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Eladrin firre

Firre Eladrins love nothing more than an evening spent dancing and singing around the campfire, but such frivolity masks their serious purpose as guardians of artistry and beauty. Devotees of all things precious and lovely, Firres take up arms to protect works of art and the artists who create them. They’re the most widely traveled of the Eladrins, going far and wide to hear a noted bard, gaze at a particular dazzling sunset, or witness a finely acted drama.

Firres can assume the form of a pillar of fire.

Requirements:[]

Race: Eladrin

Class: Bard

Skill: Perform 4

Alignment: Neutral Good, Chaotic Good, or Chaotic Neutral

Class Features:

Hit Die: d8

Base Attack Bonus: Medium

High Saves: Reflex and Will

Skill Points: 4 + Int modifier

Class Skills: Bluff, Concentration, Diplomacy, Heal, Intimidate, Lore, Perform, Spellcraft

Total Levels: 8

Arcane Spellcasting: A Firre will gain an effective caster level of Bard at all levels but 1 and 5.

Arboreal Armor: A Firre’s skin grows resistant to blows, gaining a +2 (stacking) bonus to natural armor at level 1, and a +1 (non-stacking) natural armor bonus at each even level.

Arboreal Attributes: A Firre gains an additional +1 bonus to Strength at 1st level and 6th level, +1 to Charisma  at 2nd and 7th level, and +1 to Intelligence at 3rd and 8th level.

Alternate Form: A Firre can shift between its humanoid and pillar of fire forms at will.

Flaming Slam: When in pillar of fire form, a Firre can attack with a burst of flames. This melee touch attack deals 1d4 points of fire damage at each odd level, and 1d4 points of bludgeoning at each even level, for a total of 4d4 fire and 4d4 bludgeoning at 8th level (reflex save for half fire damage). The save DC is 15 + Firre level + the Firre’s constitution bonus..

Damage Reduction: At 3rd level, a Firre gains DR 5/cold iron or evil. This increases to DR 10/ cold iron or evil at 8th level.

Arboreal Immunity: At 3rd level, the Firre’s immunity to electricity increases to 50%. This bonus increases to 75% at 6th level and 100% at 8th level.

Transcendent Strike: At 7th level, a Firre can infuse himself with arboreal energy, gaining +1d4 damage vs. Lawful and +1d4 damage vs. Evil to whatever weapons he wields. This bonus lasts for 5 minutes.

Magic Circle against Evil: At 8th level, a Firre can surround himself with a magic circle against evil effect. This aura can be activated at will and lasts for 2 minutes plus one round per character level.

Special: Firre class levels will count as bard levels towards bardic music and songs.

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