6
Kingdoms of Kalamar Player’s Guide p. 3 - On Table 1-1, the Half-Hobgoblin (Kargi) racial adjustments should be +2 Constitution and -2 Intelligence. The Half-Hobgoblin (Krangi or other) racial adjustments should be +2 Dexterity, -2 Wisdom and -2 Charisma. p. 11 - Mountain Dwarves have the following abilities in addition to those listed in the text. Stonecunning. +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell like effects. +1 racial bonus to attack rolls against orcs and goblinoids. +4 dodge bonus to AC against giants. p. 14 - Wood Elves have the following abilities in addition to those listed in the text: Low-light Vision. p. 15 - Wild Elves have the following abilities in addition to those listed in the text: Low-light Vision. Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. Proficient with either longsword or rapier; proficient with shortbow, longbow, composite shortbow and composite longbow. p. 16 - Gray Elves have the following abilities in addition to those listed in the text: Low-light vision. Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. Proficient with either longsword or rapier; proficient with shortbow, longbow, composite shortbow and composite longbow. p. 17 - Dark Elves have the following abilities in addition to those listed in the text: Darkvision to 120 ft. This replaces the Darkvision to 60 ft. listed in the text. Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. +2 racial bonus to Will saves against spells and spell-like effects. p. 21 - Deep Gnomes have the following abilities in addition to those listed in the text: Darkvision to 120 ft.

Kingdoms of Kalamar Player’s Guide - Kenzer & Company · Kingdoms of Kalamar Player’s Guide p. 3 ... Player’s Handbook and Sword and Fist, ... Iron Touch of Kruk-Ma-Kali

Embed Size (px)

Citation preview

Page 1: Kingdoms of Kalamar Player’s Guide - Kenzer & Company · Kingdoms of Kalamar Player’s Guide p. 3 ... Player’s Handbook and Sword and Fist, ... Iron Touch of Kruk-Ma-Kali

Kingdoms of Kalamar Player’s Guidep. 3 - On Table 1-1, the Half-Hobgoblin (Kargi) racial adjustments should be +2 Constitution and -2 Intelligence. The Half-Hobgoblin (Krangi or other) racial adjustments should be +2 Dexterity, -2 Wisdom and -2 Charisma.

p. 11 - Mountain Dwarves have the following abilities in addition to those listed in the text.

• Stonecunning. • +2 racial bonus on saving throws against poison. • +2 racial bonus on saving throws against spells and spell like effects. • +1 racial bonus to attack rolls against orcs and goblinoids. • +4 dodge bonus to AC against giants.

p. 14 - Wood Elves have the following abilities in addition to those listed in the text:

• Low-light Vision.

p. 15 - Wild Elves have the following abilities in addition to those listed in the text:

• Low-light Vision. • Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against

enchantment spells or effects. • Proficient with either longsword or rapier; proficient with shortbow, longbow, composite

shortbow and composite longbow.

p. 16 - Gray Elves have the following abilities in addition to those listed in the text:

• Low-light vision. • Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against

enchantment spells or effects. • Proficient with either longsword or rapier; proficient with shortbow, longbow, composite

shortbow and composite longbow.

p. 17 - Dark Elves have the following abilities in addition to those listed in the text:

• Darkvision to 120 ft. This replaces the Darkvision to 60 ft. listed in the text. • Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against

enchantment spells or effects. • +2 racial bonus to Will saves against spells and spell-like effects.

p. 21 - Deep Gnomes have the following abilities in addition to those listed in the text:

• Darkvision to 120 ft.

