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PHB WEB
HANDBOOK
PLAYER’S
INTRODUCTION
The new 3.5 Player’s Handbook provides one starting
package for each character class. This package includes
preselected equipment, skills, feats, and spells, plus start-
ing gold for a 1st-level character of the iconic character’s
race. But what if you want to start a character of another
race—one that’s perhaps not often chosen to go with
that class? With this concept in mind, here are starting
packages and sample 1st-level characters built from
them that are . . . well . . . different from the standards.
V.3.5 WEB
ENHANCEMENT
CREDITS
BARBARIAN
Half-orcs such as Krusk are the classic barbarians—
crude and uncouth, but able to combine strength with
a ferocity that makes them justly feared in battle. But
human barbarian tribes are plenty, and even halflings
can walk on the wild side.
Design:
Penny Williams
Editing:
Miranda Horner
Typesetting:
Nancy Walker
Web Production:
Julia Martin
Web Development:
Mark A. Jindra
HALFLING BARBARIAN
STARTING PACKAGE
Armor: Studded leather (+3 AC, armor check
penalty –1, speed 30 ft., 10 lb.).
Weapons: Greataxe (1d10, crit
Graphic Design:
Dawn Murin
Based on the original D UNGEONS & D RAGONS ® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D UNGEONS & D RAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
3, 6 lb., two-
2, range inc. 50 ft., 0 lb., bludgeoning).
Dagger (1d3, crit 19–20/
D&D, D UNGEONS & D RAGONS , and D UNGEON M ASTER are
registered trademarks owned by Wizards of the Coast, Inc.
The RPGA and d20 logo are trademark owned by Wizards of the
Coast, Inc. All Wizards characters, character names, and the distinc-
tive likenesses thereof are trademarks owned by
Wizards of the Coast, Inc.
2, range inc. 10 ft., 1/2 lb.,
light, piercing).
Skill Selection: Pick a number of skills equal to 4
+ Int modifier.
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of
Wizards of the Coast, Inc.
Skill
Ranks
Ability
Armor Check Penalty
Climb
4
Str
–1
Intimidate
4
Cha
Jump
4
Str
–1
Listen
4
Wis
This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental.
Move Silently (cc)
2
Dex
–1
Ride
4
Dex
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/d20.
Spot (cc)
2
Wis
Survival
4
Wis
Swim
4
Str
–2
©2003 Wizards of the Coast, Inc.
Feat: Weapon Focus (greataxe).
Gear: Backpack with waterskin, one day’s trail
rations, bedroll, sack, and flint and steel. Sack with 20
sling stones.
Gold: 2d4 gp.
Juniper the halfling barbarian belongs to a tribe that
lives in a secluded wilderness area. She has chosen her
weapons to make the most of her assets. Like many
other barbarians, she has selected a greataxe as her
melee weapon and chosen Weapon Focus to maximize
All rights reserved.
Made in the U.S.A.
1
handed, slashing).
Sling (1d3, crit
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her prowess with it. But she has chosen a sling for her
primary ranged weapon to take advantage of her racial
bonus with that weapon. Her skill points have been
spent in such a way as to maximize the class skills in
which she gains racial bonuses (Listen, Climb, and
Jump), or her high Dexterity (Ride).
their ability to get along well with all people. But what
about dwarves, who are known for being less than
charming to others? Dwarves can make fine skalds, car-
rying the tales of their race’s victories down through
the ages in oral tradition. And when the party needs a
backup fighter, few can match the dwarf.
3, greataxe), or +3 melee
(1d3+1/19–20, dagger), or +6 ranged (1d3, sling), or +5
ranged (1d3/19–20, dagger); Full Atk +4 melee
(1d10+1/
DWARF BARD STARTING PACKAGE
Armor: Studded leather (+3 AC, armor check
penalty –1, arcane spell failure chance n/a, speed 20 ft.,
10 lb.)
Weapons: Longsword (1d8, crit 19–20/
2, 4 lb.,
3, greataxe), or +3 melee (1d3+1/19–20,
dagger), or +6 ranged (1d3, sling), or +5 ranged
(1d3/19–20, dagger); SQ fast movement, halfling traits,
illiteracy, rage 1/day; AL CN; SV Fort +4, Ref +4, Will
+1; Str 12, Dex 17, Con 13, Int 12, Wis 10, Cha 8.
Skills and Feats: Climb +6, Hide +6, Jump +6,Listen
+6, Move Silently +4, Ride +7, Survival+4; Weapon
Focus (greataxe).
