Races of the Wild

IronWolf

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Races of the Wild provides an in-depth look at races that live in the wildest areas of your D&D world. There is extensive information on 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 sub-races, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.
 

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Races of the Wild, written by Skip Williams for the Dungeons and Dragon line by Wizards of the Coast, is the latest Race book. Weighing in at 192 full color pages for $29.95, Races of the Wild is very reasonably priced.

Laid out in standard two-column format, Races resembles many standard D&D books with chapter counters on the outside of the page. For example, flipping to page 153, I can see that I’m in Chapter 6, Character Options. In terms of art, Races of the Wild is one of the least visually appealing books to me. Outside of some work by Wayne England and Sam Wood, most of the book looks uninspired. Some of my least favorite artists like Tom Baxa and Dennis Crabapple are featured and Chuck Lucasks who handles the heading chapter illustrations, doesn’t stand up to previous illustrators.

Each race starts off with a section, A Day in the Life. This follows a single individual through their daily workload showing how their live differs from those of other races. It then moves into description, which covers physical traits, and under that, clothing, and grooming. Another section on psychology, provides insights into what the race considers important or why they’ve come to that way of life. Another section covers Life. This includes things like culture in terms of arts and crafts, as well as living standards from technology and magic. Other important subjects like Love and war, are briefly covered, as well as aging and death. Ideas on society and culture are also briefly detailed with ideas on community structure and family ties with specific names for various officlas offered.

For those wondering how the race in question gets along with others, a section about “X and other races”, covers all of the core races, as well as the new race introduced in this book. A bit disappointing as it doesn’t mention the other new races in the series like the Goliath from Races of Stone.

The section on religion includes the gods of the Pantheon. For the elves, for example, it include the standard leader, Corellon Larethian, as well as many new gods designed for a generic pantheon. These gods don’t have a specific table breaking down their portfolio, favored weapons and domains, but those details are found under each section. In addition, other bits of role playing information are included like clerical training, quests, and prayers, are joined with details useful for background information like shrines, rites, and herald and allies.

Strangely enough, for the Halflings, it looks like several deities were just listed with no details. For example, Arvoreen, Brandobaris, Cyrollalee, Sheela Peryroyl, and Urogalan, are all listed, and each includes power level, portfolio, domains, and favored weapon, but no background information or indeed, any other information like shrines, is included, making the poor Pantheon section the weakest of the lot.

Each race also includes a generic section on the race’s history and folklore. This includes mythic origins, such as the elves being from the blood of Corellon and the tears of Sehanine, as well as legends. Details on language, including a phrasebook, with what the phrase means, are included to help give different races their own image. One of the most useful sections in each areas, is the names, including lengthy tables for prefixes and suffixes for elves, and sample Halfling names and earned names. Unfortunately, the author copped out when doing Raptoran names, referring to the Elven random name generator.

Sample communities are included for each race. For elves, we get the typical elven wooded village. Halflings get a meadow, and the new race, the Raptorians, get some cliff dwellings.

After that, we get some ideas on how each race approaches the core classes, as well as what specific feats and PrCs are appropriate for the character in question.

The book starts off with Elves. One of the most written about demi-humans in 3rd edition with specialized books on drow, wood elves, and high elves, this chapter captures the standard elf from the Player’s Handbook. The author sticks with the standard height and weight of elves, making them still the short version as opposed to the Forgotten Realms version which tends to be more Middle Earth like.

The Halflings, as described in the second chapter, are a race on the move, often moving in large groups like a Carnival. They even provide maps for a house wagon and provide some new twists for the Halfling pantheon. It seems that Yondalla formed the Halflings out of many bits and pieces of other races and the gods were upset at her larcenous nature and command her to sever that part from herself, and so she did, which created Dallah Thaun, a hidden goddess who no one outside the Halflings know about. An interesting twist.

