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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. © 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 1: Races

p. 3: Errata: 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.

Hill Dwarves:
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when
wearing medium or heavy armor or when carrying a medium or heavy load (unlike other
creatures, whose speed is reduced in such situations).
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as
martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or
tripped when standing on the ground (but not when climbing, flying, riding, or otherwise
not standing firmly on the ground).

Mountain Dwarves:
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when
wearing medium or heavy armor or when carrying a medium or heavy load (unlike other
creatures, whose speed is reduced in such situations).
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as
martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or
tripped when standing on the ground (but not when climbing, flying, riding, or otherwise
not standing firmly on the ground).
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.

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Stone Dwarves:
The Skirmisher ability grants Two Weapon Fighting since Ambidexterity does not exist
anymore.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when
wearing medium or heavy armor or when carrying a medium or heavy load (unlike other
creatures, whose speed is reduced in such situations).
• Stone dwarves don’t get any Weapon Familiarity. Their remote living habits made them
less picky about their weapon choices.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or
tripped when standing on the ground (but not when climbing, flying, riding, or otherwise
not standing firmly on the ground).
• As cavedwellers, Stone Dwarves are hardy and resilient. They gain the Stone Bones feat
(+1 natural AC) for free. Surface dwelling dwarves with the Stone Bones feat probably
had some Stone Dwarf ancestors.
• Stone Dwarves are cave dwellers and need to climb a lot. They gain a racial +2 to climb
checks.

High Elves:
Religion: Lathlani favor worship of the Shimmering One, the Raconteur, the Guardian,
the Riftmaster, the Pure One and the Lord of Silver Linings.
§ Proficient with either longsword, leafblade or rapier; proficient with shortbow,
longbow, composite shortbow and composite longbow.

Wood Elves:
Religion: Wood elves primarily worship the Mother of the Elements but the Bear, the
Shimmering One, the Guardian, the Great Huntress, the Coddler and the Watcher all have
followers among them as well.
Low light vision
§ Proficient with either leafblade or rapier; proficient with shortbow, longbow,
composite shortbow and composite longbow.
Elf, wood +2 Dex, -2 Cha

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, leafblade or rapier; proficient with shortbow,


longbow, composite shortbow and composite longbow.
Elf, wild +2 Dex, -2 Int

Gray Elves:

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Kingdoms of Kalamar® Player’s Guide™ v.3.5 adaptation
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, leafblade or rapier; proficient with shortbow,


longbow, composite shortbow and composite longbow.
Elf, gray +2 Int, -2 Con Favored class: wiz
Elf, gray (variant) +2 Cha, -2 Con Favored class: sor/spl

Shadow Elves:
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.

Rock& Forest Gnomes:


• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons
rather than exotic weapons.
• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by
gnomes. This adjustment stacks with those from similar effects.
• +2 racial bonus on Craft (alchemy) checks.
• Spell-Like Abilities: 1/day— speak with animals (burrowing mammal only, duration 1
minute). A gnome with a Charisma score of at least 10 also has the following spell-like
abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC
10 + gnome’s Cha modifier + spell level.
• Favored Class: Bard for Rock gnomes. A multiclass Rock Gnome’s bard class does not
count when determining whether he takes an experience point penalty.
• Favored Class for Forest Gnomes is changed to druid.

Alchemy is just renamed, Weapon Familiarity and Illusion Mastery is new and the Speak
with animals is included in the spell like ability section instead of the languages.

Deep Gnomes:
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons
rather than exotic weapons.
• As cavedwellers, Deep Gnomes are hardy and resilient. They gain the Stone Bones feat
(+1 natural AC) for free. Surface dwelling gnomes with the Stone Bones feat probably
had some Deep Gnome ancestors.
• Deep Gnomes are cave dwellers and need to climb a lot. They gain a racial +2 to climb
checks.

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Kingdoms of Kalamar® Player’s Guide™ v.3.5 adaptation
Deep Gnomes have the following abilities in addition to those listed in the text:
§ Darkvision to 120 ft.

§ +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.

Half Elves
Racial bonus +2 to Diplomacy and Gather Information.

Halflings
Lightfoot halflings: Racial attack bonus +1 with slings, not only thrown weapons.
Golden halflings: No Innuendo anymore, Bluff and Sense Motive are used instead.
Amberhairs gain a racial +2 bonus to Sense Motive and Bluff checks when sending a
message to or receiving a message from another halfling or intercepting a hidden
message between halflings.

Hobgoblins
Hobgoblins have Darkvision to 60 ft.

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