Woodsprite

Woodsprites are regarded by many as a bit on-edge and slightly paranoid. They often seem react to danger before realizing what they're doing, and sometimes even react when no danger is present. Despite this, they have a thriving society in certain arboreal settings, with treetop villages that can put elven communities to shame. These communities aren't very hospitable to outsiders, however, as they are designed for small beings with wings.

Personality

Their somewhat jumpy nature causes them to be a bit reserved when dealing with new people or situations, unconsciously on the alert for the first sign of trouble. Once trust is earned, they ease up, but even a long-lasting friendship can be put in peril if it is stretched too much. They prefer the tried-and-true to the experimental, the calm to the exciting, and the open air to the cramped dungeon.

Physical Description

Woodsprites resemble a cross between human children and halflings, with key distinctions being their pointed ears, odd coloration, and wings. Their skin ranges in shades from pale white to dusky gray to ruddy brown, while their hair comes in red, green, blonde or brown. Sprouting from their back are two insectoid wings which can be ovular like a housefly or more elongated like a dragonfly. They can be translucent or transparent, with a hue that generally matches their hair color. Women and men are both of roughly equal builds, 2-3 feet tall and 20-30 pounds. Their bones are hollow, but strong. Both sexes usually lack body hair, but some men have a light smattering on their forearms and lower legs.

Relations

Woodsprites get along with elves despite their slightly chaotic natures, and their reserved nature meshes with dwarves, though their jumpiness can grate on a dwarf's nerves. They do pretty well with humans and half-elves and the odd darkaralome that they meet. Half-orcs are viewed with suspicion. Gnomes and halflings are tolerated, at best. A woodsprite often finds himself the brunt of practical jokes from those two races, usually just to see him jump. However, gnomes and halflings have been known to lose an eye or two when the reaction turns out to be more than was expected.

Alignment

Woodsprites tend toward lawfulness, as it tends to minimize the potential for surprises. They also tend towards good, as the life of evil leads itself towards a life of always watching your back. However, individual woodsprites can be of any alignment, and their nature helps them survive being chaotic or evil better than other races can manage.

Woodsprite Lands

Temperate forests and jungles are the most likely places for woodsprites to live. Most mountains are home to sudden changes in weather that can throw a woodsprite off-kilter, but certain forested peaks are settled, as the terrain capitalizes on their natural affinity for high places.

Religion

Woodsprites revere gods of the sun, forests and nature, but they hold their patron god Ailalea in the highest regard.

Language

Woodspritish resembles Sylvan in many respects, even using the Elven script. Its sounds are sighing, melodious, and sometimes whispered. It's not impossible to have a shouting match in Woodspritish, but it's not made for such coarse usage.

Names

Children are named by their parents at birth and it's very rare that the child ever grows up and changes it. Naming a child after an ancestor is common, as is blending the names of the parents or other relatives. Nicknames are unheard of, and a woodsprite often won't even respond if an outsider tries to give him one.

Adventurers

Woodsprites adventure for different reasons. Some are thrillseekers who are energized by their jumpy nature and find home life to be too dull. Others are compelled to fight the hidden dangers of the world and thus make their own homelands safer.


Pathfinder Rules

Racial Traits

Alternate Racial Traits:

Alternate Favored Class Bonuses:

AlchemistAdd 1/2 to the number of bombs per day the alchemist can create.
BarbaraianAdd 1 to the barbarian's base speed. In combat this has no effect unless the barbarian has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.
BardAdd 1 to the total number of bardic performance rounds per day.
CavalierAdd 1 to the cavalier's mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces this mount, the new mount gains this bonus to its speed.
ClericSelect one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
DruidAdd 1 hit point to the druid's animal companion. If the druid ever replaces their animal companion, the new animal companion gains these bonus hit points.
FighterAdd 1 to the fighter's CMD when resisting a grapple or trip attempt.
GunslingerAdd +1/2 to initiative checks when the gunslinger has at least 1 grit point. You cannot choose this bonus until you have the Gunslinger Initiative ability.
InquisitorAdd +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment.
MagusAdd 1/4 point to the magus' arcane pool.
MonkAdd 1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
OracleAdd +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
PaladinAdd +1/2 to saving throws against death effects.
RangerAdd +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
RogueAdd +1 to the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.
SorcererSelect 1 bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
SummonerAdd 1 hit point to the summoner's eidolon.
WitchAdd +1/4 to the witch's familiar's dodge bonus to AC.
WizardSelect one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Woodsprite Vital Statistics:

Random Starting Ages
Adulthood Simple Moderate Complex
30 years +1d10 +3d6 +5d8
Aging Effects
Middle Age1 Old1 Venerable1 Maximum Age2
200 8d%
1. Woodsprites do not take physical penalties or mental bonuses from aging.
2. Woodsprites do not die until slain by disease or injury. However, if they live long enough, they "ascend" to a higher being and depart the Material Plane. Most become a form of air elemental, but strongly aligned woodsprites may become a celestial or fiendish creature.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 2' 2" +2d4 in. 25 lb. ×1 lb.
Female 2' 0" +2d4 in. 20 lb. ×1 lb.

D&D 3.5e Rules

Racial Traits

Vital Statistics

Table: Woodsprite Random Starting Ages
Adulthood Simple Moderate Complex
30 years +1d10 +3d6 +5d8
1. Woodsprites starting as a ranger use the simple column.
Table: Woodsprite Aging Effects
Middle Age1 Old1 Venerable1 Maximum Age2
200 8d%
1. Woodsprites do not take physical penalties or mental bonuses from aging.
2. Woodsprites do not die until slain by disease or injury. However, if they live long enough, they "ascend" to a higher being and depart the Material Plane. Most become a form of air elemental, but strongly aligned woodsprites may become a celestial or fiendish creature.
Table: Woodsprite Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 2' 2" +2d4 in. 25 lb. ×1 lb.
Female 2' 0" +2d4 in. 20 lb. ×1 lb.

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