New D&D Player's Guide info!

Mark Plemmons

Explorer
Hi everyone!

First of all, let me say I hope it isn't inappropriate for me to post this here. I don't want to be seen as "trolling" - I just thought it would be cool to give you an update on the new D&D Player's Guide for the Kingdoms of Kalamar campaign setting. (I'll post this over in the general board as well.)

The book will be 272 pages, hardcover, and packed full of new D&D info (those "crunchy bits" everyone likes)!

I've pulled out just a few things to tell you about:

* six new variant classes
* eleven new prestige classes
* sixteen subraces (not including the six human races or new hobgoblins)
* almost a hundred new feats
* new weapons
* new armors
* new equipment
* new combat options
* new skills and new uses for existing skills
* new clerical domains
* a very cool Kalamar player character record sheet
* dozens of new spells
* a new class of spells: scalable spells
* new magic items
* channeling positive and negative energy
* information on traveling the roads and catching diseases
* learn how to advance through ten temple ranks
* multiple spell planners for spellcasters
* place of origin tables
* variant language skill system (optional)
* fighting schools and career paths
* over forty religious canons (with special bonuses)

Whew.... Now my typing fingers are tired and I haven't even finished. Oh well, guess I should save something for the book, huh? :) And by the way, the price is only $29.99! And I know a lot of you have seen how much info we can pack in a book! :)

Mark Plemmons
Kenzer & Company

Remember... every player needs an edge.
 

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"How much is Kalamar specific?"

Let me break down the list for you (answers in >>arrows<<):

* six new variant classes >>useable in any D&D game<<
* eleven new prestige classes >>useable in any D&D game<<
* sixteen subraces (not including the six human races or new hobgoblins) >>useable in any D&D game<<
* almost a hundred new feats >>useable in any D&D game<<
* new weapons >>useable in any D&D game<<
* new armors >>useable in any D&D game<<
* new equipment >>useable in any D&D game<<
* new combat options >>useable in any D&D game<<
* new skills and new uses for existing skills >>useable in any D&D game<<
* new clerical domains >>these are specific to Kalamar gods, but can be useable in any D&D game, especially FR and GH because we've include deity conversions for those 2 D&D settings<<
* a very cool Kalamar player character record sheet >>useable in any D&D game<<
* dozens of new spells >>useable in any D&D game<<
* a new class of spells: scalable spells >>useable in any D&D game<<
* new magic items >>useable in any D&D game, though the histories are set in Kalamar<<
* channeling positive and negative energy >>useable in any D&D game<<
* information on traveling the roads and catching diseases >>useable in any D&D game, though the road descriptions are tied to certain areas of Kalamar...but this is easily portable generic material<<
* learn how to advance through ten temple ranks >>useable in any D&D game<<
* multiple spell planners for spellcasters >>useable in any D&D game<<
* place of origin tables >>Kalamar specific<<
* variant language skill system (optional) >>useable in any D&D game<<
* fighting schools and career paths >>Kalamar specific, but descriptions can easily be ported to any game<<
* over forty religious canons (with special bonuses) >>these are specific to Kalamar gods, but can be useable in any D&D game, especially FR and GH because we've include deity conversions for those 2 D&D settings<<

Hope that helps.
 


THis books sounds very good. I've yet to actually get once of your products, but it lloks like that is going to change when this is published. Did you purposely try to make the information usible by people who don't play in the Kalamar world? Was there much difficulty in doing this?
 

How many of the feats are variants of skill focus?

I mean, almost 100 new feats becomes a bit less impressive if 85 of them give +2 in various skills. ;)
 

I am really looking forward to this book. I run a home-brew world, but have all the KoK stuff--even got a free module in the mail. :D Regarding magic, are there any plans to develop a "Magic in Kalamar" book, kinda like in Forgotten Realms or the Sovereign Stone setting? My campaign is also low-magic, and much of the magic is tied to the history and fabric of the world, and since KoK has its own particular "flavor," I thought I'd ask and see.
Thanks and keep up the great work!
 


Hey everyone,

This book was fairly easy to make generic enough to be useable in any campaign while still have enough Kalamar material to make it a Kalamar product. Basically, most of the background, history, and Kalamar specific stuff is in the core campaign setting source book. That book is primarily intended for DMs, and contains lots of adventure hooks, etc.

The player's guide is primarily a guide for players, though it does contain a lot of material for use by DMs as well. Most of the rule information is written in the same manner as the Player's Handbook: generic enough to fit in any campaign, but with a Kalamar specific example or two. The Kalamar specific information is that info that pertains to the Kalamar pantheon and the text which describes how the new rule information fits into Kalamar. So while you will be able to put the new Infiltrator class into any campaign, the description of how the Infiltrator fits into Kalamar just won't be useful. But the class itself is not tied to Kalamar in any way. Even the Basiran Dancer (another new class) which bares the name of a Kalamaran Kingdom (Basir) can be used anywhere else with a simple name change.

I think you will find this book very useful and full of fun information and ideas, even if you don't run a campaign in Kalamar.
 

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