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OWC5081E

The Genius Guide to Races of Wind and Wing (PFRPG) PDF
***** (based on 2 reviews)

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At its core, a roleplaying game is a chance to enjoy escapist fantasy. Rather than face the real-life threats of traffic jams, rent payments, movies poorly adapted from video games, the flu, and co-workers who never bothered to learn their job, we decide to spend time pretending to deal with the more exciting threats of inhuman marauders, magic doomsday jewelry, horrific toothy beasts, and undead spellcasting tyrants.

Fantasy should be fantastic (and by “fantastic” we mean the dictionary definition—conceived by unrestrained fancy; beyond the realm of the ordinary). That might seem like an obvious thing to say, but fantasy fiction has become so common in popular entertainment that in many ways it has lost its sense of fancy. Elves and dwarves and orcs... we’ve seen them all before. They’re as familiar to the modern audience as private eyes, foreign spies, and femme fatales were fifty years ago. What was once fantastical now represents the status quo, and we have to look farther abroad if we truly want to find something beyond the realm of the ordinary.

As a small offer in that regard, The Genius Guide to Races of Wind and Wing presents a trio of new fantasy races—the aellar, kestrel, and silfide—suitable for use as player characters or NPCs. These races share a common trait of being able to fly to some degree: a small connection but one not found in any of the standard races. They also all come from remote—some might even say exotic—locales, making the possibility of encountering them a rarity in almost any world (and making it easier to incorporate them into existing campaigns).

Of course, it takes more than just a few cosmetic peculiarities to make a creature feel truly fantastic. Like the elves, dwarves, and the other classic character races, each of the new races comes from a culture with its own unique perspective on life and their place in the world—a set of cultural norms that GMs and players can use to understand how the group would fit into a campaign and build characters that fit within (or purposely stretch themselves beyond) those expectations.

Like any good rules expansion, The Genius Guide to Races of Wind and Wing is meant to introduce new possibilities to your Pathfinder campaign and give everyone at the table a chance to expand the horizons of the game and create adventures that are truly fantastic.

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OWC5081E


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Product Reviews (2)

Average product rating: ***** (based on 2 reviews)


*****

3 new races with wings or the ability to fly.


Races of Wind and Wing by Super Genius Games

This product is 12 pages long. It starts with a cover and Introduction. (1 pages)

Flying Characters (1 page)
This section talks about how to deal with characters that can fly. Discussing how such characters can fly over obstacles, up to the top of walls etc. To help deal with this, it introduces wing span rules, how much room one of these races need to be able to fly.

Races (
This section introduces 3 new races that are able to fly and be used as PC races.
Aellar – Winged Elves. Dex, Wis bonus and minus to con. Elf Blood, Low-Light, bonus to perception and survival skills and can fly. They also have 4 new racial feats.
Kestrel – A rare offshot of harpies and halflings Dex, Chr bonus and minus to str. Small size, 20 ground move, mixed blood, Dark vision, lilting voice(bonus to diplomacy and preform), +1 AC while flying, small claws and can fly. 1 new feat, new weapon and new shield.
Silfide – believed to have once been air fey. Con, Int bonus, minus Dex. They get two SU abilities using the wind, those able to cast 3rd level spells get fly as a at will ability. They have 3 new spells.

It ends with a OGL. (1 pages)

Closing thoughts. I didn't notice any errors, though one page with some age, weight, height tables it looked a little crammed and not as clean looking as most SGG products. The art is good black and white art. The races all seem fairly well balanced, they have well done and history histories, ecologies etc. Everything you need to add these races to your campaign world. They really is nothing bad to say about the product beyond the one page I already mentioned. If you are looking for some wind/flying races to add to your game then these are worth picking up. While the Silfide where nice, I would have much rather had another winged race is this book and saved them for a book of races of air fey or something. That is not a knock against a book just a personal preference. So what's my rating? Well I am going to give this one a 4l5, it gives what it claims and does it well. Though it is not perfect.

Trust me, I'm a Succubus.



*****

Three good ways to get a new character off the ground.


The Genius Guide to Races of Wind and Wing is a 12-page PDF in landscape format. The cover and intro take up just over a page. Then, there’s a page of discussions of GM concerns: what about low-level flying characters bypassing traps, and how much wing space do these characters need? Most of a page is then taken up with vital statistics such as ages, heights and weights.

After that, over two pages are taken with the aellar, including four new racial feats: Night Falcon, Slashing Attack, Swift, and Warhawk. The kestrels get almost three pages; they end with the racial feat Swoop and some new equipment, Talon Blades and Talon Shields. About three pages are used up by the silfides, who can learn the racial spells Flit, Glide, and Maneuver. Finally, most of a page covers the credits and OGL.

All three races seem very well-developed in terms of both fluff and crunch, and game-balanced to boot. If my GM allowed it — and I don’t see why not — then I’d be happy to play any one of the three, depending (of course) on character concept. The production values are fine, and the product is a good value for the money. I’m looking for a reason to give Races of Wind and Wing less than five stars and can’t find any, so there you go.


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