Kingdoms of Kalamar Player s Guide v.3.5 adaptation
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1 (Adapted by Tilmann Berger, Edited by Brian Jelke and Joe Selby) Kingdoms of Kalamar is a registered trademark of Kenzer & Company. Kingdoms of Kalamar Player s Guide is a trademark of Kenzer & Company. Copyright 2003 Kenzer & Company. Dungeons & Dragons is a registered trademark owned by Wizards of the Coast, Inc., a subsidiary of Hasbro Inc.. This document defines the expected changes needed to update the Kingdoms of Kalamar Player s Guide rulebook to the v.3.5 revision of the Dungeons & Dragons game. Items listed in italics identify previously released errata information which is included here for completeness. Chapter 2: Classes Fighter: Revise the fighter bonus feat list to include the following additional feats: Blind Shot, Comanding Presence, Expert Timing, Eyes of Fury, Fearless, Fearsome Appearance, Final Breath, Finding the Secrets, Guardian, Hammer and Anvil, Immovability, Improved Subdual, Instant Stand, Interruption, Knock Prone, Know Your Enemy, Meditate, Movement Check, Patience, Push, Quick Mount/Dismount, Ram, Rapid Ready, Shield Specialization, Shock Resistant, Smashing Blow, Steadfast, Tough as Nails, Undying or Unerring Strike. Basiran Dancer: - spell list - 3rd level, replace old emotion spell with good hope and crushing despair spells. - Skill list changes: Deft Hands does not apply to Pick Pocket anymore. It s called Sleight of Hand now. Heal becomes a class skill. - Weapon Finesse: Just like the feat (applies to all light weapons and rapier now) - Concealment: There s no half concealment anymore because of the swirling robes. The swirling robes ability now grants concealment (20% miss chance). The dancer can increase the miss chance to 30% by using the total defense combat option. - Skill points/level: (6+int modifier)/level, four times as many at level 1. - Arcane Spell failure: The dancer does not suffer from Arcane Spell Failure if using light armor and no shield. - Bonus feat list: Delete Ambidexterity, but add Improved Two Weapon Fighting, Two Weapon Defense and Greater Two Weapon Fighting as well as Greater Weapon Focus. A dancer has to meet all prerequisites to pick a bonus feat. Expertise is renamed to Combat Expertise. A dancer may not take the Still Spell feat. - Acupressure (Ex) (lvl1): Basiran dancers are trained in the art of finger massage at certain key points in the body to relieve muscle aches and promote healing. A Basiran dancer who uses his Heal skill to apply Long-Term Care for up to six persons may add his Wisdom modifier to the hit points recovered for 8 hours or rest or twice his Wisdom modifier per day of rest. Revision 1 12/03 1
2 Brigand: Table 2-6: The Brigand Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st Improved Bluff 2nd Sneak attack +1d6 3rd Evasion; Eyes of Fury 4th Trap Sense +1 5th Sneak attack +2d6; Uncanny Dodge 6th Fearsome Appearance 7th th +6/ Sneak attack +3d6; Trap Sense +2 9th +6/ Improved Uncanny Dodge 10th +7/ Commanding Presence 11th +8/ Sneak attack +4d6; Bonus feat 12th +9/ Trap Sense +3 13th +9/ Greater Bluff; Bonus feat 14th +10/ Sneak attack +5d6 15th +11/+6/ Bonus feat 16th +12/+7/ Trap Sense +4 17th +12/+7/ Sneak attack +6d6 18th +13/+8/ Superior Bluff 19th +14/+9/ th +15/+10/ Sneak attack +7d6, Trap Sense +5 - Greater Bluff: grants a +2 bonus to Charisma, this applies to all Charisma based skill checks, opposed checks and DCs for the Eyes of Fury feat chain. This bonus stacks with the Gorgeous feat. - Superior Bluff: grants a +4 bonus to Charisma, this applies to all Charisma based skill checks, opposed checks and DCs for the Eyes of Fury feat chain. This bonus stacks with the Gorgeous feat. - Improved Bluff gives a +4 bonus to Bluff. - Bonus feat list: no Ambidexterity anymore. Persuasive, Deceitful, Improved Feint, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Two Weapon Defense and Greater Weapon Focus are added to the bonus feat list. A brigand has to meet all prerequisites to pick a bonus feat. - Survival is now a class skill for the brigand. Change skill points at each additional level to 4+ Int modifer. - Eyes of Fury feat chain: refer to the changed feat descriptions for errata and clarifications. - Starting package errata: Brigandine should be changed to Chain Shirt or Studded Leather Armor. Gladiator: - Improved Feint is now a PHB feat: At 6 th level, a gladiator gains Improved Feint as bonus feat. He or she need not have any of the prerequisites normally Revision 1 12/03 2
