Villain Design handbook – The page book is the ultimate guide to in your Kingdoms of Kalamar campaign or any other campaign world. Review of Villain Design Handbook Chapter 7 is Prestige Classes, which tend to be very Kingdoms of Kalamar specific (which is great if you’re a Kingdoms of. D&D – Kingdoms of Kalamar – Villain Design – Ebook download as PDF File .pdf) or read book online.

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The rules finish up with some new monsters – the Darkling Snatcher a goblinoid and the Guardian Effigy a sort of mini-golemplus a set of undead templates – renamed wraiths, ghouls, mummies, vampires and wights, intelligent skeletons and zombies, and of kalajar the lich.

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It falls into the ‘alignment is relative’ theory that caused so much debate in earlier editions – are good intentions enough to make one ‘good’, even when they lead to acts like genocide, poisoning and the like?

Special financing available Select PayPal Credit at checkout to have the option to pay over time. It provides ideas on what type of home individuals have, wilderness and urban, as well as how much such places tend to cost. First Blood I’m glad I had my glasses handy for this book because the page count is a bit misleading due to the smallness of the print.

Villain Design Handbook (Dungeons & Dragons: Kingdoms Of Kalamar Supplement)

So do spellcasters continue to gain spellcasting levels in normal spells or not? This Kingdoms of Kalamar supplement is perfect for the Dungeon Master who wants to easily create fantastic villains with detailed histories and motives.


These rules are included and allow those villains too stubborn to die another crack at the characters. The second chapter is entitled Archtypes. Examples of a few magic items from the chapter are: Dunx added it May 12, No additional import charges at delivery! Will usually ship within 1 business day of receiving cleared payment – opens in a new window or tab. Chris rated it it was ok Jan 02, The darkling snatcher is a tough goblinoid creature with spell-like abilities.

Anti-feats are probably the most controversial new mechanic in this book.

The Disciples of Avrynner are a secret society of psionic characters in the Kingdoms of Kalamar setting. Sell now – Have one to sell? A few purported stereotypes you might want to challenge are the “damsel in distress” and “necromancers are evil. Subject to credit approval. A level prestige class that can potentially be entered at 2nd level requirement: Would you say Book of Vile Darkness is better than this? Blue Salamanders are much like rogues with some added psionic abilities although added as Spell-like abilities and not actual psionics.

Chapter seven introduces new prestige classes. The art is fairly infrequent and no particular pieces stand out in my mind as being notably good or bad.

No trivia or quizzes yet. Now the bad news is that these Anti-Feats are random, the roll of 1d Sell one like this.

Way too over the top for my taste, even if the list of spells is severely limited. Unfortunately, klngdoms class subscribes to the older method of making psionic classes that has them start earning abilities from first level; the approach of adding manifester levels is usually more appropriate, and it seems it would be in this case as well.

Chapter four examines the villain’s stronghold or base of operations. How about Strike the Innocent, where you can do a Coup de Grace against characters with a base attack bonus of 0? The alignment use discussion is good, as is the chapter on archetypes. For each two anti-feat the character takes, the character gets kingdomw bonus feat, and can take an anti-feat at every level.


For those who live for crunch, Chapter 6, New Villainous Rules, introduces new feats and other goodies. Just a moment while we sign you in to your Goodreads account.

Kenzer Kingdoms of Kalamar D 20 Villain Design Handbook V HC NM | eBay

The use of art is a little light and many pages have no art at all. An item that has been used previously.

The next rulesy section is on magic items – mostly items with curses or drawbacks. It points out the more common traps and pitfalls that often occur when creating a villain and offers ways to avoid them.

Now Chapter 10, Dangerous Denizens, provides the GM with only two monsters, the Darkling Snatcher, a goblin relative, and the Guardian Effigy, a small construct used to guard items, but it provides a ton of undead templates. Suffice it to say, this is a worthy successor in almost every way. This feat allows the villain to perform a Coup de Grace on a character with a base attack bonus of zero, letting the despicable villain quickly do away with minor NPCs.

After hearing so many positive things about the Kalamar line, and knowing that it was endorsed by WOTC, I expected great things from the book.