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Player's Guide - Rulebook IV (Dungeons & Dragons: Kingdoms of Kalamar) Hardcover – April 1, 2002
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You begin your character creation by selecting your race, of course but also selecting your race from numerous human types as well, all which come with their unique traits and characteristics including languages, physical make-up, etc. Even within the demi-humans there are other variants such as Hill, Mountain, and Stone Dwarves, Rock and Forest Gnomes, Half-Hobgoblins, etc.
From race we move to class selection and all of the various standard classes are presented along with variants such as the bard variant the Basiran Dancer, Brigands, Gladiators, Infiltrators, Shamans, and Spellsingers. Of course you can't have a D&D supplement today without new Prestige classes and the Kalamar Player's Guide doesn't disappoint with eleven new prestige classes including: Bounty Hunter, Golem Master, Muse, Mariner, Restorer, and Warlord. In addition there are neat little fighting schools that come with packages of skills and feats your character can obtain through level progression.
Speaking of feats and skills there are dozens of new ones to choose from and the back has an appendix listing all skills and feats from this book as well as the other D&D sources. New feats include such interesting and useful abilities as elemental adept, fast healer, sense danger, and spell dodge.
There's lots of new spells to choose from for all the spell-casting classes as well as new magic items and even some new artifacts as well. As with all the other Kalamar books, the Players guide is well-written and illustrated in a nicely bound, very heavy and durable hardcover book. Kalamar is a well-constructed, rich world. The writers and editors present the information in straight-forward format with lots of appendices to help the DM and player out. The final part to a great campaign setting.
Reviewed by Tim Janson