Races of Destiny

IronWolf

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Races of Destiny provides you 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.
 

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JoeGKushner

First Post
Races of Destiny is the second book in the Race series from Wizards of the Coast. Written by David Noonan, Eric Cagle and Aaron Rosenberg, Races of Destiny retails for $29.95 and is 192 full color pages. The book follows many of the formats laid down in the previous Races of book so right away, you know if you liked the first one, you’ll enjoy this one.

Editing is fair. Art is handled by a wide variety of people. I see the dreaded clip art of Wayne Reynolds and another artist whose name I don’t know, but whose illustration of a dog in black and white has been in many books, is repeated here, but thankfully, it’s minimized. Instead, I see we have among others, Michael Phillippi. Now that name may not strike a cord right off the bat. Have you see the cover of AEG’s Mercenaries? How about the Assassin’s Handbook by Green Ronin? Yeah, this guy has talent with a capital T and does a fantastic job here.

This isn’t to say that there aren’t some other greats here. Ron Spencer, whose work I’ve enjoyed in several books, returns here, and fan favorite Wayne Reynolds provides holy symbols among other illustrations. If I had to pick a weak point, it would be the artist who does the chapter breaks, Chuck Lukacs. He’s not bad, but the other artists really do a good job in many areas.

The layout is standard D&D style similar to the Player’s Handbook. The main races covered here are the human, half orc and half elf, and the new illumians. Like the previous book, the standard races, human and the half races, aren’t detailed as much as the new one. In this case, the human focus works on why humans are often the default rulers of their world and it boils down to a cities and adaptability. While dwarves from the north and south are likely to be smiths and have clannish functions, humans from those lands would be vastly different.

Half orcs seek to better themselves for themselves while half elves seek to be embraced by both heritages. While a little bit of a simplification, that covers the essence of their struggle. They’re included here because they’re part of the race of destiny, humans, who rule the world.

The new race, the ilumians, isn’t going to be to everyone’s taste. These are humans who’ve undergone a ritual that’s magically transformed them. They’re now magically imbued with power and have runes glowing above their head. It’s an interesting idea, binding language into power, similar in some aspects to the College of Wizardry product for 2nd edition among other variants. The bad news though, is that since the ritual is still around, despite the fact that ilumians can breed true, they should actually be a template race as opposed to an individual race. It’s the same problem I have with the mojh from Monte’s Player’s Handbook variant. A human that undergoes a ritual that changes him is still a human but now with a template.

Anyway, this race is built a little differently than most mechanically. See, those letters they have glowing about their head provide them with benefits that work best when the character multi-classes and this makes them one of the first races to have game mechanic reasons to do so. For example, one of their runes is Krau that provides a +1 bonus to caster level for all spells and spell-like abilities, but only up the to the player’s maximum character level. Only useful if you don’t have full spellcasting progression.

Now people who want fluff for their races, have plenty to work on here. While the general background of the illumians as a race that works behind the scenes is provided and is easy enough to use, there are other bits that the GM can use. For example, I don’t like this race. If a player wanted to play one, I’d have no problem with it. They’re too magical for most standard campaigns but high fantasy ones, like Planescape or a planar-based game, can incorporate them with no problem.

I mentioned that I could use them as a GM. How? In their history, they had a great library that was sacked by the githyanki and this provides me with game hooks. Their capital city is on the plane of shadow, once again providing me with plot hooks. They work against each other under cover of shadow, providing me with ideas on using them as a long-term enemy. There are example maps and characters, so my own involvement if I choose to use them, is reduced to a point where I can just plug and play.

There are details for all the races. These range from special options included in this book, like appropriate feats and PrCs, to how that race fits into each class. How’s a human rogue different than a half-orc rogue? What gods do each race worship and are those gods absolute? What’s the race’s origin? Mythic or historic? Those things are covered.

The Races of series includes an “Other Races” section. These are races that are related ot the theme of the book. In this case, human relations. In the first book, my thumbs up went to the Whisper Gnome, mostly for attitude and coolness. In this book, that thumbs up goes to the half-ogre. Big dumb brutes who’ve been modified so that they’re a +2 ECL with no racial hit dice. Some may not like seeing the aasimar or tielfling here, and to be honest, I wasn’t too crazy about the sea kin or the sharakim, tainted humans that are now orc like, and the mongrelman probably doesn’t belong here. The skulk and doppelganger though are nice touches. The other races chapter is half and half with the half ogre getting my thumbs up.

