The Firbholg, soft-spoken giants with a gift for making constructs


Homebrew and House Rules


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For your gaming enjoyment, I give you the firbholg.

The firbholg are medium sized giants who were exiled by elves, enslaved by orcs, and liberated by the blessing of a god who granted them the power to give life to inanimate objects. Now they've regained their lost homeland, and make their way as simple farmers, dedicated craftsmen, and the leading makers of constructs.

Inside you'll find not only the base race, but alternate race traits, race feats, and page after page of fluff.

A few quick points, before anyone asks:

  • These are based loosely on the actual myth, and I'm happy with where they are flavor-wise. I am always glad to hear suggestions about how to make this better, but don't particularly care how close they come to any other firbholg concept.
  • They have an estimated RP value of 11, though obviously that's a judgment call since they have abilities which aren't in the race builder
  • They have powerful build. I know this can be divisive, but it was something I wanted from the beginning and it is here to stay.
  • I intend to flesh out the gods mentioned in the fluff and add racial archetypes eventually.

    As always, your feedback is greatly appreciated.


  • Alright, I finally read through the whole thing.

    First off, I know 1 or 2 people who would be pissed about a non-evil race being enemies with the elves. So that part gets my enthusiastic support. Elves are dicks.

    Next up, I like the construct theme. I'm not sure how well balanced the construct feats are (not saying they arent, just dont know), but the idea of a city filled with constructs is cool. I also like that you made the rural areas different from the cities. I do also like making it possible for non spellcasters to get craft construct.

    I like that they get their own underdark equivalent, and that it is part of the same race instead of an overpowered counterpart like some of the others.

    Finally, I really, really like the ban saren. I think they are almost too good for a race like this. Not to say these are bad, but I feel like its weird for a race of giants with -4 cha to have a faction based largely on stealth and subterfuge. But regardless, they are my favorite part. I like that you even added a trait for people who tried and presumably failed to get in, am I right about that?

    Now for the downsides

    -4 to anything is harsh. I can understand it as a balancing decision, but it is a turn off.

    I don't get why you gave them "firbohlg endurance" instead of just giving them the feat.

    I'm trying to figure out their personalities. They are simple people with wisdom but no charisma who like things that are slow... so treebeard?

    Did you really need to plug your other races?


    Dot for later have loved firbolg since the cleric quintet lol


    Entil'Zha wrote:

    Alright, I finally read through the whole thing.

    First off, I know 1 or 2 people who would be pissed about a non-evil race being enemies with the elves. So that part gets my enthusiastic support. Elves are dicks.

    Next up, I like the construct theme. I'm not sure how well balanced the construct feats are (not saying they arent, just dont know), but the idea of a city filled with constructs is cool. I also like that you made the rural areas different from the cities. I do also like making it possible for non spellcasters to get craft construct.

    I like that they get their own underdark equivalent, and that it is part of the same race instead of an overpowered counterpart like some of the others.

    Finally, I really, really like the ban saren. I think they are almost too good for a race like this. Not to say these are bad, but I feel like its weird for a race of giants with -4 cha to have a faction based largely on stealth and subterfuge. But regardless, they are my favorite part. I like that you even added a trait for people who tried and presumably failed to get in, am I right about that?

    Glad you like them.

    I'm not usually on the "F@&# Elves" bandwagon, but I do hate it when they get a sort of Mary Sue race trait. They shouldn't be perfect, and it shouldn't be out of the question for them to be at war with a non-evil race, especially when we don't know their motivations.

    As for the constructs and shadowborn, I thought they gave them more interesting flavor than just being giants. I too am not 100% on the balance of the construct feats, which is part of why I really want feedback from people with a fresh perspective.

    The Ban Saren are stealthy for giants, which is all they need to be in their own country. Also, they are still medium size, so they don't have any penalties to stealth. In terms of subterfuge, while they aren't natural bluffers, they are naturally intimidating, so they have a social skill for when they need it. They can also be scouts, infiltrators, messengers, and saboteurs. Charisma would be useful, but they can get by without it, and that shapes how they operate, which makes them more unique and interesting to me.

    Quote:

    Now for the downsides

    -4 to anything is harsh. I can understand it as a balancing decision, but it is a turn off.

    It is painful I know, but I can't stand giving out Str bonuses without a little extra trade off. Plus I think the ultra low charisma is part of why I like them. They are a low key, mostly easy going, laid back race. Like a tortoise.

    Quote:
    I don't get why you gave them "firbohlg endurance" instead of just giving them the feat.

    I chose not to give them the feat because I felt it made more sense this way. They are meant to have this extra endurance naturally, not as a matter of training. Therefore, if a firbholg did have training, they should be able to get that much more endurance, which wouldn't be possible if they already had the feat.

    Also, a firbholg farmer might be able to work longer and harder, but he is going to have no experience sleeping in armor.

    And really, the feat would have been more powerful that what I intended. Qualifying for die hard right away is not what I had in mind. This is meant to be a more or less non-combat ability.

    Quote:
    I'm trying to figure out their personalities. They are simple people with wisdom but no charisma who like things that are slow... so treebeard?

    Treebeard is... actually not a terrible example. When he is speaking common anyway, and without all the nature obsession, obviously. I think of them as having a slow, deep, monotone quality, like Eeyore, or Marvin from hitchikers guide to the galaxy, only not necessarily depressed.

    Actually, the Elcor! They are the perfect example of a big, likable, -4 charisma race. And while I didn't intend for the firbholg to start each sentence with a description of the intended mood or subtext, I would totally be OK with having the ones who frequently interact with other races doing so.

    Quote:
    Did you really need to plug your other races?

    I wasn't going to, but the gargolye thing was so perfect that I felt the need to include it. Plus I am planning on tying everything together once I finish all my planned races, so it will be relevant.


    Another race getting a long overdue update. This time, the vast majority is in the fluff, with some small revisions throughout, mostly to make it more compatible with other races I've made. And of course, I added an intro paragraph so that those of you just looking to skim can at least get a basic idea of what you're looking at before scrolling past everything to get to the mechanics.

    Speaking of which, aside from a few incredibly minor tweaks, the main mechanical change is that they now have traits. I am planning on adding some favored class bonuses eventually, but haven't needed any yet so I will continue to stall until there is demand.


    Having been looking at construct crafting and it's viability...
    It is very hard to balance as it depends entirely on the constructs you are crafting. Some are utter garbage but some will fill niche rolls incredibly well.
    The main balance point is cost. There is almost no way to create a combat capable construct for your level without crippling yourself financially.
    You can however make good scouts or alarm systems, mounts, etc.

    The tldr: craft construct is not viable for combat but can be very good outside of combat IF you have the money


    Yeah, that's why I tried to bake in some alternatives to craft construct. With racial feats they can get animate object for x rounds per day, and they can convert an animal companion or get a permanent construct equivalent to unseen servant. And eventually, I do plan to make an archetype that gets construct made using modified eidolon rules.

    That said, it only just now occurs to me that I could probably add in some way to take advantage of the poppet rules as well for a much more useful construct creation system for the poor and low-leveled.


    Alright, I've added language to the greater spark of creation feat allowing you to craft poppets. I've also updated the wording of the mastery of creation feat to explicitly include poppets in the benefits.

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