Hello all,
I have persused the Kalamar players guide in detail. It is pretty amazing, and will be useful to ANY player in ANY campaign setting. I typed this late at night, so please forgive the typos. I wanted to give you a thorough overview right away.
You have all seen the brief overview of this book in other threads. I hope to give you a more detailed look at some of the highlights. I won't give any specific details. Rather I will basically describe WHAT you get for your 30 bucks.
Firstly - 272 page hardcover with beautiful cover.
Chap 1:
Races - there are overviews and descriptions of Races and it goes into detail for each of the subraces like the DND PHB does for overall races. This is done so that you can use the different sub races as PCs:
Humans - and the five varieties.
Dwarves - Hill, Mountain, and Stone
Elves - High, Wood, Gray, Wild, Dark
Gnomes - Rock, Forest, Deep
Half Elves, Half Hobgoblins
Halflings - lightfoot, golden
Hobgoblins
On top of descriptions for all of the above like the PHB, it has Tables for random: age effects, starting ages, height, weight, and even a handy naming convention chart.
Chap 2:
Rules on the Normal classes + six new ones!
Basiran Dancer - kindof a cool bard/warrior variant that uses magic and weapons intertwined with a mesmerizing dance.
Gladiator, Shaman, Infiltrator, Brigand ( Robin hood ), and spell singers ( magic users that cast spells through songs ).
Chap: 3
Prestige classes - everything from merchants to bounty hunters, to slavers, to golem masters to muses to warlords and more. Lots of nice variety.
Chap 4:
Skills: New uses for existing skills (some very innovative). And as a very cool touch a ton of new craft and profession skills that cover a wide variety of realistic "professional abilities". Very nice for creating realistic PCs or NPCs. So no new useless skills... Only setting and realism enhanced skills for thoose that want to make unique characters.
Also a new language system that I REALLY like.
Chap 5: Feats
FEATS: My god, the feats. Almost a hundred of them. Not redundant useless ones but really useful ones that can really expand the game.
Chap 6: Religion
GODS: and overview of the Telene gods and their churches, PLUS conversions of Greyhawk and FR gods to their Kalamar equivalents. Even if you are not a Kalamar player there are cool ideas to reap for any setting.
Chap 7:
Equipment: Prices, descriptions and DCs for Alchemical mixtures, poisons, herbal mixturesetc. New weapons including several new types of arrows. Slave costs and rules. New armors.
Chap 8:
Fighting schools - suggested feat chins to follow particular schools of thought. Cool idea that is carried out effectively.
Chap 9:
Adventuring: Rules for common plagues and diseases that can make any setting realistic. Rules for Nobles, and Clerical advancement rules withing religious organizations.
Chap 10 & 11:
Magic: New way to channel Divine magic for some other effects, Scalable spell rules, New spells, domains overview (including domains from most WOTC classbooks and the FR Campaign setting).
Chap 12:
Magic items, Minor and Major Artifacts.
Appendices: 50 pages worth.
Super glossary for non Kalamarans...
Places of origin generation tables, by race using D1000. Yes I said D1000.
And the following are gemstones for any player:
A complete list ever feat from Kalamar, the PHB, FR, the WOTC class books, and Oriental adventures (maybe manual of the planes too). This includes source, prereqs, type and description. I am not kidding, the list spans 13 pages of VERY small print very useful for quick lookups.
A more useful PC sheet than the WOTC phb because it has extra blank skill slots.
Finally, the remaining 28 pages is filled with Spell planners for every spell casting class from Assassin to Wizard. We are talking every spell, cast by every class, every level. They are divided up by class. It includes every spells name, type, components, casting time, range, target/effect, duration, saving throw, and where it can be found. These spells, like the feats are pulled from Kalamar, and almost every WOTC classbook, PHB, Magic of Faerun, Lords of Darkness, Return to temple of elemental evil, etc, etc, etc, etc..... Every spell people, with easy quick ref as to what it does, its stats and where to find the details if need be.
Finally, there is an extensive index.
Egads people. This is quite possibly in the runnng for the most useful RPG product I have bought since the WOTC PHB. There is enough to expand any players game in any setting. And the setting stuff included is cool enough to be ported to any game one desires.
Pick this up, and at least look through it.
DISCLAIMER: If you glance through this book, you WILL buy it.
Why are you still reading this? Go to your game store, order it, look at it, etc. Do whatever you have to do to get this product in your playery hands ASAP.
