Kingdoms of Kalamar: Player's Handbook

How would you rate Kingdoms of Kalamar: Player's Handbook

  • 1 (don't waste your time)

    Votes: 1 1.9%
  • 2

    Votes: 1 1.9%
  • 3

    Votes: 2 3.8%
  • 4

    Votes: 2 3.8%
  • 5 (its about your average product)

    Votes: 4 7.5%
  • 6

    Votes: 8 15.1%
  • 7

    Votes: 7 13.2%
  • 8

    Votes: 15 28.3%
  • 9

    Votes: 8 15.1%
  • 10 (awsome, a definate buy!)

    Votes: 5 9.4%

  • Poll closed .

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I was torn between 8 and 9, but went with the 9. If you play in Kalamar it is a fantastic buy. If you do not play in Kalamar it is still a very solid product with some interesting classes and some terrific ideas on religion. The religion sections alone make it worthwhile IMO.
 

The most important piece of info is are you playing in Kalamar? The book is above average still if you aren't. It has some good alt classes and prestige classes. THe spells are not that great, but rarely are new spells. The new feats are interesting and seem pretty balanced.
 

Some decent stuff, some stuff I don't care for. "Variant classes" left me cold. Divine right of nobility? Cool.
 

Naw, we aint doin' Kalamar, but I'm mainly gonna get it for the new classes, feats, and spells. And possibly some skills or new uses for old ones if they got em.
 

Psion said:
"Variant classes" left me cold.

I felt the same way on my first read. When I went back and reread the Balsarian Dancer and the Infiltrator however, they sorta grew on me.

The skill section is a very well done part of the book. The war related skills made me want to role-play a military type fighter.
 

The skill section is a very well done part of the book. The war related skills made me want to role-play a military type fighter.

Ok great, thats basicly what I was hoping for. What about the feats, do they expand on Mounted Combat any? Or possibly some special attacks like Whirlwind?
 

SouthernPride said:


Ok great, thats basicly what I was hoping for. What about the feats, do they expand on Mounted Combat any? Or possibly some special attacks like Whirlwind?

They moved away a little from combat feats. There are a few to many +2 to two sill feats for my taste. Irresistable spell is something you need to either limit or get rid of. It's a meta magic feat that gets rid of saces for +4 spell level. But for the most part they feats are interesting and should help any character.
 


SouthernPride said:
Croth, have you bought or seen the Quenisential Fighter (I know my spellin' sux) would it be worth my time?

I have the book. Basically, here's a fast rundown on the contents.

Character Concepts: These are archtypes for fighters. They give a small bonus and small penalty, but do give characters directions. Some of the penalties are meaningless and not balanced with the bonus (Fop's get either weapon focus or weapon finess rapier, but only get Light armor. They are a finesse fighter so wouldn't wear anything other then light anyway.)

Prestige classes: They aren't bad. Nothing in here I found unbalancing, but nothing is greatly that interesting either. All of them are five levels so they are easy to use. Most are pretty routine Master bowman is a good bow prestige class and should reank up there with the Deepwood sniper. The writing just seems a little flat to me.

Tricks of the trade: It first talks about weapons and armor. Not a bad read, but nothing new here. It then has optional called shot rules. I don't like them, but I'm not a fan of called shots. Basically, they are like feats in that you have to have requirements to make a certain type of called shot. Then there are dualing and jousting rules. I like these and have used them to descent success.

Feats: We all love feats, that's why we play fighters. Now, some people have problems with one feat that give 2HF twice strength bonus instead of 1.5 but you can't use improved iniative that round. Personally, I'd allow it and many of the others.

New Equipment: New weapons and armor. Some, like the Flamberge (2d6 damage, crit 18-20) might be too strong for one's game. It also has blackpowdered weapons which I haven't read becasue I have no interest in that in my game.

Fighting Styles: Easily the most controversial section of the book. Basically you get abilities of a style as you gain the requirements, spend gold, and train for a certain amount of time. Each style has five teirs and you need a wisdom bonus equal to the tier to learn it. So, unless you have a 20+ wisdom, you aren't going to master the style. Some feel this is something for nothing. I don't.

Last is info on Archery contests, mass combat, and strongholds. Average stuff.
 

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