When looking at the new race, the Raptorans, I’m not inclined to use them. While a flying race is interesting, it’s also been covered in other races not even mentioned in this book. In addition, this is another race that started off as something else, much like the Illumans from the previous book, Races of Destiny, or the Mojh from Arcana Evolved, and made a pact with a entities from the Elemental Plane of Air, and received the gift of flight. What race they were before isn’t really covered but once again, no template is provided to show how other races might pledge their loyalty to the plane of air.

And it’s strange that their, as a race, pledged to air, when their patron god isn’t some elemental being, but rather, a beast lord, “patron of the hunt” and “cherishes and protects all nocturnal birds.” This sounds much more like some type of animal deity than a pact with some elemental lord.

In terms of game mechanics, they have wings that give them a bonus to jump checks and gliding ability, at first, but as the character gains levels, their wings get stronger and enable them to eventually fly. They also gain a +1 caster level when casting spells with the air descriptor, have an innate sense of direction, low-light vision, weapon familiarity with some new exotic weapon, and a bonus to climb and spot checks. Because of their ancient pact, their favored class is cleric. Overall, a big ‘meh’ from me.

The other races brings several new races to the table. Well, most of these aren’t new races per say, but races from the Monster Manual, given a more complete racial trait listing for characters, as well as monstrous levels similar to Savage Species. The Catfolk, one of the few races not from the Monster Manual, are actually from the Miniature’s Handbook. Might make some Anime fans happy, but they didn’t do a lot for me then, and they still don’t. The Centaur and Gnoll don’t do anything for me either.

If there was a ‘winner’ race, it’d be the Killoren. These are fey who take different aspects, much like Warhammer tabletop Dyrads, to handle different events. They an change what form they manifest each morning, and can select from these aspects; Ancient, gaining knowledge of nature, destroyer, gaining a smite attack against the foes of nature, and hunter, gaining bonuses to Hide, Listen, Move Silently, and Spot Checks. It’s an interesting mechanic but as a race, they’re probably not something that’s going to see use in my campaign anytime too soon. If I want agents of nature who are out against those who despoil it, I’ll use wood elves.

When looking at PrCs, the book starts off with existing PrCs that are appropriate for these races. Some obvious choices like Bladesinger and Halfling Outrider are included, as well as some hitting the highs of a society, like the Arhcmage and some alternative ‘generic’ PrCs like the Eldritch Knight. The book the starts with the new PrCs.

Each new PrC has a quote, details of what the PrC is, information on becoming that PrC, game mechanics, including entry requirements and class features, how to play the PrC, including advice on combat, advancement, and resources, as well as how the PrC fits into the world, including organization and NPC Reactions. Other details like Lore of the PrC, usually relying on a specific Knowledge skill, are included from DC 10 to DC 30. Lastly, a section on using that PrC in the game, including adaptation and encounters, rounds off each section.

Some of these will cause rules debate right off the top like the Arcane Hierophant, a druid-wizard PrC that gains spellcasting in both classes at once, while others are specialized for a race like the Whisperknife, a Halfling specializing in using daggers. The new race, the Raptoran, gets two PrCs specific for them, the Skypledged, a divine spellcaster who cannot cast spells with fire, water, or earth descriptors, but gains a spellpool, access to additional spellpower that has to be repaid within a number of days equal to your PrC. Very similar to a Guild Mage. The Stormtalon on the other hand, is a fighting based class that gains better flight and bonus aerial feats in addition to ‘Foot Talons’ where they can deal damage with their feat as if they were claws.

Several skills get a quick look over in Chapter Six, under Character Options, including moving along a forest canopy using climb or finding trail signs using Survival. The real ‘beef’ of that chapter is the feats and includes several racials ones like Centaur Trample, where the centaur can prevent an opponent from avoiding him, and if he knocks the target down, he can make one hoof attack. Others like Defensive Archery are perfect for any archer, giving the user a +4 dodge bonus to his AC when using his bow and threatened by attacks of opportunity.

One of my favorite type of feats, Tactical, makes a repeat introduction here. These feats often allow you to do multiple things with it and make them more useful than a standard feat. For example, Wolfpack has several maneuvers within it including Distract Foe, Drive Back, and Gang Dodge.

