Firbolg
For more information on all races, see: Races
Distant cousins of giants and the fey, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest. A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.
Distant cousins of giants and the fey, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest. A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.
Basic Information
Anatomy
Firbolgs mostly resemble humans, with a few key differences. Their faces sport large noses, as well as thick brows, ears that are either pointed like an elf's or furled like a goat or sheep's. The males typically sport great, thick beards. Their thick, tough skin comes in shades of fleshy pink, blue, green, and brown. Their hair, though it comes in many colors, is usually either red, black, or blonde, and worn long. Firbolgs are often partial to braids, as well. They are similar in height to goliaths. A firbolg's voice is deep and smooth, and they tend to roll their consonants when speaking.
Genetics and Reproduction
Firbolg pregnancies are typically about two years long. This is much longer than other humanoids, who have pregnancies roughly equivalent to humans. Firbolgs reached adulthood at about 30 years, and can live for hundreds of years. Some scholars postulate that this long life is because firbolgs have fey blood.
Additional Information
Social Structure
Firbolgs enjoy quiet time in the woods, in harmony with nature. The forests are sacred to them and symbolize the heart of the earth and the adaptability of life. They see themselves as the forests' caretakers. In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness.
As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest. Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.
If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.
Firbolgs have a family-centered, clan-based society. They live in settlements in remote hilly or forested areas. Their settlements are strongholds, including wooden structures, built from the trees around them, with defensive towers with catwalks between them. Rarely, they inhabit cavern complexes dug into the hillsides. They use their magic to ensure that their homes remain a secret to outsiders. These clan settlements are small, with between about four to sixteen members, often with a shaman or druid, and live separate from each other. A few firbolg clans are nomadic.
As caretakers of the woods, they carefully and resourcefully live off the land, making sure to ensure balance. Although they do farm, it is only to supplement their diets; they prefer a more hunter-gatherer lifestyle. Their hunting grounds are usually spread out in a 20 mile radius from their clan homes. They eat small portions of meat with most meals, and reserve large roasts of meat for special celebrations.
As guardians of the wood, few firbolgs dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category. Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home. Orphaned firbolgs are those whose clans or home lands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world. A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.
Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic. Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.
Firbolgs consider greed to be one of the worst vices. They believe that one should only ever take what one needs and no more. They see no value in material wealth such as gems and gold, but sometimes find prankish ways of taking valuables from strangers, out of a sense of fun. Firbolgs believe that charity is a virtue but also believe that it is harmful for the recipient to know the identity of the provider; because of this they appear to be reclusive amongst the other races, although they are very sociable with established friends. They are extremely honest and cannot lie without feeling physical discomfort, even if the lie was by omission.
Civilization and Culture
Naming Traditions
Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions. By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home." Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.
Male Names: Adran, Berrian, Carric, Erevan, Galinndan, Himo, Immeral, Laucian, Mindartis, Paelias, Quarion, Rolen, Soveliss, Theren, Varis. Female Names: Andraste, Bethrynna, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Lia, Meriele, Naivara, Quelenna, Sariel, Thia, Vadania, Xanaphia.
Male Names: Adran, Berrian, Carric, Erevan, Galinndan, Himo, Immeral, Laucian, Mindartis, Paelias, Quarion, Rolen, Soveliss, Theren, Varis. Female Names: Andraste, Bethrynna, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Lia, Meriele, Naivara, Quelenna, Sariel, Thia, Vadania, Xanaphia.
Interspecies Relations and Assumptions
Firbolgs are cautious and shrewd in their dealings with outsiders. They distrust most humans and demi-humans. They are neutral with druids, elves, and fey, as it is not uncommon for such creatures and vocations to live with them in harmony.
Favored Class Options
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, firbolgs have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all firbolgs who have the listed favored class.- Alchemist: Add 10 minutes to the duration of the alchemist’s mutagens.
- Barbarian: Add 1/4 to the barbarian’s damage reduction. If the barbarian would not otherwise have damage reduction, this damage reduction can be bypassed by cold iron.
- Bard: Add one spell from the druid spell list to the bard’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the bard can cast.
- Bloodrager: Add 1 additional round of bloodrage per day.
- Cavalier: Add a +1/2 bonus to the cavalier’s Knowledge (Nature) and Knowledge (Nobility) checks relating to fey.
- Druid: Add a +1/2 bonus to wild empathy checks.
- Hunter: The hunter’s animal companion gains DR 1 / cold iron. Each time the hunter gains another level, this DR increases by 1/3 (maximum DR 5 / cold iron). If the hunter replaces this animal companion, the new companion gains this damage reduction.
