A Guide for Players.   Posted by Narrator.Group: 0
Narrator
 GM, 2 posts
 Caladin
Tue 11 Sep 2018
at 20:37
A Guide for Players
This Guide is for those looking to make characters in the Kingdoms of Kalamar setting. It provides the basic details for this campaign setting, and should fill in many of the details to expand characters and also detail the history of a player character.

You can visit the Google Site

https://sites.google.com/site/kokrpg/home

This message was last edited by the GM at 01:48, Sat 15 Sept 2018.

Narrator
 GM, 39 posts
 kok.caladin
 Live Free, Die Well
Fri 14 Sep 2018
at 01:42
A Guide for Players: Character Creation
In KoK players are heroes and their stats reflect the same. This means that a player is better than average and there stat should reflect that, normally a player character will have a stat no lower than 10, but to keep the game from becoming high fantasy no higher than 20.

The player has a few chooses for stats, they can use the 17 down format or roll 4d6 keeping 3 anything lower than total 10 becomes a 10. In all cases a 2 for 1 rule applies. 2 for 1 rule applies to all form of character creation to allow the PC to mold his or her character into the vision that he or she wants without mega-gaming.

What is the 2 for 1 rule?

After placing a number (regardless of which form used) to a stat, you may subtract 2 points form a stat to add 1 point to another, all racial and character creation modification cannot total greater than 20. Or go lower than 10 without OK form the GM. Racial adjustment are done last, and still follow the Min of 10 and max of 20 for any stat.

Narrator
 GM, 50 posts
 Caladin
 Live Free, Die Well
Fri 14 Sep 2018
at 22:29
A Guide for Players: Nobility
Player Characters can have the below feat for free. NPC's or others need to use their class feat and normal creation to pick this feat if they are nobles. Keep in mind to have a tile it is not required but without the feat the social position can be challenged in game.


Noble Birth [General]
You were born with a silver spoon in your mouth, and raised from a young age to represent your family and your social caste.

Prerequisite: Born into a Noble Family

Benefit: Diplomacy and Knowledge (Nobility and Royalty) are always considered class skills for you. Also, if you gain the Leadership feat you receive a +2 to your Leadership score.

Special Notes: In the Kalamar Empire, to be a lawful citizen and receive the rights that come with citizenship you must serve in the Imperial Army. Proof of serves is required in the form of documentation when service is completed. Without citizenship one is subject to the mercy of those who are. Nobles are not exempt from service and have the greatest to loss since land and titles are links to citizenship. This requirment is only in Kalamar and its city-states.

This message was last edited by the GM at 01:44, Sat 15 Sept 2018.

Narrator
 GM, 54 posts
 Caladin
 Live Free, Die Well
Sat 15 Sep 2018
at 00:39
A Guide for Players
Players should use the D&D 3.5 Players Handbook to make their character. All classes in the core books are acceptable for this game. Also the variant classes in Kingdoms of Kalamar are approved for this game.

If you visit the kok.rpg website the information thats posted is acceptable, if you need more information on a topic I can add it. I will add information as needed and when required.

Alternate Classes https://sites.google.com/site/.../classes/alt-classes


This message was last edited by the GM at 01:47, Sat 15 Sept 2018.

Narrator
 GM, 61 posts
 Caladin
 Live Free, Die Well
Sat 15 Sep 2018
at 23:33
A Guide for Players
Languages:

All player characters know and speak their native language and Merchant Tongue (common) All characters can speak and are literate in any language they receive from intelligance bonus. if a Player Caracter has an intelligance score 11 or greater they are also literate in their native language.

Merchant’s Tongue began out of the need for international traders and merchants to communicate. It is a conglomeration of many languages that has evolved into a commonly spoken language among those of different backgrounds. It first appeared along the Ahznomahnii coast and within fifty years, so many Ahznoms were fluent, that country’s Parliament officially recognized it as a second language. Merchant’s Tongue also defines a system of weights and measures. All of Tellene’s civilized countries recognize and use this system.

It should be noted that while Merchant’s Tongue is spoken throughout most of Tellene, in underdeveloped, rural areas many native inhabitants are not fluent. Certainly most slaves and serfs are not learnéd in Merchant’s Tongue, unless they were previously active in trade or city life. In Eldor the use of Merchant’s Tongue is restricted to the cities’ business districts. Use of Merchant’s Tongue outside of the business quarter or outside of the city is frowned upon, and many Eldorans will not even respond unless spoken to in Brandobian.