Razuur
I have persused the Kalamar players guide in detail. It is pretty amazing, and will be useful to ANY player in ANY campaign setting. I typed this late at night, so please forgive the typos. I wanted to give you a thorough overview right away.
You have all seen the brief overview of this book in other threads. I hope to give you a more detailed look at some of the highlights. I won't give any specific details. Rather I will basically describe WHAT you get for your 30 bucks.
Firstly - 272 page hardcover with beautiful cover.
Chap 1:
Races - there are overviews and descriptions of Races and it goes into detail for each of the subraces like the DND PHB does for overall races. This is done so that you can use the different sub races as PCs:
Humans - and the five varieties.
Dwarves - Hill, Mountain, and Stone
Elves - High, Wood, Gray, Wild, Dark
Gnomes - Rock, Forest, Deep
Half Elves, Half Hobgoblins
Halflings - lightfoot, golden
Hobgoblins
On top of descriptions for all of the above like the PHB, it has Tables for random: age effects, starting ages, height, weight, and even a handy naming convention chart.
Chap 2:
Rules on the Normal classes + six new ones!
Basiran Dancer - kindof a cool bard/warrior variant that uses magic and weapons intertwined with a mesmerizing dance.
Gladiator, Shaman, Infiltrator, Brigand ( Robin hood ), and spell singers ( magic users that cast spells through songs ).
Chap: 3
Prestige classes - everything from merchants to bounty hunters, to slavers, to golem masters to muses to warlords and more. Lots of nice variety.
Chap 4:
Skills: New uses for existing skills (some very innovative). And as a very cool touch a ton of new craft and profession skills that cover a wide variety of realistic "professional abilities". Very nice for creating realistic PCs or NPCs. So no new useless skills... Only setting and realism enhanced skills for thoose that want to make unique characters.
Also a new language system that I REALLY like.
Chap 5: Feats
FEATS: My god, the feats. Almost a hundred of them. Not redundant useless ones but really useful ones that can really expand the game.
Chap 6: Religion
GODS: and overview of the Telene gods and their churches, PLUS conversions of Greyhawk and FR gods to their Kalamar equivalents. Even if you are not a Kalamar player there are cool ideas to reap for any setting.
Chap 7:
Equipment: Prices, descriptions and DCs for Alchemical mixtures, poisons, herbal mixturesetc. New weapons including several new types of arrows. Slave costs and rules. New armors.
Chap 8:
Fighting schools - suggested feat chins to follow particular schools of thought. Cool idea that is carried out effectively.
Chap 9:
Adventuring: Rules for common plagues and diseases that can make any setting realistic. Rules for Nobles, and Clerical advancement rules withing religious organizations.
Chap 10 & 11:
Magic: New way to channel Divine magic for some other effects, Scalable spell rules, New spells, domains overview (including domains from most WOTC classbooks and the FR Campaign setting).
Chap 12:
Magic items, Minor and Major Artifacts.
Appendices: 50 pages worth.
Super glossary for non Kalamarans...

And the following are gemstones for any player:
A complete list ever feat from Kalamar, the PHB, FR, the WOTC class books, and Oriental adventures (maybe manual of the planes too). This includes source, prereqs, type and description. I am not kidding, the list spans 13 pages of VERY small print very useful for quick lookups.
A more useful PC sheet than the WOTC phb because it has extra blank skill slots.
Finally, the remaining 28 pages is filled with Spell planners for every spell casting class from Assassin to Wizard. We are talking every spell, cast by every class, every level. They are divided up by class. It includes every spells name, type, components, casting time, range, target/effect, duration, saving throw, and where it can be found. These spells, like the feats are pulled from Kalamar, and almost every WOTC classbook, PHB, Magic of Faerun, Lords of Darkness, Return to temple of elemental evil, etc, etc, etc, etc..... Every spell people, with easy quick ref as to what it does, its stats and where to find the details if need be.
Finally, there is an extensive index.
Egads people. This is quite possibly in the runnng for the most useful RPG product I have bought since the WOTC PHB. There is enough to expand any players game in any setting. And the setting stuff included is cool enough to be ported to any game one desires.
Pick this up, and at least look through it.
DISCLAIMER: If you glance through this book, you WILL buy it.
Why are you still reading this? Go to your game store, order it, look at it, etc. Do whatever you have to do to get this product in your playery hands ASAP.
Razuur
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