Races of the Wild (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Format: PDF / Kindle (mobi) / ePub
A new D&D sourcebook detailing various races that dwell in wilderness.
Races of the Wild™ provides Dungeons & Dragons® players with an in-depth look at races that live in the wildest areas of the D&D world. It explores the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on subraces, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.
AUTHOR BIO: Skip Williams is currently a freelance RPG game designer. He co-authored the core rulebooks for the Dungeons & Dragons RPG and wrote the adventure Deep Horizon™. His most recent credits include Draconomicon: The Book of Dragons™ and Book of Challenges™.
centaurs suddenly claim a prominence in the campaign equal to that of halﬂings or elves. The following suggestions should give players and DMs some ideas for including new races in an existing campaign. Distant Region or Continent: One obvious explanation for a race not being present in the campaign until now is that there is some signiﬁcant geographical barrier between the race’s homeland and the main region of the campaign. The race might dwell behind an impassable mountain range, across a
sometimes an instigator of criminal schemes cooked up by less respectable halflings; many are the ringleaders of roving thieves’ guilds. Other luckstealers lead caravans of their own or act as senior advisors to a community leader. Pulling strings from behind the scenes is a common tactic for luckstealers because they’re personable, good bluffers, and able to use spells surreptitiously to good effect with their subtle magic class feature. Some luckstealers spend their days working on their next
languages save is known), she must abide by the second roll. She may available to him because of his race and the Speak Language use this ability once per day at 3rd level and one additional skill). He gains a +4 circumstance bonus on Diplomacy time per day for every three levels gained thereafter. She checks made to interact with natives of the Elemental Plane can’t use this ability more than once per round. of Air. If he has the ability to bolster air creatures (such This substitution feature
only when using a weapon designed for that purpose, such as a sap (blackjack). Evasion (Ex): If this halﬂing merchant is exposed to any effect that normally allows him to attempt a Reﬂex saving throw for half damage, he takes no damage with a successful saving throw. Trapﬁnding (Ex): This halﬂing merchant can ﬁnd, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to ﬁnd, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create
and the raptorans, who inhabit cliff-side dwellings far from civilized lands. While its primary emphasis lies on these three races, the book also discusses other races that dwell in the wilds. These include fey (killoren), wild humanoids (catfolk and gnolls), and monstrous humanoids (centaurs). Animals that serve as traditional companions to these wild races also appear in this book. playground. Pragmatic, winsome, curious, and adaptable, halﬂings are arguably the most free-spirited of the