give the updated rules a quick spin or simply see what other options are open to you! Whether it be a halfling barbarian, a dwarf druid, or even a half-orc wizard, Penny Williams presents some interesting possibilities that await your perusal.

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Monasteries are places of quiet contemplation where those with a drive toward self-perfection, such as the human called Ember, can hone themselves both physically and spiritually. Not for the chaotic or the shortsighted is such training, so few half-orcs ever choose this profession. But for the few who do, the path of the monk can be more fulfilling than any other.

Half-Orc Monk Starting Package

Armor: None (speed 30 ft.).

Weapons: Kama (1d6, crit x2, 2 lb., light, slashing).
Sling (1d4, crit x2, range inc. 50 ft., 0 lb., bludgeoning).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Balance 4 Dex 0
Climb 4 Str 0
Escape Artist 4 Dex 0
Hide 4 Dex 0
Jump 4 Str 0
Listen 4 Wis --
Move Silently 4 Dex 0
Swim 4 Str 0
Tumble 4 Dex 0

Feat: If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.

Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Three torches. Pouch with 10 sling bullets.

Gold: 2d4 gp.

Kurgoth knew from his first memory that he was unlike his brutish father. Raised in a human city that was known for its tolerance of those who were different, he grew to love discipline and order and became notorious for his good heart.

Kurgoth has chosen skills that use his high Strength and Dexterity. He has selected Improved Grapple as his monk bonus feat to take advantage of his Strength, and Dodge as his regular feat to take advantage of his Dexterity.

Kurgoth: Male half-orc Monk 1; CR 1; Medium humanoid (orc); HD 1d8; hp 8; Init +2; Spd 30 ft.; AC 14, touch 14, flat-footed 12; Base Atk +0, Grp +6; Atk +2 melee (1d6+2, unarmed strike), or +2 melee (1d6+2/0, kama), or +2 ranged (1d6, sling); SA flurry of blows (-2/-2 melee), unarmed strike; SQ darkvision 60 ft.; AL LG; SV Fort +2, Ref +4, Will +4; Str 15, Dex 15, Con 10, Int 10, Wis 14, Cha 6.

Skills and Feats: Balance +6, Climb +6, Jump +6, Tumble +6; Dodge, Improved Grapple, Improved Unarmed Strike.

Flurry of Blows: Kurgoth may use the full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at his highest base attack, but this attack and each other attack made that round takes a -2 penalty. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before his next action. If armed with a kama, nunchaku, or siangham, Kurgoth makes the extra attack either with that weapon or unarmed. If armed with two such weapons, he uses one for his regular attack(s) and the other for the extra attack. In any case, his damage bonus on the attack with his off hand is not reduced.

Unarmed Strike: Kurgoth has Improved Unarmed Strike as a bonus feat. Usually his unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage when grappling. Kurgoth also deals 1d6+2 points of damage with his unarmed strikes.

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