A huge change I noticed in this book is that there are only seven prestige classes, and they have a lot of detail to them. All of those people clamoring for more details to help lace the new PrCs have got it in spaces. We get quotes, background, how to become a member of the PrC, entry requirements, class features, playing that PrC, how that PrC functions in the world, PrC Lore, how that PrC actually works in the game with example characters and ideas. To me, that’s a lot of detail.

Let’s look at one of my favorites, the scar enforcer. This is a ‘angry, embittered half-elf’ that hates both parent races. They have to be nongood with a low bab and some rogue appropriate skills. They are spellcasters, gaining spells every other level, as well as a sneak attack and smite enemy ability. They can also disguise themselves and hide in plan sight and at their highest level, they lose their heritage and don’t count as human or elf for bane or boon. Information about advancement in the Scars, as well as what resources they have, how they fit into the world, what NPC’s think of any publicly revealed Scar, details of them through Gather Information skill checks, how to adapt them into campaign settings, and two example members, one bard/scar enforcer, and another ranger-rogue scar enforcer. Heck, they even include the city of origin, Pal Ador, a decadent city that is divided between elves and humans. Now if future products go into these level of detail, I can’t see how people can still cry out that the PrCs are worthless. The company can’t provide any more details and uses for this material and someone unable to use it is really just out to not use it.

The other PrCs range in utility and purpose. The outcast champion is a half-breed who leads by example. The menacing brute is a half-orc whose fighting focuses on intimidating his enemies. The loredelver focuses on being a mage who has a hint of tomb raider. The chameleon is probably the most interesting in terms of game mechanics as they cast spells, have poor saves and medium base attack, but have aptitude focus and other abilities that allow them to mimic another class. They’re not going to outdo the other class, but they can do what the other class can in a pinch. For example, save they pick combat focus. They gain proficiency with all martial weapons and a +2 bonus to attack and damage rolls as well as Fortitude saves and that bonus goes up to +4 at 5th level. In some ways, it reminds me a little of the core class, Akashic, from Monte’s alternative PHB.

For skills, new uses for Dechiper Script, Disguise, Gather Information, Knowledge-Nobility, Royalty, and Religion is included, as are Listen and Survival. Want to get along in a urban setting without paying or food or services? That’s a lowly Survival DC 10. Want to prevent yourself from getting lost? It’s a Survival DC 15.

For feats, we have general and racial feats. Racial feats vary. Take channeled rage, it’s a half-orc feat that requires the ability to rage. The character can add his strength bonus on a Will saving throw in exchange for using one rage. How about Heroic Destiny, meant for humans or half-humans. You get to add 1d6 to one roll. Not impressive in a game using action points, but fair for those not using them. The feats have a city focus outside of the racial and will work well in most campaigns.

One thing I wasn’t expecting was Initiate Feats. These feats are meant to represent a deity’s favor for his chosen clerics who take Initiate Feats. They gain bonus spells and an added benefit. For example, Arcane Insight, for Boccob, grants Knowledge (arcane) to the list of cleric class skills, as well as a +2 insight bonus to Spellcraft checks and they get bonus spells for 1st, 3rd, 5th, 7th and 8th level ranging from True Strike to Moment of Prescience. Initiate ranks are included for Boccob, Hextor, Kord, Fharlanghn, St. Cuthbert, Pelor, Wee Jas, and Vecna. Those who like Tactical Feats have two new options, Crowd Tactics, allowing three different maneuvers, or Roofwalker, which also includes three different abilities.

I like racial substitution levels. While some may complain that they’re too narrow in scope, I find that like regional feats, sometimes you want to play to stereotype. These racial substitution levels can be taken at specific levels for specific classes detailed in the book. For the half-elf fighter, they can take 1st, 2nd, and 6th. First level gives them Blade Focus, giving them a +1 when using longsword and rapier while 2nd level gives them main-gauche ability, treating them as if they have two-weapon fighting, while 6th gives them confusing banter, giving them the ability to use Bluff or Diplomacy as a free action if they fight defensively.

The bad news is that not all race and class combinations are covered and that there are no human or illuminan racial substitution levels. Is there nothing specific that humans do? Still, it’s nice to see some non-standard combinations like the half-orc paladin.
Like other books recently, we have new spells and psionic powers. Spells are arranged by class, level, and for arcane users, by school. Spells range from the Omen of Peril, letting you know how dangerous the future will be, to Bestow Greater Curse where it’s like Bestow Curse, but with more penalties.

