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Firbolgs - A PC Race From VOLO'S GUIDE TO MONSTERS
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<blockquote data-quote="QuietBrowser" data-source="post: 7701949" data-attributes="member: 6855057"><p>Have you see the traditional Voadkyn artwork? They're hideous! I'm not surprised they were unpopular. Seriously, how do you start from a base of "giant wood elf" and end up with "bald bulbous-headed humanoid with grotesquely naked cat-ears atop their head"?</p><p></p><p>Anyway, comparing the Firbolg here to their AD&D writeup in the Complete Book of Humanoids, I don't think the changes are that severe. In AD&D, they got +2 Strength, -2 Charisma, +13 HP, natural AC of 3, an assortment of 1/day spell like abilities (Detect Magic at 3rd level, Diminution at 5th level, Fools Gold at 7th level and Forget at 9th level), could use two-handed human-scale weapons one-handed, could use Large scale weapons like normal, could deflect 2 missiles per round on a 6+ d20 check if they had a hand free, could catch a boulder and throw it back, and had 15% Magic Resistance. Additionally, Shamans got random Illusion/Phantasm spells as spell-like abilities, amounting to 10 1st level spells and 4 2nd level spells. To pay for all of these, they couldn't add their Strength bonus to attacks with man-made weapons, doubled the XP costs to advance as Fighters, tripled the XP costs to advance as Shamans, and took damage as Large creatures.</p><p></p><p>With this in mind, this is honestly a pretty decent effort at translating them. They were always the "magical, stealthy, reclusive giant-kin" in editions past, with a strong Druidic/Fey vibe. So, with inherent druid-powers (speak to animals and plants) and stealth (invisibility and alter-self 1/encounter), Powerful Build... yeah, this feels more or less accurate to me. At least they actually bothered to update them.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7701949, member: 6855057"] Have you see the traditional Voadkyn artwork? They're hideous! I'm not surprised they were unpopular. Seriously, how do you start from a base of "giant wood elf" and end up with "bald bulbous-headed humanoid with grotesquely naked cat-ears atop their head"? Anyway, comparing the Firbolg here to their AD&D writeup in the Complete Book of Humanoids, I don't think the changes are that severe. In AD&D, they got +2 Strength, -2 Charisma, +13 HP, natural AC of 3, an assortment of 1/day spell like abilities (Detect Magic at 3rd level, Diminution at 5th level, Fools Gold at 7th level and Forget at 9th level), could use two-handed human-scale weapons one-handed, could use Large scale weapons like normal, could deflect 2 missiles per round on a 6+ d20 check if they had a hand free, could catch a boulder and throw it back, and had 15% Magic Resistance. Additionally, Shamans got random Illusion/Phantasm spells as spell-like abilities, amounting to 10 1st level spells and 4 2nd level spells. To pay for all of these, they couldn't add their Strength bonus to attacks with man-made weapons, doubled the XP costs to advance as Fighters, tripled the XP costs to advance as Shamans, and took damage as Large creatures. With this in mind, this is honestly a pretty decent effort at translating them. They were always the "magical, stealthy, reclusive giant-kin" in editions past, with a strong Druidic/Fey vibe. So, with inherent druid-powers (speak to animals and plants) and stealth (invisibility and alter-self 1/encounter), Powerful Build... yeah, this feels more or less accurate to me. At least they actually bothered to update them. [/QUOTE]
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Firbolgs - A PC Race From VOLO'S GUIDE TO MONSTERS
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