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.
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