Fast Movement: Juniper has a speed of 30 feet
instead of the normal 20 feet for a halfling when she is
wearing no armor, light armor, or medium armor (and
not carrying a heavy load).
Halfling Traits: Juniper has a +2 morale bonus
on saving throws against fear, a +1 racial bonus on all
saving throws, +1 racial attack bonus with a thrown
weapon or sling, and a +2 racial bonus on Climb, Jump,
Listen, and Move Silently checks (already figured into
the statistics given above).
Illiteracy: Juniper does not know how to read and
write.
Rage: The following changes are in effect as long as
Juniper rages: 1d12+3; hp 15; Spd 30 ft.; AC 15, touch 12,
flat-footed 12; Atk +6 melee (1d10+4/
one-handed, slashing)
Light crossbow (1d8, crit 19–20/
2, range inc.
80 ft., 4 lb, piercing).
Skill Selection: Pick a number of skills equal to 6
+ Int Modifier.
Skill
Ranks
Ability
Armor Check Penalty
Appraise
4
Int
Bluff
4
Cha
Craft (metalworking
or stoneworking)
4
Int
Decipher Script
4
Int
Gather Information
4
Cha
Knowledge (any one) 4
Int
Knowledge (any one) 4
Int
Listen
4
Wis
Perform (percussion
instruments)
4
Cha
Sleight of Hand
4
Dex
–1
Spellcraft
4
Int
Tumble
4
Dex
–1
3, greataxe), or +5
melee (1d3+3/19–20, dagger); or +6 ranged (1d3, sling),
or +5 ranged (1d3/19–20, dagger); SV Fort +6, Will +3;
Str 16, Con 17; Climb +8, Jump +8. Her fit of rage lasts
for 6 rounds, though she may voluntarily end it prema-
turely. After raging, she is fatigued (–2 Strength, –2 Dex-
terity, can’t charge or run) for the duration of that
encounter. Juniper can fly into a rage only once per
encounter and only once per day. Entering a rage takes
no time by itself, but Juniper can do it only during her
action, not in response to someone else’s action.
Feat: If Dexterity is 13 or higher, Dodge; if Dexter-
ity is 12 or lower, Improved Initiative instead.
Spells Known: 0 level— mage hand, mending,
open/close, read magic .
Gear: Backpack with waterskin, one day’s trail
rations, bedroll, sack, and flint and steel. Three torches.
Case with 10 crossbow bolts. Lute (common). Spell
component pouch.
Gold: 2d4 gp.
Gunnhild the dwarf bard chose her profession early
in life, when she showed an aptitude with the drums
during clan gatherings. She has chosen her weapons
and skills to make the most of her dwarven heritage.
She has chosen percussion instruments as her perform-
ance medium, since her kind has long loved the regu-
lar, ponderous sounds of drums and bells. She has also
chosen to devote skill ranks to her knowledge of his-
tory so that she can write the songs that immortalize
her clan, and to dungeoneering to take advantage of
her race’s knowledge of underground areas. Appraise is
2
BARD
Gimble is the classic bard—charming, witty, and versa-
tile. Half-elf bards are also quite common because of
Juniper: Female halfling Barbarian 1; CR 1; Small
humanoid; HD 1d12+1; hp 13; Init +3; Spd 30 ft.; AC
17, touch 14, flat-footed 14; Base Atk +1; Grp –2; Atk +4
melee (1d10+1/
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a natural skill for her, and she gains a +2 racial bonus on
Appraise checks relating to stone or metal items.
Finally, she has taken ranks in Sleight of Hand to
ensure that she can acquire and dispose of objects
easily, and in Craft (metalworking) to make the jewelry
she adores wearing. Her spell selection reflects the fact
that she needs no light to see.
stonecunning (+2 racial bonus on checks to notice
unusual stonework; can make a check for unusual
stonework as though actively searching when within
10 ft. and can use the Search skill to find stonework
traps as a rogue can; intuit depth). She also has a +1
racial bonus on attack rolls against orcs and goblinoids;
a +2 racial bonus on saves against spells and spell-like
abilities; a +2 racial bonus on Fortitude saves against all
poisons and a +4 dodge bonus against giants. In addi-
tion, Gunnhild has a +2 racial bonus on Appraise
checks and Craft or Profession checks related to stone
or metal (already figured into the statistics above).
Bard Spells Known (2; save DC 11 + spell level;
0% chance of spell failure): 0— mage hand, mending,
open/close, read magic.
