|Strength||3||18||No exceptional strength|
Half-sprites are people whose ancestors include humans and woodsprites. If there are more human ancestors than woodsprite ancestors, the person is human. Otherwise, he or she is a half-sprite. Woodsprites have only woodsprites as ancestors. Half-sprites have no real culture of their own, prefering to blend into the human or woodspritish society they live in. The chart at the bottom of this page shows what classes half-sprites can pick from, their level limits, and their multi-class options.
Half-sprites have shorter lifespan than a human, but more abilities than a woodsprite. Some half-sprites have pseudo-wings on their backs, but they are never usable in any situation. They have slightly pointed ears and either brown or blonde hair, mixed in with alot of green. They are larger than woodsprites, but smaller than a normal human. If raised in a woodsprite culture, they can receive the +1 bonus to blowguns that full-blooded woodsprites gain naturally. They do not receive the other bonuses.
Half-sprites are often the brunt of predjudice in both human and woodspritish populations. Like half-elves, this often turns them into loners.
There is a 3rd edition version of this race.
- Infravision to 60'
- +1 to blowguns (Only if raised in a woodsprite culture)
- Detect creatures just beyond edge of sight - 1-3 on 1d6 (Invisible creatures, creatures in shadow, and other creatures just out of sight due to being behind a door, around a corner, behind a tree, etc.)
- Danger Sense - 1-3 on 1d6 (grants save when normally wouldn't have one, or negates surprise or automatic loss of initiative (first round only))
|Class||Level Limit||Multi- Class Choices|
|Cleric||12||Fighter or Thief|
|Fighter||14||Cleric or Thief|
(Elemental or Wild)
|Thief||16||Cleric, Fighter, Mage, Psionicist, or Transmuter|
|Pick Pockets||Find / Remove Traps||Move Silently||Hide in Shadows||Detect Noise||Climb Walls|