Chapter Eight, Campaigns of Destiny, works for me. See, I hate small towns and love cities. Chapter Eight includes a lot of details about running a town, but the details can be easily applied to a city as it provides ten different districts and the things found within them. For those wanting a little something different, there are community attributes that can be positive or negative. These range from being a center of learning to being ravaged by war.

Need sample NPCs? This chapter has you covered. We have everything ranging from the simple human bandit whose a warrior 2, to the sly human noble who clicks in as a aristocrat 6, fighter 9.

Overall I enjoy the book. There are a few areas that could be strengthened. For example, where are the unique magic items of each race? Where are the substitution levels for all the races presented? The selection of races in the other races section is a bit odd. The illumians themselves are a bit odd.

The heavy focus on actual use of the PrCs, the racial substation levels, the strong presence of the city as a game vehicle, and the built in utility of the illumians, save the GM a lot of work if he chooses to use the.
 

Menexenus

First Post
This is a very careful, detailed review, but it fails to answer my very first question about the product: what are "races of destiny"? Perhaps you are assuming that all of your readers know something about the book already. But in my case at least, that assumption is incorrect.

So perhaps you'd be kind enough to edit your review and include a general description of what this book is supposed to be about/what it is supposed to be accomplishing. That information would be just as valuable to me as the information you've provided me in your review.

Thanks.
 

buzz

Adventurer
It's Michael Sutfin that did the Assasin's Handbook cover, not Michael Phillippi. And, really, Chuck Lucas was one of the only redeemeing factors of the book. IMO, he's one of the better artists WotC has been using lately. I find his style very evocative; sort of like a hybrid clone of Dave Trampier and Erol Otus. Way better than the other artists featured in this book.
 

MerricB

Eternal Optimist
Supporter
Races of Destiny is the second in the "Races" series from Wizards of the Coast and, by a trick of the distribution channels, was the third to arrive in Ballarat. I thought both Races of Stone and Races of the Wild were good books that were bordering on greatness. Alas, that is not the case here.

This can be partly attributed to the subject matter: a generalised look at humanity really isn't going to tell us much we don't know. The book also deals with half-elves and half-orcs, briefly, and once again, their role in fantasy gaming is stereotyped and rather difficult to expand upon. Once you've covered elves and you know about humans, it's just a matter of describing how the half-elves fit in - they don't have much of a discrete culture, after all.

The book is divided into eight chapters, and roughly follows the plan of the other books in the "Races" series.

Chapter 1: Humans (28 pages)
After noting that humans don't really have a stereotypical culture, the authors (Eric Cagle, David Noonan and Aaron Rosenberg) spend a lot of attention in this chapter trying to help a player distinguish what is special about humans in a fantasy world. Although some of this is fairly obvious, I do think that it is successful in pointing out hooks that human characters can use for improving their role-playing.

Much is made of humanity's propensity to gather together in large cities, along with humanity's adaptibility and innovative traits. Two new deities are introduced, Urbanus, god of cities, and Zarus, god of humanity, domination and perfection. Zarus reminds me of various groups in the World of Greyhawk who seek purity and the elevation of humanity above other races; the stronger focus on humans in this book works in his favour. The idea of Urbanus is also something that I find attractive - when the cities of the humans are one of their distinctive traits in fantasy worlds, why not have a deity of such settlements?

A sample human city, Three Falls, is also described with a number of personallities who live there. Although I don't find this of great interest, the template it gives for DMs describing their own settlements is likely to be useful.

Chapter 2: Half-Elves and Half-Orcs (18 pages)
Half-elves try to reconcile their elven and human heritages; half-orcs rebel against them both. Got that? Good. That's the core of these descriptions on the cultures of both races.

I'm actually thankful that more space wasn't spent on these races, just because there isn't much more to say. Their attitudes to magic, culture, other races and suchlike are described and it is likely to be useful to newcomers to D&D; however, there isn't much of real note in this chapter.

Chapter 3: Illumians (39 pages)
Once human, the illumians were changed by an arcane ritual to a race that delights in multiclassing. There's a strange contradiction in their psychology, the typical illumian is "taught from an early age to master every field of study", but mastery requires specialisation - especially in the D&D game.

Illumians have particular mastery of language - Speak Language is always a class skill for them - and they possess glowing runes that circle their head, legacies of the magic ritual, that give them an increased ability to multiclass. Their culture is full of cabals, plotting for domination in one area or another. I expect the illumian would work better as a foe used by the DM than a normal PC race.

