Spirit folk, the 'elves' of Oriental Adventures are an interesting bunch; they embody the idea of a non-human character who is connected to the natural world better than most in D&D.
Spirit
Folk
Requirements: DEX 9,
INT 9
Ability Modifiers: None
Ability Min/Max: STR
6/18 (17), DEX 12/18, CON 6/14, INT 12/18, WIS 9/18, CHA 14/18
Spirit folk are the
offspring of matings between humans and various nature spirits. There
are three separate races of spirit folk: bamboo, river, and sea
spirit folk. They have ties to the societies of both sides of their
heritage. Spirit folk approach the ideal of human beauty in the
surrounding society. Their skin is very pale or golden and they
cannot grow facial hair. Spirit folk have slender eyes and small
mouths, and all radiate a love of life and nature.
Spirit
folk can see in the dark with infravision up to 60 feet.
Bamboo
spirit folk
Bamboo
Spirit folk normally live near forests or jungles as their life force
is tied to a specific bamboo grove deep within the forest. If the
grove is damaged, so too is the spirit folk; if it is destroyed, the
spirit folk dies. Bamboo spirit folk have a 75% chance to identify
normal plants, and a 50% chance to identify normal animals. When in
woods or forests, a bamboo spirit folk can Hide in Shadows (as per
the Thief skill) with a 75% chance.
When
a bamboo spirit folk enters his or her grove, he or she is cured of
all wounds and diseases. The grove cannot be transplanted to another
location, nor do any shoots taken away have any special effect.
Bamboo spirit folk gain a +1 bonus to all saving throws versus wands,
and spells or spell-like devices involving the elements of wood or
earth. Bamboo spirit folk speak the
court language, and the trade language, Each time a
bamboo spirit folk gains a level, he or she can learn the language of
a particular forest animal of the his or her choice.
River
spirit folk
The life force of a river spirit folk is tied to a
particular river or stream and they often live somewhere near this.
They can breathe normally in fresh water, and can swim in any type of
water at their normal movement rate. Any items carried whilst
swimming remain completely dry.
River spirit folk can lower water
(p36 AEC) once per day in rivers and streams by a depth of 10 feet.
They gain a +1 bonus to all saving throws versus wands, and spells or
spell-like devices involving the element of water. They suffer a -1
penalty to saving throws versus fire-based attacks.
A river spirit folk who bathes in his or her river is
cured of all wounds and diseases, but likewise any drought or damming
will weaken, and perhaps eventually kill him or her. River
spirit folk speak the court language, the trade language, and the
language of fishes.
Sea
spirit folk
Perhaps the most common
of the spirit folk, sea spirit folk can breathe normally in salt
water, and can swim in any type of water at their normal movement
rate. Any items carried whilst swimming remain completely dry. They
have a 75% chance (once per day) of being able to predict the weather
for the next 24 hours. Sea spirit folk gain a +1 bonus to all saves
versus fire-based attacks.
Once per year, a sea
spirit folk can receive one favour from the ocean – rain, recovery
of a lost item from the sea bed, fair winds, a tempest etc. The
request made must be specific. Should another sea spirit folk request
a conflicting favour, neither request is granted, and the favours for
the year are spent.
Sea spirit folk speak
speak the court language, the trade language, and the language of
fishes.
SPIRIT
FOLK CLASSES AVAILABLE
Class...........Level Limit
Bushi..........Unlimited
Kensai.........9
Samurai......12
Monk..........Unlimited
(17)
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