Page 2: Kingdoms of Kalamar Player’s Guide - Kenzer & Company · Kingdoms of Kalamar Player’s Guide p. 3 ... Player’s Handbook and Sword and Fist, ... Iron Touch of Kruk-Ma-Kali

• +1 racial bonus to attack rolls against dark elves, troglodytes, mind flayers, and grimlocks. • Stonecunning. • Ability to cast 0-level spells, as the rock gnome ability.

p. 28 - Hobgoblins have Darkvision to 60 ft.

p. 30 - The brigand, infiltrator and spellsinger should be in the same column as the barbarian, rogue and sorcerer on Table 1-3. The basiran dancer and gladiator should be in the same column as the bard, fighter, paladin and ranger on Table 1-3. The shaman is in the same column as the cleric, druid, monk, and wizard on Table 1-3.

p. 30 – The place of origin tables apply to all subraces. The DM may allow a character to choose their place of origin or choose which table they would like to roll on.

p. 33 - The list of bonus fighter feats should include all the feats from the Dungeons & Dragons™ Player’s Handbook and Sword and Fist, in addition to the following feats from the Kalamar Player’s Guide: Blind Shot, Commanding Presence, Expert Timing, Eyes of Fury, Fearsome Appearance, Final Breath, Finding the Secrets, Guardian, Hammer and Anvil, Improved Subdual, Knock Prone, Movement Check, Patience, Push, Quick Dismount, Ram, Rapid Ready, Shield Specialization, Shock Resistant, Smashing Blow, Tough as Nails, Undying, Unerring Strike.

p. 34 – The psychic warrior’s bonus feat list should be the same as the fighter’s list.

p. 34 – The variant classes do not count as a favored class for any race unless specifically stated.

p. 35 - Table 2-2 lists the incorrect Base Attack Bonus for the Brigand. It should follow the progression on pg. 39 in Table 2-6: The Brigand.

p. 35 - The starting gold for the variant classes in the Kalamar Player’s Guide is as follows:

• Basiran Dancer = 4d4 x 10 gp • Brigand = 6d4 x 10 gp • Gladiator = 4d4 x 10 gp • Infiltrator = 5d4 x 10 gp • Shaman = 2d4 x 10 gp • Spellsinger = 3d4 x 10 gp

p. 37 - The second level class ability of the Basiran Dancer, Weapon Finesse, functions exactly like the feat. It applies to all light weapons and the rapier, just like the feat.

p. 40 - The Brigand's Improved Bluff class feature grants 4 bonus ranks, not 4 ranks.

p. 44 - The Infiltrator cannot use the Search skill to find traps with DCs greater than 20, nor can he use the Disable Device skill to disable magical traps.

p. 47 - Table 2-9: The Shaman has the wrong Base Attack Bonus for the Shaman. It should follow the same progression as the druid, as indicated on Table 2-2 on pg. 35. It should be:

1 +02 +13 +24 +35 +36 +47 +58 +6/+1

Page 3: Kingdoms of Kalamar Player’s Guide - Kenzer & Company · Kingdoms of Kalamar Player’s Guide p. 3 ... Player’s Handbook and Sword and Fist, ... Iron Touch of Kruk-Ma-Kali

9 +6/+110 +7/+211 +8/+312 +9/+413 +9/+414 +10/+515 +11/+6/+116 +12/+7/+217 +12/+7/+218 +13/+8/+319 +14/+9/+420 +15/+10/+5

p. 48 - The Shaman ability Wild Shape should be renamed Totem Shape, as it differs slightly from the druid ability. Totem shape functions as described in the Shaman section. When choosing an animal, you get the version appropriate to your home terrain. Dire animals are never appropriate. For example, if your Totem is the Bear, you could choose from the Brown Bear, the Black Bear and the Polar Bear, depending upon your native climate.

p. 50 - The following are the details for the apprentice level variant classes:

Table 2-22a: Apprentice Level Variant Characters

Class

BaseAttackBonus

FortSave

RefSave

WillSave Special

Spells(0/1)

BasiranDancer +0 +1 +1 +0 -- 1/0

Brigand +0 +0 +1 +0 Improved Bluff -/-

Gladiator +0 +1 +1 +0 Exotic WPCenter of Attention -/-

Infiltrator +0 +0 +1 +0 Fast Movement -/-Shaman +0 +0 +0 +1 -- 2/1Spellsinger +0 +0 +0 +1 -- 2/1

p. 58 – The Order of the Slayer spells are divine and are based off Wisdom. A member of the order must have a Wisdom of 10 + the spell’s level to cast a spell of that level.