Another section here, Racial Substitution Levels, provides options for each character, usually two ‘core’ concepts, including the favored class, and one off the path class. These substitution levels work by allowing the character to swap out his normal level for a racial level. For elves, they have paladin, ranger and wizard. Halflings have druid, monk, and rogue, while Raptoran have cleric, fighter, and sorcerer.

Some of these may be overpowered for some campaigns. For example, the elf wizard’s first ability, Generalist Wizardry, basically gives them specialist abilities, gaining an extra spell in her spellbook, gaining extra spells when advancing, and being able to prepare an additional spell of her highest level each day, of any school. Others may not work for some campaigns. For example, I wonder why any hafling would drop out his rogue levels for his racial ones. See, they can use a sling or thrown weapon and gain an extra 1d6 points of sneak attack damage, but their melee sneak attack is reduced by 1d6. What does that do for things like bows? Don’t know as it’s not listed. Why would a Halfling take this as normally, a sneak attack can be ranged up to 30’ and most thrown weapons don’t have a lot of distance behind them anyway?

When looking at equipment and magic, a lot of it involves new weapons and armor, and a lot of it involves exotic weapons. It starts off with many different types of arrow, including blunt arrows, but others like dragonbreath inflict extra fire damage as their on fire. The exotic weapons come in for the elves with the lightblade, thinblade and courtblade, in essence elven versions of the rapier, short sword, and greatsword. The good news is that in each case, if you have any of the weapon focus or specialization feats, it carries over to the standard weapon as well. The main benefit of these exotic weapons is that their critical threat is greater, for example, the courtblade that does 1d10, has an 18-20 critical range, and can be used with Weapon Finesse.

For armor, there are several new types including various mithril variants such as chain shirts and breastplates, to new wildwood armor from scale to full plate. Each one has different benefits, but most of the good stuff is that they have a higher maximum dex bonus and the armor check penalty isn’t as bad as normal armor.

In terms of new magic items, there are no racial relics or artifacts. No legendary bows or speares of the Raptorans for example but we do have things like Swordbows, a weapon nthat can be either a sword or a bow, or the Hawkfeather Armor, +3 studded leather armor that allows the user to cast eagle’s splendor on himself in addition to being able to fly for a limited period and having a bonus on Spot checks while wearing the armor.

Of more interest to some are the new spells. These start off in abbreviated form, broken down by class and level, and for wizards, by school. Not a lot of new material here, but a few will be useful right away like Raptor’s Sight where the user gains a +5 bonus on Spot checks and range increment penalties are halved. Of more interest to me are the three new psionic powers, simply because psionics get so little support. Of the three, my favorite is Living Arrow, a 5th level Psychic Warrior ability that can travel around corners to strike the target.

The last chapter, Campaigns in the Wild, provides some ideas on what to do with the material. This ranges from how to assemble such a group, to the demographics of the different communities, making an elf community different than a Halfling one. Sample NPCs of various levels and classes help the GM come up with NPCs in a split second. Holidays are provided for the three races, but should’ve been included in the earlier description of each race. A few monsters are introduced including an old favorite, the elven hound or the cooshee. The book ends with one hundred adventure ideas and a listing of NPCs by CR.

Of the Races book, this one will probably get the least use from my group and me. I’ve already incorporated a lot of background details from the Illumans in my game, and don’t have another spot in my campaign for another flying humanoid race. Stats for gnolls and centaurs as the ‘new’ races, especially trying to give the gnolls a ‘good’ outlook, didn’t sit with me. Some of the game mechanics will require some playtesting to see how they work out and usually, I can tell if something’s too good by how many players want to use it. Thus far no player’s have approached me about the Halfling rogue substitution levels, but I have had a few people tell me that the next character they want to play is an elven wizard.

For those looking to round out their collection, Races of the Wild continues to provide hardcover full color books at a reasonable price.
 
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Psionics

Is it really fair to still be saying that "psionics gets so little support". Besides Dragon and even one adventure in Dungeon, psionic support has now appeared in all three races books, Frostburn, the Eberron Campaign Setting, and Lost Empires of Faerun. That's a fair chunk of the books that Wizards has been released since the XPH. At this point I think we can admit that they're showing good support for psionics.
 