3 required for this feat. Infiltrator: - Uncanny Dodge: no change. The infiltrator gains Improved Uncanny Dodge at level 9. Trap Sense is gained +1 for every 5 levels (+1 at level 5, +2 at level 10 ) - Skills: Read Lips is included in Spot, Wilderness Lore is called Survival, Pick Pockets is called Sleight of Hand. Add Knowledge (races) and Tumble as class skills. - Skill points/level: (6+int modifier)/level, four times as many at level 1. - Fast Movement clarification: The bonus to the infiltrators base speed stacks with every other bonus. - Trackless Step: the infiltrator may leave tracks if he wishes to. - 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. Shaman: - Spontaneous casting of Summon Nature's Ally spells instead of any prepared non-domain spell. - Trackless Step: the shaman may leave tracks if he wishes to. - Wildshape works like the polymorph spell, but only into the animal type of the shaman's totem. Furthermore, it lasts until dispelled or the Shaman decides to revert to his normal form. If the Shaman s totem is a large or tiny animal, he or she may change into an animal with the correct size. For animals with a range of sizes available, the Shaman may choose a size within the range available. The assumed form can not have more hit dice than the Shaman s caster level though for creatures with high hit dice such as a polar bear, the shaman (with the appropriate totem) can still make the transformation, but will only have as many hit dice as his caster level. - Improve Cover feat: See changed feat description. - A Thousand Faces: This ability is only usable in the shaman's normal form. Errata: Table 2-9 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. The Shaman may choose one of the four domains from the Deity Domains Table 2-1 on page 32. The Shaman does not receive the granted power of the domain but may cast the additional spell granted per day, the same as a cleric. The Shaman ability Wild Shape should be renamed Totem Form, as it differs slightly from the druid ability. Totem Form 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. Some of the Shaman's totems are not specifically given statistics in the Monster Manual. Revision 1 12/03 3
4 The Buffalo should have the Bison's statistics. For the bobcat (lynx), deer, fox, hare and panther (puma) see Dangerous Denizens: the Monsters of Tellene. Spellsinger: - A spellsinger s spellcasting ability can not be countered by a bard s countersong special ability. A spellsinger may not take the Silent Spell feat. p.49 - The spellslinger's spells known and spells per day tables are intentional. Spellsinger's get the wizard's spells per day but the sorcerer's spells known. In the case that a Spellsinger could cast a spell of a level in which she knows no spells, she can use that slot to cast a spell of a lower level, per the rules. A spellsinger may replace his or her spells known upon reaching 4 th level just as a sorcerer does. 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 Monks: (Include the following information on Monks) The continent of Tellene is dotted with monasteries, each one home to an order of monks. These secluded organizations are often devoted to intrinsic truth and physical perfection, and their lives are simple by design, usually emphasizing the spiritual benefits of arduous work and introspection. The monks of these monasteries are revered both for their strength in combat and their insightful wisdom, and though they may be remote or isolated, they have had an important role in the growth of the continent. Each monastery on Tellene is part of a monastic order. Most orders have only one monastery, and there are thousands of these throughout the known world. However, some orders have been able to expand their influence beyond their initial site, and have founded many monasteries to teach their doctrine. These large orders have become social and political forces in their regions, and they are often forced into the local political scene. This conflicts with their monastic ideals, and many a monastery has been destroyed by an insulted baron. The orders also have an unofficial political arena amongst themselves, with each believing its own teachings to be correct. And while most orders respect the right of others to seek their own truth, they also seek to establish the superiority of their belief by defeating other monks in unarmed combat or cultural and intellectual battles. The following sections detail some of the largest monasteries of Tellene. It includes the order s fundamental beliefs, a general alignment breakdown for the monks in the order, and feats taught. Note that a PC from one of these orders must still pay for any feats taken; these lists are merely designed as roleplaying guidelines. Brotherhood of Harmony Revision 1 12/03 4
5 The beginnings of the Brotherhood of Harmony lie in the basic tenets of the Founder. The first Grand Master of the Brotherhood, Sebito Talan, laid down its principals in 301 I.R. These monks believe that any group is greater than the sum of its individuals. They further believe that any goal worth achieving is beyond the capability of any individual, and that only a concerted effort can effect any significant change. The Brotherhood's simple dogma leads to some profound conclusions. First, the monks of the order tend to become leaders, or at least organizers for other leaders. Their need for organization demands large groups with clear goals and benchmarks for measuring their success. Secondly, they tend to attack problems on a large scale. A member of the Brotherhood, if involved in attacking an enemy nation, would combine military engagements with magical attacks, trade