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Firbolgs - A PC Race From VOLO'S GUIDE TO MONSTERS
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<blockquote data-quote="I'm A Banana" data-source="post: 7702023" data-attributes="member: 2067"><p>Okay, let's do this:</p><p></p><p>1e Firbolg:</p><p>[sblock]</p><p style="text-align: center">[ATTACH]77619[/ATTACH]</p> <p style="text-align: center"><em>source: Monster Manual 2</em></p> <p style="text-align: center"></p><p><strong><u>Story</u></strong></p><p>They are cautious, crafty, and have considerable magical power. They have learned to distrust (and fear) humans, and will be found only in remote and wild places. They enjoy appearing as little people and duping humans out of their treasure. They gots shamans that also use illusion spells.</p><p></p><p><strong><u>Abilities</u></strong></p><ul> <li data-xf-list-type="ul"> Uses two-handed swords or halberds in one hand, or double-sized weapons that deal 2x damage.</li> <li data-xf-list-type="ul"> Deflect missiles 2/round</li> <li data-xf-list-type="ul"> SLA's: Detect Magic, Diminution (as a <em>potion of</em>, lets you shrink between 5% and, I guess, nothingness?), Fool's Gold (illusory gold), Forget (MiB memory-eraser), and Alter Self</li> <li data-xf-list-type="ul"> magic resistance</li> </ul><p>[/sblock]</p><p></p><p>2e firbolg:</p><p>[sblock]</p><p style="text-align: center">[ATTACH]77620[/ATTACH]</p> <p style="text-align: center"><em>sources: Monstrous Manual, Complete Book of Humanoids, Giantcraft</em></p> <p style="text-align: center"></p><p></p><p><strong><u>Story</u></strong></p><p>10 ft. + tall and 800+ lbs, long hair, thick beards, pink skin, blonde/red hair (very nordic!) with a smooth, thick, bass voice. Live in forests and hills, but like to stay remote. On good terms with druids and fey (including elves), but relationships are cold. Like to meet members of other races in disguise, and like to "prank" people out of their money. They've got a clan structure with a shaman, and live as gatherers or nomads. Meet 1/year at a great enclave of all the clans at the fall solstice - it's a big party that also helps settle clan disputes. They clear lots of trees (to make big houses and burn in their massive fireplaces). They trade their strength for food with their neighbors, hunt, gather, and have a small field. Not a lot of meat, but the parties have roasts. The like storm giants, fight against other giant-kin, avoid true giants, other intelligent creatures tend to leave them alone. </p><p></p><p>In the <em>Complete Book of Humanoids</em> they are described as working together in their battles, adventuring to learn about magic and gain treasure.</p><p></p><p>In <em>Giantcraft</em>, we learn that in FR, they're not part of the Ordning, they're democratic (the vote!) and egalitarian (believing acts are more important than birth). They like a particular code they keep written and in an amulet. They're charitable, honest, believe in equality and sacrifice for one's people. </p><p></p><p><strong><u>Abilities</u></strong></p><p>Basically the same as 1e. In the <em>Complete Book of Humanoids</em>, the SLA's can't be used in a fight, they "never wear armor of any sort, nor do they carry shields," they have an XP penalty (2x for Fighter, 3x for Shaman), and a fear of mobs. In <em>Giantcraft</em>, their lack of armor is because it is seen as "cowardly" to wear armor, and no one mentions their magic resistance.</p><p>[/sblock]</p><p></p><p>3e firbolg:</p><p>[sblock]</p><p style="text-align: center">[ATTACH]77621[/ATTACH]</p> <p style="text-align: center"><em>source: monster manual 2</em></p><p><strong><u>Story</u></strong></p><p>Basically the same: reclusive, crafty, good-natured giant-kin. Noted that they have druid leaders rather than shaman leaders (favored class: druid).</p><p></p><p><strong><u>Abilities</u></strong></p><ul> <li data-xf-list-type="ul">Huckin' rocks and catching rocks</li> <li data-xf-list-type="ul">Trample</li> <li data-xf-list-type="ul">Fast healing (?!)</li> <li data-xf-list-type="ul">SLA's: alter self, detect magic, <em>feeblemind</em> (probably replacing <em>forget</em>) and <em>know direction</em> (because druid?)</li> </ul><p>[/sblock]</p><p></p><p>4e firbolg:</p><p>[sblock]</p><p style="text-align: center">[ATTACH]77624[/ATTACH]</p> <p style="text-align: center"><em>source: monster manual 2</em></p><p><strong><u>Story</u></strong></p><p>Welp.