I'd say yes as the use of psionics in those books is mimimum. Races of the Wild for example, has three psionic powers. I think that only thing in Lost Empires that's psionic is some magic weapon property (although I'd have to do a double check on that.)

Psioincs are a poor cousin for magic.

And that's okay. Not being part of the core rules, they should be.

For those who love psionics however...
 

Three stars?

The consensus in my two D&D groups is that Races of the Wild is by far the best of the Races of... books. It's the only one I felt was worth keeping. I'm really surprised that you've given it the lowest rating of the three; I can't really see how the dreadful Races of Destiny merits four stars while this one only gets three.

Thorough review, but I don't agree at all. ...Destiny, ...Stone, and ...Wild would rate 2, 3, and 4 stars, respectively.

Guess I need to start writing my own reviews. :)
 

BTW, I think the art is far better than the previous books, too. That Sam Wood and Wayne Reynolds even make appearances already makes it better.
 

I agree Buzz, you should write some reviews! I always encourage others to write their opinions on material because not everyone agrees with me and it's good to get multiple points of view.

For me, it all comes down to game use. Like I've noted, I've got whole stacks of paper about how I'll be using the Illumians in my campaign and the Initiate Feats for the various Greyhawk deities get the big thumb up from me.

Races of Stone has seen a bit of use with the Goliath and some of it's exotic weapons, as well as some of the 'secondary' races.

Races of the Wild? People have looked through it for feat selection and some interest in PrCs, but no one has tried to use anything from it yet.

And the art... well, I'm going to have to disagree with you Buzz.
 

A casual gamer's review.

I had heard good things about Races of Stone and also about this book, Race of the Wild, so I decided to pick it up.

Races of the Wild is Wizards of the Coast third non-setting specific races book--Races of Stone and Races of Destiny are the other two. Races of the Wild is a 192 page hardbound book that explores Elves, Halflings and a new race called Raptorans, as well as a few other 'minor' races.

Introduction [4 pages]
This section includes the credits, an excellent table of contents and the standard 'Introduction' page. There is no Index, but the table of content does an adequate job in place of an index.

Chapter 1: Elves [32 pages]
This chapter describes elves life style--family, community, religion, history, etc. The highlight of this chapter for me was the sample elven settlement, providing a map and ideas for homes and locals. Lacking was descriptions of elven sub races (drow, wood, gray, etc.) Some may argue that this information is available in other sources (Monster Manual, Underdark, etc.), but I expected a chapter of elves to include it. I would have preferred to see more details of elven sub races or new ones in place of other material placed in this book.

Chapter 2: Halflings [28 pages]
I love Tolkien. Ever since I started playing D&D halflings have been hobbits. When WotC produced 3e, halflings became much more Kender like. So, I hate this chapter.

This chapter describes halflings life style--family, community, religion, history, etc. It expands on the PHB description of the halfling being a nomad people who tend to get into mischief. Included in this chapter is a picture of a typical Halfling House Wagon. This thing is HUGE. 15 feet wide by 27 feet long - IMO absurd even for a fantasy game. For comparison, a typical RV is 8' wide by 30' long. This chapter is not without its useful material. Like the chapter on elves, this chapter has a typical Halfling village.

Chapter 3: Raptorans [26 pages]
This chapter introduces a new race, the Raptorans. Think bird people. The chapter gives a good overview of the race and includes race stats and pantheons information. I do think this would be a difficult race to DM and I just don't see a need for additional races.

Chapter 4: Other Races [16 pages]
This chapter includes expanded information on Catfolk, Centaur, Gnoll, and Killoren. I really wish this chapter had been expanded. Mechanically, this chapter is pretty good. One problem area seems to be the Centaur Monster Class. Progressing from a 5th level Centaur to 6th you increase your HD, BAB, Ref & Will saves, skill points and hooves attack damage. Also, your size increases from medium to large. This change eliminates your BAB bonus for the level, decreases your AC by 1, and reduces your Hide check by 4. The only benefit is an increase on your grapple check of 4. IMO there is no advantage to being a 6th level Centaur - a problem with the mechanics.