embargoes, counterfeiting to destroy a nation's economy, political sanctions to destroy relations with other nations, and any other crippling plans he could imagine. They believe in solving problems with overwhelming intensity. Lastly, the emphasis on strong groups leads them into direct conflict with the Blackfoot Society, which seeks the overthrow of Tellene's monarchies. While the concept of the Blackfoot Society's envisioned government appeals to many Brothers of Harmony, their destructive energies and simultaneous lack of constructive effort make them a threat rather than an ally. Brothers of Harmony attempt to both undermine the Society's political influence and dissolve their groups by intimidation or show of force. The Brotherhood of Harmony includes an alliance of monasteries in Kalamar, Basir, Pekal, Pel Brolenon, Eldor, Mendarn and Malavla (the westernmost Eldoran colony). The temples include modest buildings for the monks, a thin exterior wall for privacy, and expansive training grounds. They also feature small but wealthy libraries of books on theological and philosophical subjects. Their martial arts reflect the complexity and vast scope of their thinking. Fighting for the monks involves careful planning, coordination of attacks, and timing. The advanced Brother of Harmony is capable of crushing any foe if able to implement proper planning and preparation. Brothers of Harmony are generally neutral in alignment. Sixty percent are lawful neutral, twentyfive percent are lawful good, and the remaining fifteen percent are lawful evil. In addition to normal monk abilities, the monastery teaches them the feats Endurance, Expert Timing, Improved Initiative, Interruption, Iron Will, Fearless, Hammer and Anvil, Know Your Enemy and Patience. The Gifted Originally members of the Temple of Three Strengths, this order was created by Nuurxia, a former cleric of that faith. Nuurxia, known for his specific and exacting analysis of the Trinity, issued a decree (In Search of True Faith, 471 I.R.) in which he interpreted the temple's search for spiritual strength to mean psionic strength, equating the ki powers of the monk with psionic abilities. The argument was sound enough that several hundred clerical and monastic fellows of the temple followed Nuurxia when he was excommunicated for heresy. Nuurxia led the Gifted until his death in 499 I.R.. His followers established at least a dozen temples throughout the young kingdoms and northern Kalamar. While two of these monasteries have been abandoned, the Brotherhood still operates monasteries of various sizes in the Reanaaria Bay region, across eastern Svimohzia and in Tarisato, with the order's leader residing at the original monastery just north of Geanavue. The Gifted need not be clerics before they become monks. In fact, the Brotherhood has shown an excellent history of recruiting from among locals in their communities and is arguably the largest and most diverse monastic organization. They have a large contingent of gnome and halfling followers. The Gifted show their talent by advancing as psions or psychic warriors after achieving a comfortable level as a monk. As psions, they advance as egoists, using psychometabolism to increase their physical capabilities or as seers, in search of greater knowledge and wisdom. In either class, they retain a monk's attitude and pursuit of self-perfection. The Disciples of Avrynner have approached individual members of the Gifted with offers of consolidation (by which they meant incorporating the Gifted into the older group), but the Gifted have refused. They see psionic power as a means to the greater end of enlightenment and spiritual awakening. The Disciples view their power differently, as a force beyond true control, one that they seek to study for its own sake. The monasteries of the Gifted are tall, elaborate structures that utilize the most advanced architecture possible. The odd-shaped rooms and buildings are said to harness the collective psychic Revision 1 12/03 5
6 energies of the region. The monasteries use unusual materials such as glass, crystal or steel, to enhance the effect (and the eerie image associated with the monasteries). When they engage in combat, the Gifted seek to utilize their special abilities whenever possible. They constantly strive for insight into the supernatural elements of their skills. If they have time, they improve their martial skills with psionic enhancements. They are not as concerned with winning as they are with learning, so they accept defeat as long as the fight proves insightful. The Gifted are almost entirely neutral in alignment with respect to good and evil, no doubt the influence of their founding by a cleric of the Powermaster. Eighty-five percent of the Gifted are lawful neutral, ten percent are lawful good and only five percent are lawful evil. Seekers of Solitude The Seekers of Solitude are among the oldest documented monasteries, having been around since before Miznoh conquered the island of Svimohzia (and handing Miznoh his first tactical defeat during his wars of conquest). Belonging to a single monastery in southern