</p><p></p><p>They live in the Feywild now, and they're unaligned. They're "agents of destiny, death, and the unforgiving wild." They created the Wild Hunt, and their lairs perch on precarious bits of rock (high peaks, floating earthmotes, etc.). They worship Sehanine, Melora, and the Raven Queen as three goddesses (Maiden, Mother, and Crone), and their preistesses are females called Moon Seers. They want promises from their enemies, not wealth or trophies. They can be called upon to hunt those who have broken oaths. They'll occasionally work with centaurs and their hunts are with hounds of the Wild Hunt.</p><p></p><p><strong><u>Abilities</u></strong></p><p>4e, so it depends on which "role" you're talkin' about. However, all had <em>moonfire</em>, which prohibits the target from benefitting from cover or concealment (kind of like a <em>faerie fire</em> effect, I guess). They were vulnerable to Necrotic damage, which prohibited their regeneration (?!) from working. </p><p>[/sblock]</p><p></p><p>...and then we've got these dudes.</p><p></p><p>As is 5e's wont, I think it's trying to thread the lore from all four editions through itself and come out with something. Thematically, narratively, I think this thing resonates - it peels a bit more from 3e/4e, but "I'm a nice and reclusive giant!" isn't exactly super defining. Even their <em>Giantcraft</em> description makes me groan as it gushes on about how generically Nice And Good these guys are. The only lore better than this so far has actually, IMO, been the 4e lore, though I think framing them as fey antagonists who invented the Wild Hunt is all unnecessary. These firbolgs can contain within them the story of 3e/2e/1e firbolgs with plenty of room to spare for being close to the fey, and finding them as 4e firbolgs wouldn't be entirely out of place, either. </p><p></p><p>Ability-wise....you know, they kept the SLA's that were consistent from 1e to 3e: something to change their appearance, and <em>detect magic</em>. They can't alter memory, make illusory money, slam your INT into the basement, line you in blue-white flames, or...know which way north is?...anymore, but those abilities don't seem too core to the critter. Knocking away items wasn't something 3e or 4e cared about at all. </p><p></p><p>The biggest change is making them Medium - no big weapons.</p><p></p><p>And that's kind of a deeper issue in 5e in general, exhibited also with Goliaths. What people <em>want</em> is to carry around a bit weapon and deal a ton of damage with it. That's a bit much for a racial trait in 5e (well, it was probably a bit much for a racial trait in <em>any</em> e...2e gave you XP penalties and deprived you of armor...3e had an ECL of +18 (woah!)). </p><p></p><p>That's a legit desire, though, and it's something I'd like to see mechanically addressed so that goliaths and firbolgs and our future Powerful Build races can all go around one-handing greatswords or whatever. </p><p></p><p>...maybe a feat that has <strong>powerful build</strong> as a prerequisite that lets you do that. Or, even, a Fighter subclass, so our Goliath barbarians and Firbolg druids don't necessarily benefit.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7702023, member: 2067"] Okay, let's do this: 1e Firbolg: [sblock] [CENTER][ATTACH=CONFIG]77619[/ATTACH] [I]source: Monster Manual 2[/I] [/CENTER] [B][U]Story[/U][/B] They are cautious, crafty, and have considerable magical power. They have learned to distrust (and fear) humans, and will be found only in remote and wild places. They enjoy appearing as little people and duping humans out of their treasure. They gots shamans that also use illusion spells. [B][U]Abilities[/U][/B] [LIST] [*] Uses two-handed swords or halberds in one hand, or double-sized weapons that deal 2x damage. [*] Deflect missiles 2/round [*] SLA's: Detect Magic, Diminution (as a [I]potion of[/I], lets you shrink between 5% and, I guess, nothingness?), Fool's Gold (illusory gold), Forget (MiB memory-eraser), and Alter Self [*] magic resistance [/LIST] [/sblock] 2e firbolg: [sblock] [CENTER][ATTACH=CONFIG]77620[/ATTACH] [I]sources: Monstrous Manual, Complete Book of Humanoids, Giantcraft[/I] [/CENTER] [B][U]Story[/U][/B] 10 ft. + tall and 800+ lbs, long hair, thick beards, pink skin, blonde/red hair (very nordic!) with a smooth, thick, bass voice. Live in forests and hills, but like to stay remote. On good terms with druids and fey (including elves), but relationships are cold. Like to meet members of other races in disguise, and like to "prank" people out of their money. They've got a clan structure with a shaman, and live as gatherers or nomads. Meet 1/year at a great enclave of all the clans at the fall solstice - it's a big party that also helps settle clan disputes. They clear lots of trees (to make big houses and burn in their massive fireplaces). They trade their strength for food with their neighbors, hunt, gather, and have a small field. Not a lot of meat, but the parties