Narrator
 GM, 65 posts
 Caladin
 Live Free, Die Well
Mon 17 Sep 2018
at 13:08
A Guide for Players: Game Profile, Character Sheet, etc.
"Profile"

Tags: will reflect a players race.

Currently all standard D&D races and all variant races in the Kingdoms or Kalamar books are approved. See game web-site for details if you don't have the books or you can not find PDFs online. There are some other races from printed source books which I have "homebrew" to use in this game, that can also be found in the game web-site.

ie: Human, Half-breed, Elf etc.

Bio Lines: are to list the class and social standing of the character. This will be important for other player characters when interacting and Roleplaying.

ie: Scout/Rugue, Hoplite/Imperial Warrior. Noble/Hoplite etc.


Narrator
 GM, 66 posts
 Caladin
 Live Free, Die Well
Mon 17 Sep 2018
at 13:29
A Guide for Players: Game Profile, Character Sheet, etc.
"Character Description"

Please pic an Image that best represents your character. Then in the Character Description write 3 short or as long as you like paragraphs.
1. Physical Description of the character, this should include there size (height & weight), appearance (hair, eyes and scares) and first impression of others when they see him.
2. Common knowledge about the character. This can be where he comes from, what he has done, and even what he talks about doing. This should give a other players a feeling of his or her demeanor.
3. Pour Fluff, That's right just stuff that the player may think are even character whats others to think or feel about the character.

Just keep in mind that the above is common knowledge and if there is information that the Player/Character would want too keep private they should use the "Secret" GM only code so that only the GM or Co-GMs can read it.

This message was last edited by the GM at 18:41, Mon 17 Sept 2018.

Narrator
 GM, 162 posts
 Caladin
 Live Free, Die Well
Wed 26 Sep 2018
at 20:29
A Guide for Players: Hit Points
Starting Hit Points


Hit Points: is a measurement of the characters health and how much a characters body can endure in injury and damage. Damage or "hits" decrease current hit points and loss of hit points return with healing or natural recovery. Hit points can increase through advancement of levels, or improvement of stats/feats. All other increases to hit points are temporary unless stated otherwise.

All characters start with base hit points, the formula below is for all player characters;

Characters starting base hit points at 1st level equals;

Constitution Stat + Constitution Bonus + Character Base Class maximum hit die


This message was last edited by the GM at 21:07, Fri 28 Sept 2018.

Narrator
 GM, 183 posts
 Caladin
 Live Free, Die Well
Fri 28 Sep 2018
at 15:49
A Guide for Players: Natural 20s




"Natural 20s"

Non-Combat

A natural 20 is the perfect roll. A player always successes no matter the DC, and or reason or the check. Even if the DC is 35 and with all bonuses the player would not succeed
- a natural 20 does. This all falls within reason check with DM first.

ie. Jumping a 200 ft chasm may not happen exactly the way you image, but you will make it to the other side ("you hope in one piece").

Combat

When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a Critical (or “crit”). A natural 20 is always a critical hit which means double your damage, with all your usual bonuses. The threat range for a natural 20 critical hit on an attack roll is always 20, and the multiplier is always ×2.

If the roll is within the critical threat range, you must confirm the crit. To find out if it’s a critical hit, you immediately make a critical roll — another attack roll with all the same modifiers as the attack roll you just made. If the critical roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit. It doesn’t need to come up to the critical treat range again.) If the critical roll is a miss, then your hit is just a regular hit.

A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

* Increased Threat Range
Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn’t result in a hit is not a threat.

* Increased Critical Multiplier
Some weapons deal better than double damage on a critical hit. If a weapon has a greater multiplier than x2 you will need to confirm the crit even on a natural 20.

* Spells and Critical Hits
A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. Natural 20s for hit and damage do not apply to spells

This message was last edited by the GM at 21:05, Fri 28 Sept 2018.

Narrator
 GM, 184 posts
 Caladin
 Live Free, Die Well
Fri 28 Sep 2018
at 16:17
A Guide for Players: Natural 1s'
Natural 1s


Non-Combat

A natural 1 is always a failure. A player always fails no matter the DC and or reason for the check. If a roll is required then a 1 fails, regardless of all bonuses the player would have added to the roll. But a natural 1 is not always a fumble for a player. This all falls within reason, check with DM first.

With regards to Skill checks, no try again is possible, even if the skill allows for one.

Combat

When you make an attack roll and get a natural 1 (the d20 shows 1), you miss regardless of your target’s Armor Class, and you may fumble. A natural 1 is always a miss, which also means a possible fumble, even with all your usual bonuses.