p. 61 - The description of the Sentinel Prestige Domain under the Sentinels of Providence prestige class is incorrect. The prestige domain works like all other prestige domains, as described in Defenders of the Faith. In short, if you are a cleric, gaining a prestige domain grants you another domain that functions just like your previous two domains. You can also use the granted power. Your domain spell for each level can come from one of your three domains. If you are a non-cleric divine spellcaster, you gain an additional spell per day for each spell level you can cast. This spell is the prestige domain spell for that level. You can also use the granted power. Arcane spellcasters that gain a prestige domain add all the prestige domain spells to their spellbooks or spells known. They can still only cast spells that they are high enough level to cast. They can also use the granted power.

p. 68 - The following changes should be made to these new skills with regard to the standard PHB

Page 4: Kingdoms of Kalamar Player’s Guide - Kenzer & Company · Kingdoms of Kalamar Player’s Guide p. 3 ... Player’s Handbook and Sword and Fist, ... Iron Touch of Kruk-Ma-Kali

classes:

• Pantomime is a class skill for bards, and a cross-class skill for all others. • Knowledge (Fighting Styles) is a class skill for fighters, warriors and monks and cross-class

skills for all others. • Knowledge (Military Logistics), Knowledge (Military Tactics) and Knowledge (Military

Training) are class skills of the fighter, and are cross-class skills for all others. • Knowledge (Monsters) is a class skill for wizards, bards and rangers, and a cross-class skill for

all others.

p. 76 - The new use for sense motive is a free action, but it can only be used if you have ranks in sense motive and in situations when you would not be denied your Dexterity bonus to AC. This applies to characters that do not have a Dexterity bonus as well.

p. 82 - The prerequisites for the Channel Positive Energy feat should be the ability to turn/rebuke undead, and a level of cleric. The prerequisites for Sense Danger should additionally be a psionic character.

p. 82 - Table 5-1 should list the feat Magical Affinity as available to Rock Gnomes, not Golden Halflings.

p. 83 – The feat Commanding Presence (and the brigand ability of the same name) has a range of the character’s natural reach plus five feet, and a duration of one round.

p. 83 - The Child of the Earth feat grants a luck bonus to saving throws equal to the character's Constitution modifier, not +1.

p. 83 - The duration of Commanding Presence is 1 round.

p. 86 - For the feat Final Breath, this last attack receives all the bonuses you would normally receive on a melee attack with that weapon, and it uses your highest base attack bonus.

p. 86 - The feat Finding the Secrets does allow one to use the sneak attack ability against the chosen creature type. However, you must have the sneak attack ability to do so.

p. 86 – The feat Guardian is activated each turn on the character’s initiative, just like the feat Dodge. It need not be activated if the player chooses otherwise. Use of this feat is discernable by enemies.

p. 88 - The feat Miser with Magic can be used on a number of spell levels per day equal to the ability score modifier appropriate to the type of spells you cast.

p. 88 - For the feat Lone Wolf, you select the bonus when the feat is taken and that bonus does not change.

p. 90 - The DC of the fortitude save should be 10+ the damage dealt.

p. 92 - The feat Unerring Strike applies only to melee attacks. The penalty to damage and bonus to hit apply to the same attack, not different ones.

p. 97 - Monks are not listed on Table 6-4 of the Player's Guide. They favor Lawful gods, and worship the Powermaster and the Old Man most commonly, but can follow any and all gods.

p. 122 – The size categories for the simple and martial weapons on Table 7-5 should all be moved down one size category. Small weapons should be Tiny, Medium weapons should be Small, and Large weapons should be Medium.

p. 122 - The gnomish mace, bear claw, and pony club do not deal subdual damage, but normal damage.

p. 122 - The range increment for the tear knife is 10 ft., and the bill knife cannot be used as a thrown

Page 5: Kingdoms of Kalamar Player’s Guide - Kenzer & Company · Kingdoms of Kalamar Player’s Guide p. 3 ... Player’s Handbook and Sword and Fist, ... Iron Touch of Kruk-Ma-Kali

weapon.

p. 124 - Lamellar Armor should have an Armor Bonus of +5 (not +4) and an Arcane Spell Failure Chance of 30% (not 25%).