have roasts. The like storm giants, fight against other giant-kin, avoid true giants, other intelligent creatures tend to leave them alone. In the [I]Complete Book of Humanoids[/I] they are described as working together in their battles, adventuring to learn about magic and gain treasure. In [I]Giantcraft[/I], we learn that in FR, they're not part of the Ordning, they're democratic (the vote!) and egalitarian (believing acts are more important than birth). They like a particular code they keep written and in an amulet. They're charitable, honest, believe in equality and sacrifice for one's people. [B][U]Abilities[/U][/B] Basically the same as 1e. In the [I]Complete Book of Humanoids[/I], the SLA's can't be used in a fight, they "never wear armor of any sort, nor do they carry shields," they have an XP penalty (2x for Fighter, 3x for Shaman), and a fear of mobs. In [I]Giantcraft[/I], their lack of armor is because it is seen as "cowardly" to wear armor, and no one mentions their magic resistance. [/sblock] 3e firbolg: [sblock] [CENTER][ATTACH=CONFIG]77621[/ATTACH] [I]source: monster manual 2[/I][/CENTER] [B][U]Story[/U][/B] Basically the same: reclusive, crafty, good-natured giant-kin. Noted that they have druid leaders rather than shaman leaders (favored class: druid). [B][U]Abilities[/U][/B] [LIST] [*]Huckin' rocks and catching rocks [*]Trample [*]Fast healing (?!) [*]SLA's: alter self, detect magic, [I]feeblemind[/I] (probably replacing [I]forget[/I]) and [I]know direction[/I] (because druid?) [/LIST] [/sblock] 4e firbolg: [sblock] [CENTER][ATTACH=CONFIG]77624[/ATTACH] [I]source: monster manual 2[/I][/CENTER] [B][U]Story[/U][/B] Welp. They live in the Feywild now, and they're unaligned. They're "agents of destiny, death, and the unforgiving wild." They created the Wild Hunt, and their lairs perch on precarious bits of rock (high peaks, floating earthmotes, etc.). They worship Sehanine, Melora, and the Raven Queen as three goddesses (Maiden, Mother, and Crone), and their preistesses are females called Moon Seers. They want promises from their enemies, not wealth or trophies. They can be called upon to hunt those who have broken oaths. They'll occasionally work with centaurs and their hunts are with hounds of the Wild Hunt. [B][U]Abilities[/U][/B] 4e, so it depends on which "role" you're talkin' about. However, all had [I]moonfire[/I], which prohibits the target from benefitting from cover or concealment (kind of like a [I]faerie fire[/I] effect, I guess). They were vulnerable to Necrotic damage, which prohibited their regeneration (?!) from working. [/sblock] ...and then we've got these dudes. As is 5e's wont, I think it's trying to thread the lore from all four editions through itself and come out with something. Thematically, narratively, I think this thing resonates - it peels a bit more from 3e/4e, but "I'm a nice and reclusive giant!" isn't exactly super defining. Even their [I]Giantcraft[/I] description makes me groan as it gushes on about how generically Nice And Good these guys are. The only lore better than this so far has actually, IMO, been the 4e lore, though I think framing them as fey antagonists who invented the Wild Hunt is all unnecessary. These firbolgs can contain within them the story of 3e/2e/1e firbolgs with plenty of room to spare for being close to the fey, and finding them as 4e firbolgs wouldn't be entirely out of place, either. Ability-wise....you know, they kept the SLA's that were consistent from 1e to 3e: something to change their appearance, and [I]detect magic[/I]. They can't alter memory, make illusory money, slam your INT into the basement, line you in blue-white flames, or...know which way north is?...anymore, but those abilities don't seem too core to the critter. Knocking away items wasn't something 3e or 4e cared about at all. The biggest change is making them Medium - no big weapons. And that's kind of a deeper issue in 5e in general, exhibited also with Goliaths. What people [I]want[/I] is to carry around a bit weapon and deal a ton of damage with it. That's a bit much for a racial trait in 5e (well, it was probably a bit much for a racial trait in [I]any[/I] e...2e gave you XP penalties and deprived you of armor...3e had an ECL of +18 (woah!)). That's a legit desire, though, and it's something I'd like to see mechanically addressed so that goliaths and firbolgs and our future Powerful Build races can all go around one-handing greatswords or whatever. ...maybe a feat that has [B]powerful build[/B] as a prerequisite that lets you do that. Or, even, a Fighter subclass, so our Goliath barbarians and Firbolg druids don't necessarily benefit. [/QUOTE]
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