If the roll a miss, you must confirm the fumble. To find out if it’s a fumble, you immediately make a second roll — If the second roll also results in a natural 1, then it's a "Fumble".

* Fumbles
For players this is strictly a role-playing tool. The effects of a "Fumble" will normally not result in damage, loss of weapon, or attack of opportunities.

This message was last edited by the GM at 21:08, Fri 28 Sept 2018.

Narrator
 GM, 203 posts
 Caladin
 Live Free, Die Well
Thu 4 Oct 2018
at 19:02
A Guide for Players: Common Language

Dejy [Reginal]

Linguistic Origins
Elos Desert, Young Kingdoms, the Wild Lands–many dialects and variations.

Style
No written form, no pronouns or adverbs, names are fluid and descriptive for all things.
CH, SH, and TH are common.

Full Saturation
Young Kingdoms

Half Saturation
Wild Lands, Renaaria

Uncommon
Everywhere else

Rare
Svimozhia


Renaarese [Reginal]

Linguistic Origins
Far East–old Renaarese grew from an amalgam of city-states along the Bay, is rich with
varied origin. culturally, most half-breeds (half-elves, half-orcs, etc.) come to learn at
least some.

Style
Double and triple vowels, language spoke with dramatic flair and bluntness. Often laced with
qualifiers (Dan the Butcher, “Bounty” the longship, tomorrow–the day it happens, etc.).
No J, Q, or Y.

Full Saturation
Renaaria

Half Saturation
Any port city, Wild Lands

Uncommon
Everywhere else

Rare
Young Kingdoms


Svimozhish [Reginal]

Linguistic Origins
Far South(west)–the oldest language in Tellene. Developed in the most isolation for
millenia.

Style
Soft consonents, smooth vowels. Names are fluidic and people often have more than two unless
strong in arcane arts–then only one. No B, K, Q, T, or X; consonants often accompanied by
H or Z.

Full Saturation
Svimozhia

Half Saturation
Southern Brandobia

Uncommon
Everywhere else

Rare
Kalamar


Brandobian [Reginal]

Linguistic Origins
Far West, old Brandobian Empire–very rare to find any dialects as the empire and subsequent
kingdoms believe the language must stay pure.

Style
Ancient elvish influences; script is fluid and beautiful. Language is heirarchical (Family
Name, then Name; Kingdom, then Town; Nouns, then Adjectives; etc.). No J, K, Q, or X.

Full Saturation
Brandobia

Half Saturation
Svimozhia, Renaaria

Uncommon
Everywhere Else

Rare
Wild Lands


Kalamaran [Reginal]

Linguistic Origins
The Ancient form is distinct, from the middle continent;
centuries of influence from Dwarvish gave birth to a lower form and more pure higher form.

Style
An “active” language, no complex sounds–syllables quick and uniform. Verbs
short and are the whole of a sentence’s meaning. K, P, D are common.

Full Saturation
Kalamar

Half Saturation
Young Kingdoms, Wild Lands

Uncommon
Everywhere else

Rare
Nowhere


Fhokki [Reginal]

Linguistic Origins
Far North, the Wild Lands–a hard language bearing similarities to Hobgoblin.

Style
Hard consonants, frequent repeated syllables. Never any surnames. No C, P, Q, X, or Z.

Full Saturation
Wild Lands

Half Saturation
Northern Kalamar, Renaaria

Uncommon
Everywhere else

Rare
Brandobia, Svimozhia


Merchant’s Tongue [Reginal]

Linguistic Origins
Originated in Svimozhia and long since popularized by the Kalamaran Empire for centuries–
erves as an internal weights and measures system, isolated to trading and merchant classes
primarily.

Style
Has many acceptable dialects and is easily learned, eschewed by nobility of most nations as
low-speech and not known by the lowest classes.

Full Saturation
Ports, bazaars, commerce areas, ships

Half Saturation
Artisans, tradesmen, clergy, caravans

Uncommon
Everywhere else

Rare
Hinterlands, any settlement with fewer than 25% human


Hobgoblin [Racial]

Linguistic Origins
Ancient, lost hobgoblin languages once existed before the Great Empire; and after it’s fall
the unified Hobgoblin language splintered into new dialects across the world.

Style
Simple, no articles, most things are masculine form, a word for everything and very little
compound constructions–a massive vocabulary. Z and K are popular; there is no C, Q, X, or Y.

Full Saturation
Hobgoblin settlements

Half Saturation
Young Kingdoms

Uncommon
Everywhere else

Rare
Brandobia, Kalamar