- Investigator: Add a +1/3 bonus on inspiration rolls applied to Bluff and Knowledge checks.
- Kineticist: Increase the amount of burn cost reduction when using the kineticist’s gather power ability by 1/6 point (the minimum burn cost of 0 still applies).
- Mesmerist: Increase the number of mesmerist tricks the mesmerist can use per day by one-third.
- Oracle: Add one spell known that is an enchantment spell from the druid spell list. This spell must be at least one level below the highest spell level the oracle can cast. That spell is treated as one level higher unless it is also on the oracle spell list.
- Ranger: Add 1/4 to the damage dealt by the ranger’s animal companion’s natural attacks.
- Shaman: Add one spell from the druid spell list to the shaman’s spell list. This spell must be at least 1 level lower than the highest-level spell the shaman can cast.
- Shifter: Add a +1 bonus on Knowledge (Nature) checks relating to plants and flying animals.
- Skald: Add a +1/2 bonus to Acrobatics checks to avoid attacks of opportunity and to Perform checks while performing a raging song.
- Sorcerer: Choose a bloodline power from the fey or verdant bloodlines that the sorcerer can use. The sorcerer treats her class level as though it were 1/2 higher (to a maximum of +4) when determining the effects of that power.
- Summoner: Add 1/4 evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on evolutions that grant spell-like abilities or protect the eidolon from spells.
- Witch: Add one spell from the druid spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the familiar is ever replaced, the new familiar knows these bonus spells.
Racial Traits
+2 Strength, +2 Wisdom, –2 Dexterity
Firbolgs are strong and tranquil, though not as graceful as other races.
Fey
Firbolgs are fey.
Medium
Firbolgs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed
Firbolgs have a base speed of 30 feet.
Low-Light Vision
Firbolgs can see twice as far as humans in conditions of dim light.
Caretakers of the Forest
Firbolg druids with the Animal or Plant domains treat their Wisdom scores as 2 points higher for the purposes of all druid class abilities.
Fey Nature
Firbolgs have a +2 racial bonus on Handle Animal and Knowledge (Nature) checks, and they are always class skills for them.
Honesty
Firbolgs are known to be terrible liars, exhibiting physical discomfort at the thought. Firbolgs take a -2 penalty to Bluff checks.
Speech of Beast and Leaf
Firbolgs have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of a firbolg's words, though the firbolg has no special ability to understand them in return. Firbolgs gain a +2 racial bonus on Diplomacy checks to influence them.
Spell-Like Ability
Firbolgs can use Disguise Self once per day as a spell-like ability (with a caster level equal to the firbolg’s character level). When a firbolg uses this version of Disguise Self, they can seem up to 3 feet shorter than normal, allowing them to more easily blend in with most humanoids.
Languages
Firbolgs begin play speaking Common and Sylvan. Firbolgs with high Intelligence scores can choose from the following languages: Draconic, Elven, Giant, Goblin, Halfling, and Orcish.
Average Lifespan
450 years
Average Height
7 ft. 0 in. – 8 ft. 0 in.
Average Weight
240 – 300 lbs.
Firbolgs are strong and tranquil, though not as graceful as other races.
Fey
Firbolgs are fey.
Medium
Firbolgs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed
Firbolgs have a base speed of 30 feet.
Low-Light Vision
Firbolgs can see twice as far as humans in conditions of dim light.
Caretakers of the Forest
Firbolg druids with the Animal or Plant domains treat their Wisdom scores as 2 points higher for the purposes of all druid class abilities.
Fey Nature
Firbolgs have a +2 racial bonus on Handle Animal and Knowledge (Nature) checks, and they are always class skills for them.
Honesty
Firbolgs are known to be terrible liars, exhibiting physical discomfort at the thought. Firbolgs take a -2 penalty to Bluff checks.
Speech of Beast and Leaf
Firbolgs have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of a firbolg's words, though the firbolg has no special ability to understand them in return. Firbolgs gain a +2 racial bonus on Diplomacy checks to influence them.
Spell-Like Ability
Firbolgs can use Disguise Self once per day as a spell-like ability (with a caster level equal to the firbolg’s character level). When a firbolg uses this version of Disguise Self, they can seem up to 3 feet shorter than normal, allowing them to more easily blend in with most humanoids.
Languages
Firbolgs begin play speaking Common and Sylvan. Firbolgs with high Intelligence scores can choose from the following languages: Draconic, Elven, Giant, Goblin, Halfling, and Orcish.
Average Lifespan
450 years
Average Height
7 ft. 0 in. – 8 ft. 0 in.
Average Weight
240 – 300 lbs.
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