There's a lot of detail here on the illumians, and it makes them very easy to use them in a campaign. My main problem with the chapter is that I don't really like the race: they don't have a role in my games. They are competently presented, but I don't find them compelling.

Chapter 4: Other Races of Destiny (20 pages)
Nine humanlike races are presented here in form similar to that found in the Player's Handbook; that is, in enough detail to create one and roleplay one, but not in the extended form given in the "Races" series.

The races are the Aasimir, Doppelganger, Half-Ogre, Mongrelfolk, Sea Kin, Sharakim, Skulk, Tiefling and Underfolk. For those races that are "monsters", Monster Classes are given so that they can be used in a party of low-level PCs - one of the better innovations first presented in Savage Species and continued through these books.

Only the Half-Ogre really jumps out at me, as I once had one in a campaign; most of the races are too much like "outcasts on the edge of society" and thus blend into one another.

Chapter 5: Prestige Classes (37 pages)

The expanded format of the Prestige Classes is used in this chapter for the seven prestige classes given. It is perhaps unfortunate, but the most interesting prestige classes seem to be the ones for the illumians, a race I'm not interested in using! Thankfully, the expanded listings also give suggestions for adapting the classes, something I am likely to do.

The Chameleon (10 levels) is the most mechanically innovative of the prestige classes. For humans, doppelgangers and changelings, it allows the character to master the basics of several different classes, and then to switch between skill sets. The switching isn't something that can be done at the drop of a hat, however - it takes an hour, and at the low levels can only be done once per day. By the time you reach the 10th level of the class, this refocusing can be done three times per day and only takes ten minutes.

The Chameleon is never as good as a more focused character, but the adaptability does help fill a hole in the description of doppelgangers and other impersonators. The class is innovative enough that judging its balance is very difficult - I'll have to see one in play.

The Loredelver (10 levels) is primarily a wizard/rogue multiclass that uses magic to enhance the dungeon delving aspects of the rogue. The class also has bardic knowledge abilities, and gains various divination and evasion abilities. Nine levels of arcane spellcasting progression and 6 skill points per level make it quite attractive; it is, however, quite differently organised than either the Arcane Trickster or the Daggerspell Mage.

As written, the Loredelver is set up for Illumians, but there's really no reason for that restriction to stand. It's probably my favourite prestige class in the book.

In contrast, the Menacing Brute (5 levels) is designed for the half-orc thug. Improving on the Intimidation skill and with links to the underworld in a city, the Menacing Brute actually does its job quite well. d10 Hit points, 4 skill points/level and a fighter's base attack progression make it quite attractive to fighters and rogues.

The Outcast Champion (5 levels) can be taken by either half-elves, half-orcs or half-ogres. The class represents a leadership role for a group that is not properly integrated into the community, and brings out the desperate teamwork and combat skills that such groups often have.

Breaking the half-elven idea of trying to get along is the role of the Scar Enforcer (10 levels), a class that combines lesser spell-casting (5 levels of 10), favoured enemy (elves and humans), smite enemy and sneak attack. The authors suggest that Bards, Clerics with the Trickery domain, and Sorcerers would make the most natural progression into this class. It is definitely a grab-bag of abilities. The Scars are written as gangs of embittered half-elves that strike back at the societies that marginalize them. It is my least favourite of the prestige classes: I don't like the abilities, I don't like the role.

The other illumian prestige class is the Shadow Sentinel (10 levels), a fighter-type that infuses their blade with the stuff of the Plane of Shadow. I've used the Plane of Shadow several times in my campaigns, and, once again, I can't see anything particularly "illumian" about this prestige class. Apart from its general martial tendencies, the Shadow Sentinel is specially potent against evil outsiders and creatures from the Plane of Shadow. It's a nice concept for the class, though not really possessed of earth-shattering abilities.

It is quite unusual to find a prestige class that is strictly for humans, but that is the role of the Urban Soul (10 levels). Masters of fighting in the cities, the Urban Soul works best for rogues, although bards might also find it of use - though I think the bard would give up too many abilities. The class is evocative, but it seems weak; the abilities don't really aid the rogue or bard much more than their normal progressions. Strangely enough, an Expert might get the best use out of this class.

Chapter 6: Character Options (14 pages)
I have found the character options pages to be consistently the most interesting in the other books of the "Races" series, this is also the case here. My main objection is that there aren't enough of them; with the focus on cities, surely more could have been done?