Ohzvinmish, they are famous throughout Svimohzia for their amazing feats of spiritual and physical prowess. The Seekers believe that perfection is possible only by understanding one's own strengths and weaknesses, by maximizing one's strengths and buttressing one's weaknesses, and by manipulating one's strengths and weaknesses to utilize the former while concealing the latter. Teaching within the monastery is by study and insight. Consultation of superiors is discouraged and personal experience is paramount. Due to the emphasis on personal power, Seekers are independent, loosely organized, and aloof. Individuals tend to be distrustful of the motivations of non-seekers, but in general they are kind and considerate. Seekers are equally comfortable associating with beggars or royalty because they are outside of the normal social strata. The Seekers of Solitude are folk heroes in Ozhvinmishii lore. In stories and plays, they help lost travelers, always arriving to save the day at the last moment. Usually portrayed as arrogant and sarcastic, the artistic view has colored the perception of many native Svimohz. In comb at, Seekers use their superior speed, available terrain, and martial techniques to separate their enemies, comfortable that they can defeat any other single individual in combat. They may acquire the feats Expert Timing, Combat Expertise, Fast Healer, Interruption, Knock Prone, Power Attack, Lone Wolf, Meditate, Mind Like Water, Patience, Push, Skeptic, Sprint, Undying, Unerring Strike or Weapon Focus (unarmed combat). Seekers believe it is their role to help others, so the majority of Seekers are good in alignment. About sixty-five percent of all Seekers are lawful good, another twenty-five percent are lawful neutral, and only ten percent are lawful evil. The Bellfounders One of the most politically active orders is the Bellfounders. Officially the Halls of Martial Prowess, these monks are commonly known as the Bellfounders because their temples are among the leading producers of large bells. Regardless of their name, this order boasts a deadly combination of strength and wisdom, and it is this that makes them one of the most feared and respected monastic orders. The Bellfounders are particularly focused on physical perfection, especially combat, but it is their wisdom that attracts people seeking advice. These people inevitably include military leaders who wish to learn about their enemies, to learn secrets that will help them in battle, or to otherwise ask for help. Somebody is always spying on the temples to see what visitors go in, how long they stay, and where they go when they leave. Despite the demands that society often places on the leaders, the individual monks of the Halls of Martial Prowess remain insular, debating among themselves traditional wisdom. They take nothing for granted and question everything. Through their training, they begin to trust first in their reason, then in their senses, but accept anything at face value. A common puzzle given to an apprentice is to take him into the wild and spot a lion or a wyvern. "What is that?" asks the master. If the apprentice claims that it's a lion, he is left to face the beast on his own. If he equivocates on his answer, saying "It looks like a lion," or indicates that he doesn't know, then the master will help him avoid or fight the monster. Their reluctance to accept what is obvious to others makes conversation frustrating sometimes, but the Bellfounders claim that their lack of acceptance of the false leads to keen sight of the truth. Regarding their martial training, the Bellfounders believe that excellence with the monk's special weapons will lead them to their perfect self. They prefer to use weapons over their empty-hand attacks, especially kama, nunchaku and quarterstaff. They always use a weapon in combat, unless they are in great danger and their unarmed skills could keep them alive. Revision 1 12/03 6
7 The typical monastery is a large walled temple compound, usually situated in the hills outlying a major settlement. The Bellfounders recruit from all the humans and demi-humans that live in the area, and are known as one of the most diverse orders. The bellfounders have at least one monastery in every major country, and often situate themselves outside of, but in close proximity to major cities. Though they often have a large impact on the local political scene, the monasteries try to minimize their social or economic impact on the surrounding area. The Bellfounders are not keen on social service. A Bellfounder's skills develop around armed fighting. Monks of this order also prefer to use a variety of weapons, usually keeping the same weapon no more than a year or two before exploring another one. Monks who train at the Halls of Martial Prowess usually adopt the following feats: Combat Reflexes, Combat Expertise, Improved Critical, Improved Two-Weapon Fighting, Instant Stand, Iron Touch of Kruk- Ma-Kali, Power Attack, Toughness, Tough as Nails, Two-Weapon Fighting, Unerring Strike, or Weapon Finesse. The Bellfounders tend more towards the evil end of the alignment