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Races of Destiny (Dungeon & Dragons d20 3.5 Fantasy Roleplaying) Hardcover


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Product Details

  • Hardcover: 192 pages
  • Publisher: Wizards of the Coast (December 1, 2004)
  • Language: English
  • ISBN-10: 0786936533
  • ISBN-13: 978-0786936533
  • Product Dimensions: 11.1 x 8.6 x 0.6 inches
  • Shipping Weight: 1.8 pounds
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (11 customer reviews)
  • Amazon Best Sellers Rank: #409,003 in Books (See Top 100 in Books)

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Customer Reviews

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There, I did in one sentence what the authors of this book can't do in a dozen pages.
Michael D. Briggs
The following section skims some other races and gives almost no more detail than the monster manual already has and really seemed uninspired.
Michael Morrison
For most players and DMs the chapter on humans, half-elves and half-orcs will not have too much to offer (this is the weak point of the book).
Peter Craig

Most Helpful Customer Reviews

40 of 45 people found the following review helpful By MICHAEL BEAVERS on December 25, 2004
Format: Hardcover
Races of Destiny is the newest offering from WOC. It contains information on playing humans, half orcs and elves, a new race of humans the llumians and information on new feats,spells and prestige classes.

The first 30+ pages are on the humans. I was expecting more than a primer on humans, such things like that they play games and have a larger variety of troops than some of the other races. I was looking for more cultural things like some of the items from the old al qadim setting like not sitting in front of someone with your soles of your feet facing your host, or not eating with your left hand. There was none of that. The next 15 or so pages deals with the half orcs and half elves and their outlooks and physicology.

The Illumians are the next 70 or so pages and actually they look somewhat interesting. They are humans with more advantages. They have sigils which gives them more abilities or protections or something. If you are looking for something new for your campaign they might do the trick for you.

The feats that are listed are primarly focused to the races and some looked interesting like roof stride which allowed you to move along roofs at a higher rate of speed.

The spells looked interesting at first but didnt seem as well thought out after thinking about it. There are insignia spells which could be used for city guards or milita. The insignia spells are simple spells with the ability to be cast on multiple people at the same time. There is a spell that gives +1ac bonus plus a +1 fort save. The problem is that the spells only last minutes per level, not some that I would see would be particulary useful in a search pattern. Another spell creates a mazelike enviroment for some body invading the city to confuse and split them.
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38 of 43 people found the following review helpful By Michael D. Briggs VINE VOICE on December 25, 2004
Format: Hardcover
This is a difficult book to rate because half of it is great and half is just Blah. The problem is that while over 20 pages is spent on Humans, 18 on both Half Elves and Half Orcs and about 20 on several other "near human" races, over 50 pages are spent on the new race Illumians! What are Illumians? Humans with glowing symbols orbiting their heads. There, I did in one sentence what the authors of this book can't do in a dozen pages.

As to the rest of the book, there are some noticable errors (Tieflings are missing their energy resistances) and there is a lot of repitition in the NPC listings (the same class features defined again and again and every Half Elf & Half Orc NPC has all their racial traits listed again and again).

Aside from the Illumians, it does cover Aasimar & Tieflings and add severl new PC races including Dopplegangers, Half Ogre, Mongrelfolk, Sea Kin, Sharakim, Skulk and Underfolk. The Prestige classes are done differently and with much better detail and the feats, spells and powers are quite good.

But for my self, half of this book is near useless. I might use these Illumians as a DM, but not as a Player. My advice, wait for this book to go on sale or at least go look at it first. I was very dissapointed in it.
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16 of 17 people found the following review helpful By Peter Craig on December 29, 2004
Format: Hardcover
Races of Destiny is the second book in the series, which started with Races of Stone, and which will be continued by Races of the Wild. This book presents humans, along with half-orcs and half-elves, and also a brand new race, the illumians.

For most players and DMs the chapter on humans, half-elves and half-orcs will not have too much to offer (this is the weak point of the book). However, those who are new to the D&D game, and especially young gamers will find it interesting and useful.

The next chapters offer more for players and DMs alike. The new race, the illumians are really interesting, and I just know that most players will create at least one illumian character to find out the unique versatility of the race.

The chapter on other races is a matter of taste, if you like exotic races, you will like it, if you do not like them, you will find it unuseful.

Prestige classes, new feats and spells are pretty good, and useful. Together with the chapter on illumians, these chapters will be the only ones that older gamers will use.

The chapter on medieval fantasy urbane settings is mostly for new DMs, but it can give new ideas even for veteran DMs. One should never be too old to learn.

Overall, this book is more useful for new gamers, but old gamers will also find interesting things among the pages. It is very difficult to write a fantasy handbook that addresses new and old gamers alike, and this book is a good example of a half-success.
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19 of 22 people found the following review helpful By Wulfstan TOP 500 REVIEWERVINE VOICE on January 10, 2005
Format: Hardcover Verified Purchase
Were there some gems? Certainly. Were those gems worth what I paid? NO. (And, I bought it here with a significant discount). Far too much 'fluff", and hardly any crunch. Tons of fluff on humans and half-races; which is non-campaign specific, and thus nigh worthless to many.

One new race which is complex, came out of nowhere, and is nigh incomrehensible. Why?

I do love the human destiny feats. These were a long time due, IMHO. Some PrC's of interest, a couple spells, and another feat or two. Hmm, that's maybe a chapter.

But, oh WotC, WotC- ye fooled me once now. No longer will I buy without a careful lookie-loo. You need to remember you have a core of loyal customers that will often pre-order and buy any core material you come out with. You can't abuse that trust. I think you did so with this book.

Should you buy it? Well, the gems are there. If you have one guy in your group with deep pockets, and he takes advantage of the deep discount here- then sure, your group should have one to share. But it is hardly a "must buy".
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