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Woodsprites are a different, more demi-human race of sprites. They have diverged so much that they have more in common with humans than with other sprites. Like most srpites, however, they have elvish features, nimble frames, and wings. The chart at the bottom of the page shows what classes woodsprites can pick from, their level limits, and their multi-class options.
Woodprites come in two main sub-races, the Potsyom and the Naiif. Potsyom woodsprites have blonde hair with strands and flecks of green running through it. They also have either blue or green eyes, and a greenish tint in their wings. Naiif woodsprites have green hair and sparkling emerald eyes, but their wings have an amber hue to them.
Both cultures have mastered usage of the blowgun and short-range blades, and they pass this knowledge along to their offspring in the form of a +1 bonus to hit with blowguns, daggers, dirks, knives, and short swords. Woodsprites who do not grow up in a woodsprite culture do not recieve anything but the blowgun bonus, because the woodsprites' connection with the air and long history with the weapon have made its use somewhat intuitive to the race.
There is a 3rd edition version of this race.
Racial Abilities:
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Gliding:
"Gliding" can be accomplished even when a woodsprite is too tired or injured to truly fly. The glide, which is not true gliding, is inexonerably downward, and the woodsprite can only maneuver at class D level. If the distance down is too great, the woodsprite can take falling damage. Use the chart below to determine how much damage is dealt.
A rested, healthy woodsprite carrying less than his weight limit is considered to be Rank 3. The following conditions raise the sprite's rank by one:
The following conditions lower the sprite's rank by one, to a minumum of 0:
Note than Rank 0 below is equivalent to free-fall.
| Gliding Damage | |||||||
|---|---|---|---|---|---|---|---|
| Height | Rank 0 | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 |
| 10 feet | 1d6 | 0 | 0 | 0 | 0 | 0 | 0 |
| 20 feet | 2d6 | 2d3 | 0 | 0 | 0 | 0 | 0 |
| 30 feet | 3d6 | 3d3 | 2d3 | 1d3 | 0 | 0 | 0 |
| 40 feet | 4d6 | 4d3 | 3d3 | 2d3 | 1d3 | 0 | 0 |
| 50 feet | 5d6 | 5d3 | 4d3 | 3d3 | 2d3 | 1d3 | 0 |
| 60 feet | 6d6 | 6d3 | 5d3 | 4d3 | 3d3 | 2d3 | 1d3 |
| 70 feet | 7d6 | 7d6 | 6d3 | 5d3 | 4d3 | 3d3 | 2d3 |
| 80 feet | 8d6 | 8d6 | 7d6 | 6d3 | 5d3 | 4d3 | 3d3 |
| 90 feet | 9d6 | 9d6 | 8d6 | 7d6 | 6d3 | 5d3 | 4d3 |
| 100 feet | 10d6 | 10d6 | 9d6 | 8d6 | 7d6 | 6d3 | 5d3 |
| 110 feet | 11d6 | 11d6 | 10d6 | 9d6 | 8d6 | 7d6 | 6d3 |
| 120 feet | 12d6 | 12d6 | 11d6 | 10d6 | 9d6 | 8d6 | 7d6 |
| For every extra 10 feet, add 1d6 more, to a max of 20d6 | |||||||
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A woodsprite with enough flight time stored up and who is at Rank 3 or higher can attempt to "plateau" while gliding in order to prevent or reduce falling damage. If done properly, a plateau will completely halt the sprite's descent momentarily. This means a sprite who falls from 100 feet up and plateaus at 50 feet will only take damage as if falling from a height of 50 feet.
A plateau takes 1 round to complete, but often wastes several rounds of flight time. The longer the glide being stopped, the more rounds the plateau attempt will drain from the sprite. Use the chart above to determine how much a plateau attempt will cost. The rank listed is the rank the sprite is at before the attempt is made. NOTE: At your DM's discretion, a sprite with at least a round of flight time, but not enough to make a plateau attempt, can either not be allowed to plateau at all, or else the may partially plateau and end up taking less damage than an unbroken fall, but more damage than a plateaued fall.
| Class Options | ||
|---|---|---|
| Class | Level Limit | Multi-Class Choices |
| Cleric | 12 | Fighter or Thief |
| Druid | 11 | |
| Elemental Mage (Air) | 12 | |
| Elemental Mage (Fire or Water) | 9 | |
| Fighter | 12 | Cleric or Thief |
| Psionicist | 12 | Thief |
| Ranger | 15 | |
| Thief | 15 | Cleric, Fighter, Psionicist, or Transmuter |
| Transmuter | 12 | Thief |
| Thief Adjustments | |||||
|---|---|---|---|---|---|
| Pick Pockets | Find/Remove Traps | Move Silently | Hide in Shadows | Detect Noise | Climb Walls |
| +5 | +5 | +10 | -10 | +10 | +5 |
| SPHERES: | Air, Healing |
| RANGE: | Touch |
| COMP: | VSM (a maple's helicopter-like seed) |
| DUR: | 1 round/level, max 10 rounds |
| CAST: | 2 |
| AREA: | One woodsprite |
| SAVE? | Negates |
Aid Flight it a spell known only by the woodsprite race. Like dragon-specific and elf-specific spells, its secret is jealously guarded by the community for which it was created. A non-woodsprite will neither be taught the wizardly version, nor will have the priestly version granted to him by a deity/power.
This spell causes the woodsprite affected to be able to fly for the duration without expending any of his flight time. It cannot be cast on woodsprites who have been rendered flightless due to hit point losses. If cast on a woodsprite that is resting from a previous flight attempt, it renews him immediately, but gives no bonus flight time.
The reverse, Hinder Flight, causes a woodsprite to be fatigued and unable to fly for the duration of the spell. If cast on a resting woodsprite, that woodsprite requires an extra turn to be able to fly again. This spell requires an attack roll to touch unwilling victims, who also get a save vs. paralysis to negate the spell.
Unlike most spells, the somatic components of this spell and its reverse are such that it is possible to cast them while the caster is in flight. These spells are available to priests and wizards at the second spell level.
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