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Races of Destiny (Dungeons and Dragons v3.5 Accessory) (Dungeons & Dragons)
 
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Races of Destiny (Dungeons and Dragons v3.5 Accessory) (Dungeons & Dragons) [Hardcover]

David Noonan
3.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Hardcover: 192 pages
  • Publisher: Wizards of the Coast (15 Dec 2004)
  • Language English
  • ISBN-10: 0786936533
  • ISBN-13: 978-0786936533
  • Product Dimensions: 27.4 x 21.4 x 1.6 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 791,985 in Books (See Top 100 in Books)

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Customer Reviews

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Most Helpful Customer Reviews
22 of 22 people found the following review helpful
Destiny calls 11 Mar 2005
Format:Hardcover
For anyone who knows about the other books in this series (Races of Stone and Races of the Wild) then you know what is in store with this book (see reviews of the other books if you don't). This book follows the same format, with the same sections (race descriptions, prestige classes, character options and so on) for the races of humans, half-orcs and half-elves, with the new race of the illumians set out in detail and a few other races (the planetouched, doppelgangers, half-ogres, mongrelfolk and whatnot) done at a high level.

On the plus side, the illumians are done really well, probably the best of the new races set out in these books. They are a race linked to the "universal language" of the cosmos, which gives them various customisable powers, and who live in monastic communities dedicated to various purposes (from research facilities to glorified spy-rings to personality cults to martial organisations - all brimming with adventure ideas). The origins of the race, their gods and goals are all interesting and with lots of potential.

Unfortunately, the rest of the book is not so good, although it is OK. The sections on the "main" races are a bit weak. Do we really need a twenty-page chapter on humans, for example? I am one, and I guess you are too. And the half-elves and half-orcs are dealt with fairly rapidly, and not with great depth or insight. The prestige classes are OK but didn't really grab me, and seemed to be less contextualised than in the other books. The character options section is OK, if not remarkable, as are the other sections like magic and campaigns. None of it is useless, but I suspect I won't be referring to it much.

This is a sincere book, not an attempted rip-off, and the illumians are good. It gets three stars, but can't really stagger over the four-star barrier.

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Amazon.com:  9 reviews
39 of 44 people found the following review helpful
look hard before you buy 26 Dec 2004
By MICHAEL BEAVERS - Published on Amazon.com
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.

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
35 of 40 people found the following review helpful
The Complete book of Illuminans 25 Dec 2004
By Michael D. Briggs - Published on Amazon.com
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.
16 of 17 people found the following review helpful
70% great, 30% unusable for newbies, 50-50 for older gamers 29 Dec 2004
By Peter Craig - Published on Amazon.com
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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