Chapter 5: Prestige Classes [38 Pages]
Arcane Hierophant: a wild shaper who advances both arcane and divine each level. Mechanical problem-the description states that the Arcane Heierophant can wild shape but the rules block states he doesn't get this feature, he only adds to his druid levels.
Champion of Corellon Larethian: An elf fighter who works well in heavy armor.
Luckstealer: A halfling spellcaster how can steal you 'luck'.
Ruathar: An Elf friend. Just 3 levels open to any race.
Skypledged: A Raptoran PC.
Stormtalon: A Raptoran PC.
Whisperknife: A Halfling revenge seeker (or assassin) who's good at throwing knifes.
Wildrunner: An elf ranger type with a rage variant mixed in.

Your general mix of prestige classes. You'll like some and ignore the rest.

Chapter 6: Character Options [18 pages]
This chapter is the gem of the book, and why I purchased it. Several skills are expanded upon and 31 new feats are introduced. Also included are racial substitution levels which I found to be balanced and flavorful.

Chapter 7: Equipment and Magic [14 pages]
Some of the weapons (like the elven thin blade) are repeated from other sources, but that's OK. Their inclusion is more helpful than annoying. Also, this chapter kills Elven Chain. Basically, anyone, any race can make chain mail armor with Mithral and get all the benefits. Mechanically this is sound. I don't care, I still hate it.

Chapter 8: Campaigns in the Wild [14 pages]
Ideas for settings, demographics, adventures and sample NPCs. Also included are four new creatures know as Friends of the Wild. They include the Brixashuty (a sheep), Chordevoc (bird), Dire Halk and Elven Hound (magical dog). The only problems I noticed were that with the Elven Hound in one line commonly lives for 100 year and in another place can live for 50. Also, the proportions are mixed up stating that the dog is 200 pounds, 24 inches high at the shoulders and huge paws. My dog is 70 pounds and 28 inches high. Yes a nit pick.

Appendices 1 & 2 [2 pages]
100 adventure ideas and a list of the NPCs by CR.

My scoring
Introduction: 5 stars x 4 pages = 20
Chapter 1: 2 stars x 32 pages = 64
Chapter 2: 1 star x 28 pages = 28
Chapter 3: 2 stars x 26 pages = 52
Chapter 4: 4 stars x 16 pages = 64
Chapter 5: 4 stars x 38 pages = 152
Chapter 6: 5 stars x 18 pages = 90
Chapter 7: 4 stars x 14 pages = 56
Chapter 8: 4 stars x 14 pages = 56
Appendices: 5 stars x 2 pages = 10
Total 590 / 192 pages = 3.1 --> 3 after dropping fractions in D&D fashion.

This book isn't a good bang for the buck book for me, but its a good book for mining material that you like. Also, this is a WotC book so my expectations are higher. I really want to give this book only 2 stars, but there is enough good material to bring it up to 3.

-Swiftbrook
Just My Thoughts
 

This review was original posted on the 3rdedition.org site.

Races of the Wild is the third in the series of D&D 3.5e books that seek to expand upon the core races. Although I found Races of Destiny somewhat flawed, I thought the first book in the series, Races of Stone, was rather good. My impression of Races of the Wild is very similar. I like this book a great deal, although I'm unsure of the implications of some of the material.

The first chapter of the book deals with the culture of the elves. No mention is given of the elven subraces, so all of this material is pertinent primarily to the core race of High Elves. This is an impressive chapter. The implications of an individualistic, long-lived race is considered, and the conclusions make a lot of sense to me. Skip Williams describes a culture where the elves prefer to perform tasks for themselves, and thus pick up a lot of different talents. Thus, a single elf will learn the basics of house building, basket weaving, leather working and all the other things needed in life rather than go to a specialist in the community to have it done for him.