Gunnhild: Female dwarf Bard 1; CR 1; Medium
humanoid; HD 1d6; hp 6; Init +2; Spd 20 ft.; AC 15,
touch 12, flat-footed 13; Base Atk +0; Grp +1; Atk +1
melee (1d8+1/19–20, longsword), or +2 ranged
(1d8/19–20, light crossbow); Full Atk +1 melee
(1d8+1/19–20, longsword), or +2 ranged (1d8/19–20,
light crossbow); SQ bardic knowledge +2, bardic music
(countersong, fascinate, inspire courage) 1/day, dark-
vision 60 ft., dwarf traits; AL NG; SV Fort +0, Ref +4,
Will +2; Str 12, Dex 14, Con 10, Int 13, Wis 10, Cha 13.
Skills and Feats: Appraise +5 (+7 for stonework or
metalwork), Craft (metalworking) +7, Craft
(stoneworking) +3, Diplomacy +5, Knowledge (history)
+5, Perform (percussion instruments) +5, Sleight of
Hand +5, Spellcraft +5; Dodge.
Bardic Knowledge: Gunnhild may make a
bardic knowledge check with a bonus of +2 to see
whether she knows some relevant information about
local notable people, legendary items, or noteworthy
places.
Bardic Music: Gunnhild can use her song or
poetics to produce magical effects on those around her.
Countersong (Su): Gunnhild can counter magical
effects that depend on sound by making a Perform
check for each round of countersong. Any creature
within 30 feet of her that is affected by a sonic or lan-
guage-dependent magical attack may use Gunnhild’s
Perform check result in place of his or her saving
throw if desired. Countersong lasts for 10 rounds.
Fascinate (Su): Gunnhild can cause a single creature
within 90 feet that can see and hear her to become fas-
cinated with her. Gunnhild’s Perform check result is
the DC for the opponent’s Will save. Any obvious
threat breaks the effect. Fascination lasts 1 round.
Inspire Courage (Su): Allies who can hear Gunnhild
receive a +2 morale bonus to saves against charm and
fear effects and a +1 morale bonus on attack and
weapon damage rolls The effect lasts for 5 rounds after
the ally can no longer hear her.
Dwarf Traits: Gunnhild has stability (+4 on abil-
ity checks to avoid being bull rushed or tripped when
standing on the ground), weapon familiarity (dwarven
waraxe and dwarven urgrosh are martial weapons), and
CLERIC
Jozan is the classic human cleric—a source of healing
and support for others as well as a strong offensive
force. But every race needs those who can touch the
divine—even the gnomes, whom some consider flib-
bertigibbets.
GNOME CLERIC STARTING PACKAGE
Armor: Scale mail (+4 AC, armor check penalty –4,
speed 15 ft., 15 lb.)
Heavy wooden shield (+2 AC, armor check penalty
–2, 5 lb.)
Weapons: Heavy mace (1d6, crit
2, 4 lb.,
one-handed, bludgeoning)
Light crossbow (1d6, crit 19–20/
2, range inc.
80 ft., 2 lb., piercing).
Skill Selection: Pick a number of skills equal to 2
+ Int modifier.
Skill
Ranks
Ability
Armor Check Penalty
Appraise (cc)
2
Int
Bluff
4
Cha
Disguise
4
Cha
Hide
4
Dex
Spellcraft
4
Int
Concentration
4
Con
Heal
4
Wis
Knowledge (religion) 4
Int
Diplomacy
4
Cha
Gather Information (cc) 2
Cha
Feat: Spell Focus (Illusion).
Deity/Domains: Garl Glittergold/Protection
and Trickery.
Gear: Backpack with waterskin, one day’s trail
rations, bedroll, sack, and flint and steel. Case with 10
3
219262881.004.png
crossbow bolts. Wooden holy symbol (of Garl Glitter-
gold).
Gold: 1d4 gp.
Ellywick the gnome cleric is devoted to her patron,
Garl Glittergold. Like him, she has a ready wit, a pas-
sion for practical jokes, and a fondness for gems. She
has chosen her skills and her feat so as to take full
advantage of the extra options offered by the Trickery
domain. By taking Spell Focus (Illusion) as her feat, she
maximizes the effectiveness of her racial bonus to the
Difficulty Class of saves against her domain spells.
elves can also be staunch defenders of the woodlands.
But dwarf druids are few and far between. Because their
civilizations are usually dug from hills and mountains,
most dwarves care little for the surface world, or for nat-
ural flora and fauna. But exceptions do exist.
