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src/pages/races/firfolk.md
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src/pages/races/firfolk.md
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---
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title: Firfolk
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description: TBD
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date_pub: 2023-02-15T00:26:00-05:00
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section: races
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content_type: feature
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short_code: rf2
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---
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<div class='headlessTableWrapper'>
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| | |
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| --------------------- | --------------------------- |
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| **Requirements** | Minimum CON 9 |
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| **Ability modifiers** | -1 INT, +1 WIS |
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| **Languages** | Alignment, Common, Firspeak |
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</div>
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_INTRO_
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[[toc]]
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### Available Classes and Max Level
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- Assassin: 6th
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- Druid[^1]: 10th
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- Fighter: 8th
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- Knight: 7th
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- Ranger: 9th
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- Thief: 8th
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[^1]: At the referee’s option, firfolk druids may only exist as NPCs.
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### Combat
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Firfolk can use all types of weapons and armour, but it must be tailored to their large size.
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**Two-handed melee weapons**: A firfolk can wield any two-handed melee weapon, such as a battle axe, with only one hand.
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### Innate Magic
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At 2nd level, a firfolk is able to cast the _glamour_ spell once per day and, at 4th level, _invisibility_ once per day.
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### Languages
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Firfolk know Common, their alignment language, and Firspeak (the native language of the firfolk race).
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### Open Doors
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Firfolk open even barred doors with ease. They are treated as the next highest STR category when it comes to determining their chance of opening doors (see
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[Ability Scores](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores) in Old-School Essentials). For example, a firfolk with STR 12 is treated as if their STR were in the 13–15 category instead.
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### Resilience
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Firfolk's natural constitution and resistance to magic grants them a +2 bonus to saving throws versus poison, spells, and magic wands, rods, and staves.
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