Discussed in this chapter are elven communities, dress, society and culture. As one might expect, the elves prefer the use of magic to technology, and Skip Williams also gives attention to their religion, language, history and folklore. Occasional "Role-playing Application" notes focus the description for players who are defining their characters. However, I didn't find these notes to be as effective as in Races of Stone.

It was also somewhat disconcerting to have a lot of descriptive text that really read like, "the elves are better". There isn't too much of this, but it goes against my "Humans are superior" prejudices. This is an ongoing problem with how elves are depicted in fantasy, and due largely to Tolkien's version in The Lord of the Rings. When you have a race that is older than all the others and that lives for so long, they do tend to get very good at the things they like - regardless of their generalist tendencies.

The second chapter of the book deals with the culture of the halflings. With this chapter, Skip Williams moves the halflings fully away from the original hobbit inspiration and turns them into a race that is definitely inspired by the gypsies of our own world. There are elements of the kender in there as well - the halflings' fearlessness and curiosity - but, thankfully, they've been toned down so that we don't have the immensely irritating topknots of Krynn running around the standard D&D worlds.

The new halflings are nomadic, travelling around the world in caravans. There are very few permanent halfling settlements, and those that are permanent have a continual turnover of population. The chapter actually does a very good job of describing a viable culture. Of particular note are the descriptions of the positions of authority in a halfling caravan: head teamster, scout, trailer, chief herder, old one, blacksmith, wheelwright, cook, herald and cleric. This material gives me a lot to work with when using a halfling community.

One of the more interesting facets of this treatment on halflings is that of their religion: Yondalla has a "sister", a dark aspect of herself that promotes the more larcenous aspects of halfling behavior. This all ties into the halfling creation mythology that is presented in this chapter, and I must say that it works for me. I was wondering whether Skip Williams could do a good job of presenting the halfling culture. Overall, I think he did a very good job.

My one big disappointment in this chapter is that save for Yondalla and her "sister", all the other halfling deities are skipped over, with text pointing us to the Forgotten Realms book, Faith and Pantheons. I detest this. I don't mind references to core D&D books, but Faith and Pantheons is extremely non-core.

The third chapter of the book introduces a new race, the Raptorans. I liked very much the new race in Races of Stone, the Goliaths. I'm less enthused about the Raptorans. This might have something to do with their artwork, which I did not enjoy. In essence, they're an attempt to create a race for D&D that can fly, but doesn't unbalance the game. In this, they are successful. The race does work, mechanically.

In fact, the creation mythology of the Raptorans makes me more inclined to like them: in ages past, they received the gift of flight in exchange for a promise to help the air elementals in their battles. The promise hasn't been taken up in generations by the air elementals, but it remains there as a useful plot hook.

The Raptorans are a race of avian warriors that live in small tribes. Skip Williams gives sufficient information to help us integrate the Raptorans into our campaigns, but I doubt I'll be using them in my ongoing Greyhawk campaign.

In recent days - since I first wrote this review - I've had some of my players very interested in the race. The lack of balance problems that other flying races suffer from has made me look again at the race. It's still not as appealing to me as the goliath, but it is definitely capturing my attention.

The fourth chapter of Races of the Wild briefly deals with four other races: Catfolk, Centaurs, Gnolls and Killoren. Catfolk were introduced in the Miniatures Handbook, and it's very nice to see their description and role expanded. Centaurs and Gnolls should be familiar to you, and the Killoren are a newly risen race of powerful fey - aggressive, ambitious manifestations of nature's presence and power.

Each race gets about four pages or so, and the descriptions are evocative and useful. For all their brevity, I like this treatment immensely. I've now seen the Centaur in play, and it's a great race. The Catfolk likewise - a race that is also getting support through D&D Miniatures.

Chapter Five introduces eight new Prestige Classes. This book is the first in which I've seen the new Prestige Class format that debuted with Races of Destiny. Each prestige class now has about five pages devoted to it. These cover its powers, its position in the campaign world, some notes on adapting it to your campaign, a sample NPC and encounter using the prestige class, how characters gain the class and advance in it, and how other NPCs react to members of the Prestige Class.