spectrum. About forty percent are lawful neutral, forty percent are lawful evil and about twenty percent lawful good. The Celibate Order of Fortune While they technically call themselves Disciples of Virtue, most people just call them the Eunuchs. True to their name, applicants must undergo emasculation upon acceptance into the order. No females are allowed to join. The neutering represents total devotion to the order's dogma and pursuit of perfection. Sages acknowledge that there might be some truth to the assertion; certainly the Eunuchs claim a high number of perfect selves in relation to the total number of monks. Training at the monastery involves deep meditation and intense physical conditioning. The masters are ardent supporters of the benefits of running, and many eunuchs earn a few silver pieces by serving as messengers. Being near mountains provides excellent training opportunities to develop leg muscles and to practice the monk's slow fall ability at the same time. While the Eunuchs don't intentionally become involved in political or military matters, their service as messengers often leads to their employment by armies or by mercenary companies. Only a careful set of rules and guidelines keeps the Eunuchs from becoming involved in worldly matters during times of war or rebellion. Thus, they keep from becoming enemies of any major states or organizations. Their sole universal enemy is the House of Vice. The Vicelords despise being unable to tempt the Eunuchs with their sensual enticements. The typical monastery of the Disciples of Virtue is a stone complex on a steep mountainside. Deep tunnels lead to underground places of quiet meditation, where the monks usually find their way by feel. They teach that the passage through the dark is symbolic of abandoning the material world and searching for internal truth. The complex is usually built adjacent to impassable terrain features, except for a narrow path approaching the monastery. The Disciples of Virtue claim monasteries near P'Bapar, Dijishy, Rynoshok, Bet Regor and Bet Dodera. "Impure" orders (those that don't believe in enforced celibacy) are known to operate near Eb'Sarido, Falikido and Thygasha. Eunuchs believe in speed. They believe that the fighter who swings the most often hits the most often. The fighter that hits most often is most likely to land a killing blow. Vigorous attacks also force the enemy into a defensive mindset, from which he cannot achieve victory. Much of their training time involves combinations of techniques that bring the body's weapons to bear in sequences. Mobility is also a fundamental element of their fighting. Eunuchs often charge an enemy from a great distance, and then retreat to avoid reprisal. If they are high enough level, eunuchs use wholeness of body to heal before returning to the fray. Feats they are likely to learn include Combat Reflexes, Dodge, Endurance, Improved Initiative, Improved Two-Weapon Fighting, Instant Stand, Light-Footed, Mobility, Run, Spell Dodge, Spring Attack, Sprint and Two Weapon Fighting. Disciples of Virtue are 60% lawful good and almost 40% lawful neutral. Only a handful of them are evil, and are so to pursue other philosophical goals. Smaller Orders Some hundred or more minor monasteries are hidden across the obscure valleys, secluded dales and craggy mountaintops of Tellene. They are less important because of the number of their followers, the unclear focus of their philosophies or their lack of impact on the societies around them. This does not mean they are insignificant, however. Even the most innocuous old man could prove to be a considerable foe if he is a monk, and monks of all orders choose the life of the adventurer. Guardians of Death: These monks claim to know secret "killing blows" and have the power to heal others with their hands. While their martial art is deadly, their power compared to other monks is highly Revision 1 12/03 7
8 debatable. They train in a relatively wealthy monastery on Bosinela Island (just east of Sobeteta at the mouth of the Ridara ). While they claim their philosophy is good, most Guardians of Death appear to be evil. Timekeepers: The Timekeepers share certain philosophies with clerics of the Riftmaster, and they are known primarily for their knowledge and use of arcane magic. They believe that they can find a short cut to enlightenment through divination magic and often abandon advancement in the monk class for progression as a wizard. Monks capable of casting true strike, bull's strength and haste are impressive, but no Timekeeper has yet claimed enlightenment. The Timekeepers pursue their goals in a group of modern buildings in a small settlement south of Zoa along the coast of the Sea of the Dead. Experienced Timekeepers are usually neutral or chaotic former monks. Revision 1 12/03 8
Kingdoms of Kalamar Player s Guide v.3.5 adaptation
(Adapted by Tilmann Berger, Edited by Brian Jelke and Joe Selby) Kingdoms of Kalamar is a registered trademark of Kenzer & Company. Kingdoms of Kalamar Player s Guide is a trademark of Kenzer & Company.
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