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.
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. Weather permitting, both sexes prefer to go about shirtless, so as to best use their wings. In colder climes, they have unique multi-layer tops: a wide band below the wings, another above them that incorporates sleeves, and a long, mostly-vertical wrap that cross-crosses to cover gaps.
Society: Woodsprites prefer the tried-and-true to the experimental, the calm to the exciting, and the open air to the cramped dungeon. The sounds of the Woodsprite language 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. 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. Historically, woodsprites lived in loose tribal societies ruled by councils of elders. More recently, "kingdoms" have arisen covering many tribes. The "king" (or "queen") is a mostly ceremonial title for the eldest or most respected member of the ruling overcouncil, and is not hereditary.
Relations: 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. 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 and Religion: 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. Woodsprites revere gods of the sun, forests and nature, but most hold their patron god Ailalea in the highest regard.
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.
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.
Male Names: Alvar, Breiden, Dag, Harwan, Hauk, Lassen, Siv, Stian, Tauno, and Urya.
Female Names: Aila, Eeva, Froya, Karin, Laurah, Liisa, Linnea, Tora, Ulla, and Valma.
|Alchemist||Add +1/2 to the number of bombs per day the alchemist can create.|
|Barbaraian||Add 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.|
|Bard||Add 1 to the total number of bardic performance rounds per day.|
|Bloodrager||Add 1 to the bloodrager's Fast Movement bonus. 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.|
|Cavalier||Add 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.|
|Cleric||Select 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.|
|Druid||Add 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.|
|Fighter||Add 1 to the fighter's CMD when resisting a grapple or trip attempt.|
|Gunslinger||Add +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.|
|Hunter||Gain a +1/2 bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live above ground and can fly.|
|Inquisitor||Add +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment.|
|Magus||Add 1/4 point to the magus' arcane pool.|
|Monk||Add 1 to the monk's base land 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.|
|Oracle||Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.|
|Paladin||Add +1/2 to saving throws against death effects.|
|Ranger||Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).|
|Rogue||Add +1 to the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.|
|Shaman||Add +1/4 to the shaman's spirit animal's dodge bonus to AC.|
|Shifter||Select a bonus granted by a Minor Form you can assume. Add +1/4 to that bonus.|
|Sorcerer||Select 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.|
|Summoner||Add 1 hit point to the summoner's eidolon.|
|Warpriest||Add +1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Air, Liberation, Luck, Magic, Travel, or Trickery domains.|
|Witch||Add +1/4 to the witch's familiar's dodge bonus to AC.|
|Wizard||Select 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.|
Most monks are fast, but a Windstrike Monk can fly swifty through combat like a ghost.
|Level||Special||Fast Movement Land/Fly|
|1st||True Woodsprite Flight, Flurry of Blows, Stunning Fist, Unarmed Strike||+0ft/+0ft|
|2nd||Bonus Feat, Passing Breeze||+0ft/+0ft|
|3rd||Fast Movement, Maneuver Training, Still Mind||+10ft/+5ft|
|4th||Ki pool (magic), Windspeak||+10ft/+5ft|
|5th||Passing Gust, Purity of Body||+10ft/+5ft|
|6th||Bonus Feat, Evasion||+20ft/+10ft|
|7th||Ki pool (cold iron/silver), Wholeness of Body||+20ft/+10ft|
|10th||Bonus Feat, Ki Pool (lawful)||+30ft/+15ft|
|12th||Abundant Step, Improved Evasion||+40ft/+20ft|
|14th||Bonus Feat, Windthought +4||+40ft/+20ft|
|16th||Ki pool (adamantine)||+50ft/+25ft|
|17th||Wind Form, Tongue of the Sun and Moon||+50ft/+25ft|
|18th||Bonus Feat, Windthought +6||+60ft/+30ft|
|Middle Age1||Old1||Venerable1||Maximum Age2|
|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.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2ft 2in||+2d4in||25 lbs||×1 lb|
|Female||2ft 0in||+2d4in||20 lbs||×1 lb|
Woodsprites crave the open air, but most can do fine in underground environments. Some, however, find the experience heightens their senses in uncomfortable ways.
You gain +2 trait bonus to Initiative checks made underground, but also take a -2 penalty against fear and emotion-based saves made underground.
Light passing through the leaves of trees can make some strange and unsettling patterns, but many Woodsprites find them pleasing.
You have a +1 trait bonus vs. illusions and a +2 trait bonus vs. pattern effects specifically.
Not all Woodsprites can fly, and some have trouble even gliding, but your gliding seems effortless.
You gain a +2 trait bonus to Fly skill checks.
She is the Ever-Constant, the Woodsprite Mother, the light that breaks the darkness, and the dappled beams that shine through the treetops. Bards and rangers sometimes worship her, as do certain groups of miners and such who work in darkness but crave the light.
She is neutral good, and she grants access to the domains of Air, Community, Good, Healing, Plant, and Sun and the subdomains of Agathion, Growth, Light, Restoration, Revelation, and Wind. Her favored weapon is the bow and arrow and her symbol is a single pure beam of light slicing into a mass of darkness, illuminating a single leaf on the ground.
Her temples are built above the ground, but just beneath the canopy of the forest or jungle. Ailalea herself resides in neutral-good Nirvana, and accepts followers who are either Good or True Neutral.
Notes: Death by injury or disease, only. Some sort of reincarnation/transcendence/other upon 'natural death'. Create 'fallen sprites' that never made the change.
Prestige class: Windrider? Gains greater flight and other abilities through manipulation of wind.