This is a much-improved format. Although you give up the plethora of prestige classes presented in other books, the additional information is something that I find very useful. The job of integrating new Prestige Classes into my campaign has been much simplified by the new format, and I hope to see it continue in newer books.

The eight prestige classes are as follows:

Arcane Hierophant - a multiclass druid/wizard of the Mystic Theurge type. Of particular note is that the druid's Wildshaping abilities continue to advance and that the animal companion of the druid also gains familiar abilities. This is an interesting a possible powerful combination.

Champion of Corellon Larethian - basically an elven knight, the Champion wears heavy armor and become especially skilled in using their dexterity. Their key abilities relate to this: they get to add their Dexterity modifier to their Strength modifier for damage when using Finessable weapons (including an elven version of the greatsword), their maximum Dexterity modifier for armor is increased, and they are not slowed by wearing heavy armor. I like this class a lot, but I feel that it may go over the top with its abilities. I have concerns for the balance of this class, although the prerequisites are harsh: you need Combat Expertise, Dodge and Mounted Combat!

Luckstealer - similar in many ways to the Fatespinner from Complete Arcane, the Luckstealer is a 10 level Halfling prestige class that offers 7 levels of spellcasting progression and the ability to steal the luck of opponents for himself. It can be entered by both divine and arcane casters, and is quite an amusing class.

Ruathar - the elf-friend class, this 3-level prestige class offers some of the bonuses of elves to the character that takes it. It is evocative and interestingly presented.

Skypledged - a Raptoran prestige class that is used by divine Raptoran spellcasters to enhance their air magic at the expense of fire, water and earth spells. Interestingly, it uses the Spellpool ability that the Mages of the Arcane Order have in Complete Arcane. Its capstone ability is the ability to create a personal cyclone to protect you and destroy your enemies.

Stormtalon - another Raptoran prestige class, this one designed to enhance combat abilities whilst flying. The Stormtalons improve their flying speed and get many bonus aerial feats.

Whisperknife - the second Halfling prestige class, the Whisperknife is something of an assassin, with the ability to gain Poison Use at the fifth level. The Whisperknife has many abilities related to throwing daggers very quickly, and gains, at ninth level, the ability to flank a foe with a dagger. An interesting class and one that a player in my game will wish to take!

Wildrunner - the second Elf prestige class, the Wildrunner is designed for rangers. Fast movement, trackless step, a primal scream, the scent ability and other movement-related abilities give a class that is very close to nature. At ninth level, the character actually becomes a fey.

Chapter Six is devoted to character options. Expanded uses for the skills Balance, Climb, Handle Animal and Survival are given, and then we get to the new feats.

There aren't as many new feats as in Races of Stone, but there are some very impressive ones. I'm unhappy to see that the designation of "Racial" has not been used, because it was a very useful tool for separating out the prerequisite for the feats. There are several "racial" feats described here, but they're not called out as such.

Of particular note is the elf feat of Elf Dilettante. It is very similar to Jack of All Trades (from Complete Adventurer). The elf that takes Elf Dilettante gains a +1 bonus on all untrained uses of skills, and can attempt skills that he has no ranks in. This fits the elven culture that Skip Williams described in the first chapter extremely well, and it is great to see the description and the mechanics fitting together so well.

In addition to the 28 general feats, there are three new Tactical Feats. The most impressive is Woodland Archer. The three sub-abilities are: "Adjust for Range", which gives a bonus on iterative attacks if the first attack misses; "Pierce the Foliage", which allows ranged attacks to ignore concealment if you missed due to concealment in the previous round, and "Moving Sniper", which gives bonuses to the sniping maneuver.

One area of pure frustration for me is the feat Magic of the Land: if you have Concentration, Knowledge (Nature) and can cast spells, you can imbue your spells with healing energy. If you make a DC 15 Knowledge (Nature) check when casting a spell in a natural setting, each target of your spell heals 2 points of damage per spell level. I dislike Wizards and Sorcerers gaining healing powers, and this feat seems absurdly good to me. I will restrict it in my campaign to divine spells only.

