pvgttm-web/ose_backup/races/firfolk.md
2023-04-24 18:13:58 -04:00

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---
title: Firfolk
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
section: races
content_type: feature
short_code: rf2
---
<div class='headlessTableWrapper'>
| | |
| --------------------- | --------------------------- |
| **Requirements** | Minimum CON 9 |
| **Ability modifiers** | -1 INT, +1 WIS |
| **Languages** | Alignment, Common, Firspeak |
</div>
_INTRO_
[[toc]]
### Available Classes and Max Level
- Assassin: 6th
- Druid[^1]: 10th
- Fighter: 8th
- Knight: 7th
- Ranger: 9th
- Thief: 8th
[^1]: At the referees option, firfolk druids may only exist as NPCs.
### Combat
Firfolk can use all types of weapons and armour, but it must be tailored to their large size.
**Two-handed melee weapons**: A firfolk can wield any two-handed melee weapon, such as a battle axe, with only one hand.
### Innate Magic
At 2nd level, a firfolk is able to cast the _glamour_ spell once per day and, at 4th level, _invisibility_ once per day.
### Languages
Firfolk know Common, their alignment language, and Firspeak (the native language of the firfolk race).
### Open Doors
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
[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 1315 category instead.
### Resilience
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.