![]() There are examples of typical racial settlements, such as "Windingwater" for the elves. All aspects of racial life are explored: psychology, culture, tradition, religion, history, folklore, and even economy. In comparison to the abundance of rules elsewhere, the focused chapters on elves, halfling, and raptorans are filled with flavor. They aren't a focus of the book, perhaps a surprise considering the endearing popularity of races like centaurs, but the new races make them eminently playable. ![]() Rules for introducing new races, such as catfolk or centaurs, are exactly as long and detailed as they need to be. With the raptoran, items definitely have a focus on both flying and surviving a fall from great heights, and there's a common theme of survival in the wilderness. There are new weapons and armor, new magic items (such as hawkfeather armor), 9 new spells, and 3 new psionic powers. Here you'll find plenty of new rules: new uses for skills, 8 prestige classes, 30 or so new feats, and racial substitution levels (a favorite new rule of mine) to make your hero more race-focused.
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