![]() Drow are aligned with the themes of sin herein and the book offers a massive array of sin domains and feats for them – oh, and, of course, Midgardiana is included in the otherwise easy to adapt fluff, so even if you do not play in Midgard, this book has ample of material waiting for you. Ravenkin building upon the racial trait ironclaw or dragonkin gaining swift-action control over their scales, allowing them to harden them temporarily…and enhance their own resistances, of course! An occult ritual for draconic ascension can be found here as well. ![]() Most of the races now also sport a racial combat style feat-tree, allowing for unique styles, with e.g. Aasimar, btw., would be a good example for the great work of my fellow developers on this book – I had no hand whatsoever in this chapter and it came out vastly improved, eliminating the power-creep spell of the original installment, as just one example, and replacing it with evocative, unique spells. Aasimar, as depicted herein, hearken in flavor to the larger-than-life nephilim, with powerful passions defining them and their very nature feeling less like a celestial crossbreed and more like a race of powerful paragons – and before you ask: There is a bunch of new material herein for each race, with ~3/4 of an entry being devoted to racial crunch that ranges from traits to feats and archetypes, with a wide variety of unique alternate racial traits. Now the book’s massive array of races is impressive, sure, but how is the coverage? Well, as a basic idea, each racial chapter consists of approximately 1/4 fluff, including age, height and weight tables and notes on interaction with other races, while also offering a significant array of cultural information, which, more often than not, adds some very unique twist on the concepts. While not all races feature advice like this, most do -and personally, I consider this a glorious solution to the table discrepancy issue regarding racial power. Well, this pdf actually provides something so simple it honestly should become the standard: Scaling advice for the races. Core races are weaker than the planetouched and then there are races even beyond that…so how to balance them? High-powered groups want high-powered races, gritty rounds prefer more down to earth solutions. ![]() One crucial issue pertaining races, ultimately, is the power-level of the races. However, the book does several things right – almost radically so. So the scope of this book, in itself, exceeds the sum of its constituent parts by quite a lot. Aasimar, Tieflings, Centaurs, Darakhul, Derro, Dragonkin, Gearforged, Gnoll, Kobold, Lamia, Lizardfolk, Ravenfolk, Shadow Fey, Tiefling, Tosculi and Were-lions are back, obviously – but we also get whole chapters on Dhampirs, Drow, Jinnborn (see Southlands), Minotaurs, Sahuagin and Trollkin. Guess what? This book provides just that.īut before we take a look at this aspect: This is not simply a collection of old material quite the contrary: In 21 massive chapters, a lot of races are covered. Basically, in some instances a complete rewrite was all one could do. If you take a look at my reviews for the series, you’ll be able to easily ascertain that. So, before we dive in, let’s just say that the Advanced Races-series, from which this book was collated, basically was hit and miss for me in its original iteration. That being said, considering the sheer size of this book and my own involvement, I will not provide a point by point analysis of the content and also will refrain from adding a final rating to this book. I am writing this article since I was explicitly asked to by my readers. Wait a second, though – A quick glance at the list of developers for this book will show you that I worked on this. This massive book clocks in at 338 pages, 1 page front cover, 1 page editorial, 2 pages of ToC, 1.5 pages of SRD, 3 pages of advertisement, 1 page back cover, leaving us with a colossal328.5 pages of content, so let’s take a look! Traps, Haunts, Hazards and all the rest.
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