The chapter ends with a discussion of Racial Substitution levels. For the elf, the Paladin, Ranger and Wizard are presented; the halfling has the Druid, Monk and Rogue; and the raptoran has the Cleric, Fighter, and Sorcerer. For the most part, the balance seems right: the abilities gained are balanced by abilities lost.

The one exception is for the first level of the Elf Wizard. This ability, the Elf Generalist, gives the character an additional spell known at every new level, and an additional slot at the highest level that can be cast. The drawback is that this wizard can't specialize. Already, it has cause some debate on the message boards I frequent.

Personally, I think this fixes a hole in the description of the elf: gnomes and humans have made better wizards than elves! This substitution level balances that inequity. However, I'm not so sure of its application to a Gray Elf, for instance. This is one area where I'm very unsure of the game balance implications.

The seventh chapter, Equipment and Magic, gives a handful of new spells and psionic powers, few of which are particularly noteworthy, although they'd probably be useful. Summon Devoted Roc, the ninth level spell of the new Sky domain, is very nice, however.

Of greater interest are the new items of equipment. The elves gain a new range of arrows with special abilities, but very interesting are the elven "finesse" weapons. For instance, the Elven Courtblade - d10 damage, 18-20 crit range, 2 handed, exotic weapon, and you can use Weapon Finesse with it.

Another interesting feature is the list of armor types: unlike Races of Stone, there aren't many new types of armor. Instead, the elves use new materials: the mithral armors are listed, as well as armor made from the new materials of leafweave, thistledown and wildwood. The most expensive suit of armor is the mithral full plate - 10,500 gp for +8 armor bonus, +3 max Dex, and a -4 armor check. It only weights 25 pounds! In combination with the Champion of Corellon Larethian, this is another area of concern for game balance. I shall have to see how it plays.

The final chapter, Campaigns in the Wild, gives a few notes on running campaigns based around one of the three races described in this book. Notes for elven, halfling and raptoran demographics are given, along with a set of sample NPCs. The idea of Holidays with game effects, first presented in Races of Stone is given more expansion here.

A few new monsters are also presented, including the long awaited return of the Cooshee (the Elven Hound).

Finally, the book ends with 100 adventure ideas for games based around a Race of the Wild.

Content: 4
In 192 pages, Skip Williams gives a good description of the elf, halfling and raptoran races. The new format for the prestige classes works very well, and the new game material is of good value. For those who have been worried about the balance of rules material to descriptive text, Races of the Wild is the best indication so far that this issue is being addressed.

Clarity: 5
All is clear and easy to read.

Layout/Artwork: 3
I'm actually quite disappointed with the artwork in this book. The text on the starting pages of each chapter (which uses a different background) is also difficult to read. Otherwise the layout is clear.

Originality: 4.5
Writing any "Races of" book involves a degree of rehashing what has come before. However, because of the changes to Halflings, and the new race of the Raptorans, there were many original ideas that Skip Williams could use in this book. The adaptation of the old to the new system, and the introduction of the new causes me to rate this book highly for its originality.

Development/Editing: 3
I've seen very few editing/typographical errors in this book. However, there do seem to be a few errors in the Prestige Class NPC stat blocks, in addition to the balance concerns I pointed out above.

Value: 4.5
Again, a standard Wizards book, with plenty of information, high production values, and a reasonable cost of $29.95.

Overall: 4
Races of the Wild continues the move by Wizards away from books full of game mechanics and nothing else. The result is a pleasing book that is primarily beneficial for the discussions of the culture of elves and halflings. The actual game mechanics are solid, with a couple of minor exceptions. These do not impinge on my overall appreciation of the book.

Halfling and Elves have been very popular over the years in my D&D campaigns, this is unlikely to change with the release of Races of the Wild, which should give me more material to distinguish those races from regular humans.
 
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The whole Elven court blade/ feats and PrC's make it sound very much like the 2nd edition splat book, Complete book of Elves with the extremely broken kits...err..prestige classes there in.
 

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