There are expanded uses for skills, mostly applicable to urban environments. 25 new general feats (that are mostly racial in type) expand on the abilities of the human-like races. The illumians have a set of feats to help their sigils, the half-elf gets a feat to increase their synergy bonus, and another to aid their diplomatic skills, the half-orc get feats that improve intimidate and will saves, and the humans get Able Learner and Heroic Destiny.

Able Learner is a stand-out: cross-class skills keep the same cap on maximum rank, but can be bought at the rate of one skill point per rank. Heroic Destiny gives a faux "action point" to the human: once a day, a d6 may be added to the result of a d20 roll. More interesting are the Protected Destiny (reroll a 1 on a save) and Fearless Destiny (avoid death 1/day) feats that are in that tree; it's a bit of a pity to not see more of this type.

There are eight Initiate feats, ones that expand upon the abilities of clerics that follow specific deities. These are very nice indeed, although the Radiant Fire feat (for servants of Pelor) is flawed: new spells are meant to be added to their spell list, but they already know most of the spells! I hope we see errata for this soon.

There are also two new Tactical feats: Crowd Tactics and Roofwalker, the themes of which should be self-explanatory.

The concept of Racial Substitution levels is also expanded upon here: alas, there are none for the standard human. The Half-Elf gets Bard, Fighter and Ranger, the Half-Orc gets Barbarian, Druid and Paladin. These all seem nice to me; there is nothing that worries me about the balance of such (unlike in Races of the Wild).

Chapter 7: Magic (10 pages)
Two new domains, City and Destiny, are the centrepoint of this chapter - most of the new spells revolve around those themes. In what is much appreciated, established deities are suggested for granting the new domains in the Greyhawk (Core), Forgotten Realms and Eberron worlds, along with a couple of deities from the "Complete" series of books.

One of my favourite spells from the Miniature's Handbook is reprinted here - Delay Death. (For 1 round/level, the recipient will not die as a result of hit point loss, though will still be dying at negative hit points). Alas, no sign of Revivify!

A fun spell is Animate City, which causes a city's buildings and streets to attack invaders. In an interesting touch, you need to be in at least a small city for this 9th level City domain spell to work.

Adventuring parties, army units, the city watch and other organisations will probably find the Insignia spells very interesting - they grant minor bonuses to all bearing a specific insignia, as well as an alarm that something's up. With a area effect of 400 ft + 40 ft/level spread, one can imagine that they'll see some use - by NPCs or PCs!

Chapter 8: Campaigns of Destiny (22 pages)
The final chapter of the book examines the communities humans and other races live in, giving expanded rules for districts, encounters, and role-playing in an urban environment. Quite a number of sample NPCs are given, in a format that I find quite useful.

One problem with the district system as presented is that it only lists ten core types of district, then suggests rolling once for every 1,000 inhabitants of the city. While this works well for the smaller cities (5000-10000), problems arise for larger cities.

Probably the best touch are the sample "Community Attributes" - things to distinguish individual communities, which include beneficial aspects such as "Artist Haven", "Magically Advanced" and "Tourist Destination", and negative aspects such as "Crime Wave", "Famine" and "Severe Seasons". This idea is great for generating adventures in the urban environment.

Conclusion
It is somewhat sad that the best parts of Races of Destiny really have little to do with the races themselves. The prestige classes I like I'll be stripping of their racial background and the community attributes are certainly not restricted to humans.

This book has a problem given the non stereotypical nature of humanity; it does fairly well at covering some aspects of the nature of humanity, but the overall impression of those sections is disappointing. Really, books that delve into particular human cultures are likely to add much more interest to your campaign than the sections on role-playing that this book provides.

Eventually, the book doesn't quite offer enough to make it even a "good" book. It is like the curate's egg; there are excellent sections, but they aren't enough to redeem it from being one of the weakest Wizards books of recent years.
 


MerricB

Eternal Optimist
Supporter
I agonized over the two or three stars for a while. If I had half-stars, I'd give it two and a half.

The thing is, there are aspects of the book I like a lot - new feats and spells, dealing with cities, and suchlike. The write-up of the illumians, though they don't engage me as a race, is competent. The book doesn't actively strike me as being bad, just a lot less than it should have been.
 

JoeGKushner

First Post
Well, I could be mistaken, but good would be four stars so the three star rating seems appropriate.

And yeah, half-stars would make a HUGE difference in the way a lot of stuff gets rated.
 

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