Kalamar Players handbook Overview!

Ah, but if we make the clerics of the Battle Rager a special class or p-class, all those other clerics will have to be one too... :eek:

What kind of "stuff" did you have in mind, Lord Ben? They have quite a lot of description now.

Mark Plemmons
Kenzer and Company
www.kenzerco.com
 

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Ahhhhh, the Kalamar Players Guide. Yea, its $33 after taxes, but GODDAMN its totally worth it.

::cuts and pastes his rant from the new K&C webforum::

Well, I just bought mine 6 hours ago (I sold several Vampire Clanbooks to afford it: theres some sacrafice!), and I am really impressed with it.

Negatives:
Well, this is hard as I really havent spotted anything I dont like. I am actually GLAD theres no monk mentioned, but thats because I am anti-monk.

Some of the PrCs are very powerful, to the point of me wincing when I read them, but thats nothing new. Im used to some PrCs doing that.

The knowledge[militaryXXX] skills could have been thrown into one big knowledge skill. When my local Thursday night group was flipping through it, we all unanimously agreed that this could have been one skill, not 4.

I was hoping the section on humans would have been alot larger, especially considering this is a very humanocentric world compared to most settings.

The Spellsinger is waaaaay too powerful of a class. Thats my only REAL negatice thing. The other ones are so minor they are laughable, but this class is redic! They can wear armor, have no somatic or serious material components, and their spellchart has spells/day as a WIZARD! Any min/max powergamer will take this class instead of a wizard or sorceror if the DM lets him. This class is way too powerful.

Regional feats: man I wish they were broken up by regions like in the FR book (heresy...I said FR!), but I wouldnt have minded that little chart in this book too.

Positives:
What isnt positive about it? For once in a setting the PrCs are absolute flavor for the setting.

The art is fantastic.

The spells and feats are amazing (aside from a few of both being too powerful, but theyre still cool).

The combat and adventuring chapters are wonderfully written and absolutely useful in any game.

Races: this chapter is hardcore man! I needed this one big time. Very nicely done aside from the humans not having enough attention.

The religion chapter, IMHO is where this book is totally invaluable. It really goes into things that people wanted addressed in the corebook, and I have yet to see such detail for any 3e settting when it comes to religion.

Damn, I can go on and on about the merits and strong points of this book. But Im going to stop myself. But I think Ive ranted and raved enough about how amazing this book is...

-=grim=-
 

grrrr!!!! :mad:

i've yet to find a local store that has this book! most of them haven't even heard of it yet! and the only online retailer i'm willing to purchase from is talon, and his website says he doesn't have it yet either!

hey derek! what's the deal!? i want my book! :p
 

i've yet to find a local store that has this book! most of them haven't even heard of it yet!

Man. I can't tell you how much I hate to hear that. We advertised this thing in Dragon, Dungeon, KODT, Game Trade and others. Every major distributor in the country (approx 20) sent solicitation text to their retailers (covering every store).

We've called stores, posted on-line, promoted at GTS and STILL some guys haven't even heard of it.

What's a small manufacturer to do??

:(

Dave
 

Well, the description was different from other clerics and I was hoping for rules changes.

I like the combo-classes like Infiltrator and Brigand. I'd have made one for a Cleric/Barbarian though and make them the Clerics of the Battle Rager.


BAB like a Barbarian, saves like a Cleric, d8 HD, prof in lgt and medium armor, and either martial weapons, or martial axes (I forget which their favored weapon is). I don't have the description handy in the campaign setting but in there it says the different stages of being a Cleric. No turning undead, normal spell progression, and maybe only one domain? Throw that together and playtest it and edit where you need.

Granted, I could (and might) just do it myself, but I want something official! A bbn1/ClrX would be pretty much the same, except the BAB, and maybe the combo class would have more rages and no 10ft movement.

The description of them is far removed from any other cleric description that it's a shame that they use the same mechanics.
 

Lord Ben said:
Well, the description was different from other clerics and I was hoping for rules changes.

I like the combo-classes like Infiltrator and Brigand. I'd have made one for a Cleric/Barbarian though and make them the Clerics of the Battle Rager.

When we make the book of the gods (some time next year) it will have plenty of more specifics on the various religious orders and priesthoods.

Someone posted that they loved the cleric section the best in the PG because it had everything they could imagine. My first thought was that when I was working on it that there wasn't room to cram all the stuff we needed to into there! So, there's plenty more on the religions coming.
 

Hard8Staff said:
What's a small manufacturer to do??

i feel for ya, man. i really do want your book! if i STILL can't find it anywhere this weekend, i'll go ahead and order it directly from your website. it'll mean not supporting my local FLGS, but at least you'll get a sale and i'll get my book! :p
 

Hard8Staff said:
(snip)
Someone posted that they loved the cleric section the best in the PG because it had everything they could imagine. (snip)

The cleric section really is excellent. I love the new "channel positive/negative energy" feat and the way the effect is based on the deity that the cleric worships. While I like the domain system, this added bit of tailoring a cleric's powers to reflect his/her patron really helps to define the character.

It seems that you guys should have written Defenders of the Faith instead....

Cheers
NPP
 

Kaptain Kantrip, that perennial naysayer to the KoK setting, delivers his considered opinion on the new KoK Player's Guide:

"I bought KoK Player's Guide and was impressed not only with the production values and content, but its portability to non-KoK settings. I still have no interest in running a KoK campaign, but I will happily and gratefully be using elements (feats, spells, classes/PrCs, etc.) from KoK Player's Guide in my homebrew world. This book is really well done. It even has rules on buying slaves! :)

"A staggering amount of the book can be taken and ported out to any setting (most without any tweaking whatsoever and others with a bare minimum of tweaking, such as saying anyone can use a feat, not just hobgoblins). This is more than enough to justify the $30 price tag. I hope Kenzer will follow this up with more products that can easily be ported to other settings."

See? Mikey doesn't hate everything. :D
 


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