DWARF DRUID STARTING PACKAGE
Armor: Hide (+3 AC, armor check penalty –3,
speed 20 ft., 25 lb.)
Heavy wooden shield (+2 AC, armor check penalty
–2, 10 lb.)
Weapons: Scimitar (1d6, crit 18–20/
2, 4 lb.,
Ellywick: Female gnome Cleric 1; CR 1; Small
humanoid; HD 1d8; hp 8; Init +0; Spd 15 ft.; AC 17,
touch 11, flat-footed 17; Base Atk +0; Grp –4; Atk +1
melee (1d6, heavy mace), or +1 ranged (1d6/19–20,
light crossbow); Full Atk +1 melee (1d6, heavy mace),
or +1 ranged (1d6/19–20, light crossbow); SA spell-like
abilities, turn undead (5/day, +2 bonus on turning
check); SQ gnome traits, low-light vision; AL NG; SV
Fort +2, Ref +0, Will +4; Str 11, Dex 10, Con 10, Int 12,
Wis 15, Cha 14.
Skills and Feats: Bluff +6, Craft (alchemy) +3, Diplo-
macy +6, Heal +6, Hide –2, Listen +4; Spell Focus
(Illusion).
Spell-Like Abilities: 1/day— dancing lights, ghost
sound, prestidigitation, speak with animals (burrowing
mammals only). Caster level 1st; save DC 11 + spell
level.
Gnome Traits: Ellywick has weapon familiarity
(gnome hooked hammers are martial weapons). She
adds +1 to the Difficulty Class for all saving throws
against her illusion spells. She also has a +2 racial bonus
on saving throws against illusions, a +1 racial bonus on
attack rolls against kobolds and goblinoids, and a +4
dodge bonus against giants. In addition, she has a +2
racial bonus on Craft (alchemy) and Listen checks
(already figured into the statistics above).
Cleric Spells Prepared (3/3; save DC 12 + spell
level, or 14 + spell level for Illusion spells): 0— purify
food and drink, read magic, resistance; 1st— bless, disguise
self*, shield of faith.
*Domain spell. Deity: Garl Glittergold. Domains:
Protection (protective ward 1/day), Trickery (Bluff,
Disguise, and Hide are cleric class skills).
one-handed, slashing).
Club (oaken cudgel, 1d6, crit
2, 3 lb., one-handed,
bludgeoning).
Sling (1d4), crit
2, range inc. 50 ft., 0 lb.,
bludgeoning).
Skill Selection: Pick a number of skills equal to 4
+ Int modifier.
Skill
Ranks
Ability
Armor Check Penalty
Concentration
4
Con
Handle Animal
4
Cha
Heal
4
Wis
Knowledge (nature)
4
Int
Listen
4
Wis
Spellcraft
4
Int
Spot
4
Wis
Survival
4
Wis
Feat: Alertness.
Gear: Backpack with waterskin, one day’s trail
rations, bedroll, sack, and flint and steel. Pouch with 10
sling bullets. Holly and mistletoe. Three torches.
Animal Companion: Dire rat (see below).
Gold: 1d6 gp.
Burek the dwarf druid is an anomaly among his
kind. Born deep beneath the mountains, he learned to
befriend the creatures both below the earth and on the
surface. Knowledge of plants and healing herbs that
grew in the dark places also came naturally to him.
Now he combines his extensive knowledge of rock and
stone with his understanding of the natural world to
help ensure that delvers do not disturb nature’s fragile
web of life.
Burek has chosen Alertness as his feat to ensure that
he is never unaware of nature’s subtle messages. He has
also purchased ranks in Craft (stoneworking) to
increase his already keen understanding of stone and
how it can be shaped.
DRUID
The half-elf druid Vadania is completely attuned to
nature and ready to defend it from those who would
interfere with its cyclic progress. Humans, gnomes, and
4
Burek: Male dwarf Druid 1; CR 1; Medium
humanoid; HD 1d8+2; hp 10; Init –1; Spd 20 ft.; AC 14,
219262881.005.png
touch 9, flat-footed 14; Base Atk +0; Grp +1; Atk +1
melee (1d6+1/18–20, scimitar), or +1 melee (1d6+1,
club), or –1 ranged (1d6, sling); Full Atk +1 melee
(1d6+1/18–20, scimitar), or +1 melee (1d6+1, club), or
–1 ranged (1d6, sling); SQ animal companion (Granite),
darkvision 60 ft., dwarf traits, nature sense, wild empa-
thy +2; AL N; SV Fort +4, Ref –1, Will +4; Str 12, Dex 8,
Con 15, Int 10, Wis 15, Cha 12.
