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

~ (Author), Eric Cagle (Author), Aaron Rosenberg (Author)
Key Phrases: Player's Handbook, Black Table, Move Silently (more...)
3.1 out of 5 stars  See all reviews (8 customer reviews)


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Editorial Reviews

Product Description

A new sourcebook detailing humans, half-breeds, and exotic almost-human races for the D&D game.

Races of Destiny provides Dungeons & Dragons players with an in-depth look at humans, half-orcs, half-elves, and other "almost human" exotic races that populate the D&D world. Often more strange or bizarre than completely distinct races, these half-races showcase the unusual combinations of abilities and cultures possible in a fantasy setting. This sourcebook includes brand new races, new rules, feats, spells, and magic

items attuned to each race. The book contains material for players and DMs alike, including new prestige classes, rules for interaction between races, and a wealth of cultural information.


Product Details

  • Hardcover: 192 pages
  • Publisher: Wizards of the Coast (December 23, 2004)
  • Language: English
  • ISBN-10: 0786936533
  • ISBN-13: 978-0786936533
  • Product Dimensions: 10.8 x 8.4 x 0.6 inches
  • Shipping Weight: 1.6 pounds
  • Average Customer Review: 3.1 out of 5 stars  See all reviews (8 customer reviews)
  • Amazon.com Sales Rank: #150,512 in Books (See Bestsellers in Books)

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Monster Manual by Monte Cook~Skip Williams~Jonathan Tweet
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Customer Reviews

8 Reviews
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4 star:
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Average Customer Review
3.1 out of 5 stars (8 customer reviews)
 
 
 
 
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37 of 42 people found the following review helpful:
2.0 out of 5 stars look hard before you buy, December 25, 2004
By MICHAEL BEAVERS (Brisbane Ca) - See all my reviews
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.

The prestige classes arent very exciting, of them the urban soul looked somewhat interesting and I might use it with several changes.

The most disappointing part was the city section at the end, again I was expecting more than was delivered. It was mostly a series of tables that could either be random or picked. I was again looking for more color that could be used in making each city more unique.

There is also a section on some of the other races such as assimars, teiflings, half-ogres.

This book in my opinion is very weak, the illumians are the most interesting part of the book. There are a couple of feats and some spells that I would use but for you folks take a long look before you buy this
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34 of 39 people found the following review helpful:
3.0 out of 5 stars The Complete book of Illuminans, December 25, 2004
By Michael D. Briggs "Dark_Psion" (El Reno, OK United States) - See all my reviews
(REAL NAME)      
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:
3.0 out of 5 stars 70% great, 30% unusable for newbies, 50-50 for older gamers , December 29, 2004
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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Most Recent Customer Reviews

5.0 out of 5 stars Races of Destiny
The book was purchased with the Forgotten Realms Campaign Setting as a gift. I was quite pleased with the condition of the the books as well as the timelyness of the shipping. Read more
Published 6 months ago by James D. Long

3.0 out of 5 stars Forgettable
Describing humans as a fantasy race faces certain hurdles. This book clears none of them except avoiding too many real world ethnic stereotypes. Read more
Published 16 months ago by Robert Grady

4.0 out of 5 stars The D&D world expands again
WOTC offers more options for your PCs. The races books are a must have for Living Greyhawk writers and DMs but for everyone else its a nice to have if you play any of the races... Read more
Published on March 23, 2007 by Scotty D.

2.0 out of 5 stars A few gems, but not worth the money
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. Read more
Published on January 10, 2005 by Wulfstan

3.0 out of 5 stars With some work...
The first section of this book, a discussion of human culture is an interesting and well thought out essay about humans in the fantastic culture of a D&D world. Read more
Published on January 2, 2005 by Michael Morrison

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