p. 124-125 – All fighting schools teach the prerequisites for any feats listed in addition to the listed feats.

p. 128 - The feat progression for the Hobgoblin soldier should be as follows:

• 1st: Iron Touch of Kruk-Ma-Kali • 2nd: Hammer and Anvil • 3rd: Power Attack • 4th: Cleave • 5th: Great Cleave

p. 142 - Targets do get a saving throw against the Channel Positive Energy ability Chaos Reigns.

p. 143 - The Channel Positive Energy power Imprisonment should have a Strength check DC of 10 + the character's Wisdom modifier.

p. 143 - On Table 10-1, the ability Rejection should give a -1 morale penalty to all attack rolls, weapon damage, skill checks and saves.

p. 150 - The granted power for the celerity domain should state that each advantage can be used once per day, for a duration of one minute.

p. 162 - Spells that require a material component or an XP sacrifice do not require them again when copied with a moment ago.

P. 169 - Any item that is submerged beneath the character may be retrieved with the spell disinter, subject to the normal restrictions of the spell. This includes items accidentally dropped over the side of a boat, etc.

p. 170 - The spell Dorama's Battle Ward should have a duration of 2 rounds/level.

p. 175 - The duration of graced by saints should be 1 round/ level, not 1 minute as indicated in the stat block.

p. 177 - The spell inspiration should be a transmutation spell, not an evocation spell.

p. 193 - The following are the special abilities for the weapon of the deity spell:

Deity Weapon

Knight of the Gods +1 mighty cleaving greatswordHoly Mother +1 defending light hammerSpeaker of the Word +1 ghost touch maceThe True +1 keen longswordThe Eternal Lantern +1 flaming maceThe Raiser +1 defending sickleThe Peacemaker +1 spell storing quarterstaffThe Pure One +1 distance netLord of the Silver Linings +1 defending quarterstaffThe Traveler +1 frost quarterstaffThe Guardian +1 defending longswordRaconteur +1 shock clubThe Shimmering One +1 flaming rapier

Page 6: Kingdoms of Kalamar Player’s Guide - Kenzer & Company · Kingdoms of Kalamar Player’s Guide p. 3 ... Player’s Handbook and Sword and Fist, ... Iron Touch of Kruk-Ma-Kali

The Great Huntress +1 returning spearThe Coddler +1 defending halberdThe Founder +1 shock warhammerThe Mule +1 distance crossbowPowermaster +1 frost greatclubThe Old Man +1 mighty cleaving halberdEye Opener +1 spell storing quarterstaffMother of Elements Air: +1 distance bowEarth: +1 shock slingFire: +1 flaming scimitarWater: +1 frost tridentThe Riftmaster +1 flaming daggerThe Bear +1 shock quarterstaffThe Landlord +1 ghost shock dire flailFate Scribe +1 ghost touch quarterstaffBattle Rager +1 mighty cleaving hand axeThe Watcher +1 throwing quarterstaffThe Storm Lord +1 shock warhammerRisk +1 returning daggerThe Laughter +1 defending clubThe Corruptor +1 keen longswordThe Overlord +1 flaming spiked chainThe Dark One +1 keen greataxeThe Flaymaster +1 frost whipHarvester of Souls +1 keen scytheLocust Lord +1 mighty cleaving maceEmperor of Scorn +1 shock clubThe Seller of Souls +1 keen daggerRotlord +1 frost flailThe Confuser of Ways +1 spell storing clubPrince of Terror +1 shock greatswordCreator of Strife +1 frost flailThe Vicelord +1 mighty cleaving heavy pickp. 194 - Magic weapons and armor do get a saving throw against woodiron.

p. 199 - The ring of weapon mastery does grant the feat Weapon Finesse. The examples used are incorrect.

p. 234 – The language section of the character sheet is incorrect for humans. Humans start with one language free, usually their national tongue, plus any additional languages due to a high Intelligence. Demi-humans start with two free languages, their racial language and Merchant's Tongue, plus any additional languages due to high Intelligence.

p. 240 - The spell Icy Hands is listed as level 1 in the spell planner, when it is actually level 2.

contents copyright 2006 Kenzer & Company. All rights reserved.