Skills and Feats: Concentration +6, Craft (metal-
working) +2, Craft (stoneworking) +6, Knowledge
(nature) +4, Listen +4, Spot +4, Survival+6; Alertness.
Animal Companion: Burek has a dire rat
named Granite as his animal companion. Granite
grants him the following benefits.
Link (Ex): Burek can handle Granite as a free action,
or push him as a move action, even if he doesn’t have
any ranks in the Handle Animal skill. Burek gains a +4
circumstance bonus on all wild empathy checks and
Handle Animal checks concerning Granite.
Share Spells (Ex): At Burek’s optoiin, he may have any
spell (but not any spell-like ability) he casts upon him-
self also affect Granite. Granite must be within 5 feet of
Burek at the time of casting to receive the benefit. If a
spell or effect has a duration other than instantaneous,
it stops affecting Granite if he moves farther than 5 feet
away and will not affect him again, even if he returns to
Burek before the duration expires. Additionally, Burek
may cast a spell with a target of “You” on Granite (as a
touch range spell) instead of on himself. Burek and
Granite can share spells even if they normally do not
affect animals.
Dwarf Traits: Burek has stability (+4 on ability
checks to avoid being bull rushed or tripped when
standing on the ground), weapon familiarity (dwarven
waraxe and dwarven urgrosh are martial weapons), and
stonecunning (+2 racial bonus on checks to notice
unusual stonework; can make a check for unusual
stonework as though actively searching when within
10 ft. and can use the Search skill to find stonework
traps as a rogue can; intuit depth). He also has a +1
racial bonus on attack rolls against orcs and goblinoids;
a +2 racial bonus on saves against spells and spell-like
abilities; a +2 racial bonus on Fortitude saves against all
poisons and a +4 dodge bonus against giants. In addi-
tion, Burek has a +2 racial bonus on Appraise checks
and Craft or Profession checks related to stone or metal
(already figured into the statistics above).
Nature Sense: Burek can identify plants and ani-
mals (their species and special traits) with perfect accu-
racy. He can determine whether water is safe to drink
or dangerous.
Wild Empathy: Burek can use body language,
vocalizations, and demeanor to improve the attitude
of an animal. This ability functions just like a Diplo-
macy check made to influence the attitude of a
person, but Burek’s modifier to the die roll is +2. The
typical domestic animal has a starting attitude of
indifferent, while wild animals are usually unfriendly.
To use wild empathy, Burek must be able to study the
animal and it him, so they must be within 30 feet of
each other under normal conditions. Generally an
attempt takes 1 minute. Burek can also use this ability
to influence the attitude of a magical beast with an
Intelligence score of 1 or 2, but he takes a –4 penalty
on the check.
Druid Spells Prepared (3/2; save DC 12 + spell
level): 0— create water, detect poison, purify food and drink ;
1st— cure light wounds, pass without trace.
Granite: Male dire rat companion; CR —; Small mag-
ical beast; HD 1d8+1; hp 5; Init +3; Spd 40 ft., climb 20
ft.; AC 15, touch 14, flat-footed 12; Base Atk +0; Grp -4;
Atk +4 melee (1d4, bite); Full Atk +4 melee (1d4, bite);
SA disease; SQ low-light vision, scent, tricks (down,
fetch, seek, stay); AL N; SV Fort +3, Ref +5, Will +3; Str
10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
Skills and Feats: Climb +11, Hide +8, Listen +4, Move
Silently +4, Spot +4, Swim +11; Alertness, Weapon
Finesse (B).
Disease (Ex): Filth fever—bite, Fortitude DC 11,
incubation period 1d3 days, damage 1d3 Dex and 1d3
Con. The save DC is Constitution-based.
Scent (Ex): Granite can detect approaching ene-
mies, sniff out hidden foes, and track by sense of smell.
FIGHTER
Tordek the dwarf is the epitome of what a fighter
should be—strong, sturdy, and knowledgeable in every
facet of weapons use. But every race must have those
who can defend its people from harm, and no civiliza-
tion fails to train its champions. But some truly belong
to no civilization at all—or to more than one. Fighters
such as these are rare and often self-taught, or trained
by individual mentors.
HALF-ELF FIGHTER
STARTING PACKAGE
Armor: Scale mail (+4 AC, armor check penalty –4,
speed 20 ft., 30 lb.)
Heavy wooden shield (+2 AC, armor check penalty
–2, 10 lb.)
5
219262881.001.png
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