Humans seem to pollute the genepools of many species, and woodsprites are no exception. In time, a woodsprite and a human may become friends, and after even more time may become more than friends. The result of these unions are half-sprites.
Physical Description: When fully grown, half-sprites resemble somewhat short human adolescents with pointed ears. Their skin tends to favor the human parent, but their hair tends to be a wild, jumbled mix of both parents'. They lack the wings of a woodsprite, except for a few rare individuals who possess shriveled, useless specimins. Their bones tend to be solid rather than hollow. Both sexes usually have sparse body hair, but those with an exceptionally hirsute human father may display as much hair as their parent.
Society: Half-sprites temper the classic woodsprite jumpiness with the natural curiosity of their human parents. More than any race, they tend to be wanderers and thrill seekers. Like half-elves, they have no society of their own. Unlike them, however, they integrate well into either society.
Relations: Woodsprites and humans get along with half-sprites fairly well. Being less uptight than woodsprites, they can get along famously with gnomes and halflings. Half-Orcs are viewed with suspicion, but they work okay with dwarves, elves, half-elves and the odd darkaralome they may meet.
Alignment and Religion: Half-sprites raised among woodsprites tend towards a chaotic alignment. Their natural curiosity runs up against the lawful tendencies of the other woodsprites, heightening their disdain for it. Half-sprites may be of any alignment, however. The religion of a half-sprite is usually determined by whether they are raised by humans or woodsprites. In the latter case, they almost always revere Ailalea.
Adventurers: It's rare to find a half-sprite in pursuit of a time-consuming class such as a wizard or a monk, though they are not unheard of. Sorcerers, rogues, and barbarians are the best-represented classes.
Names: Half-sprites use either human or woodsprite naming conventions. A half-sprite raised among humans is often given a woodsprite name, while a half-sprite raised in a woodsprite community is usually named like a human.
Alchemist | Add 1 extract formula from the alchemist's list to the character's formulae book. This formula must be at least one level lower than the highest-level formula the alchemist can create. |
---|---|
Barbarian | Add 1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense. |
Bard | Add 1 to the total number of bardic performance rounds per day. |
Bloodrager | Choose a skill based on Charisma or Dexterity (not including Acrobatics, Fly, Intimidate, Ride, or Perform). You can use that skill while bloodraging, but with a -10 penalty. If you select the same skill multiple times, the penalty decreases each time by 1, to a minimum of -4. |
Cavalier | Add +1/4 to the cavalier's banner bonus. |
Cleric | Add 1/3 to the amount of damage dealt or damage healed when the cleric uses Channel Energy. |
Druid | Add 1/2 to the damage dealt by the animal companion's natural attacks. If the druid ever replaces their animal companion, the new animal companion gains this bonus. |
Fighter | Add 1 to the fighter's CMD when resisting a bull rush or overrun attempt. |
Gunslinger | Reduce the misfire chance for one type of firearm by -1/4. You cannot reduce the misfire chance of a firearm below 1. |
Hunter | Add 1 skill rank to the hunter's animal companion. If the hunter ever replaces his animal companion, the new companion gains these bonus skill ranks. |
Inquisitor | Add +1 to concentration checks when casting Inquisitor spells. |
Magus | Add +1 to concentration checks when casting Magus spells. |
Monk | Add +1/3 to the bonus granted by Still Mind. The entire bonus cannot exceed +6. |
OR: Add +1/3 to the SR granted by Diamond Soul. You cannot choose this bonus until you get the Diamond Soul ability. | |
Oracle | Add +1/2 to the oracle's level for the purpose of determining the effects of a curse ability. |
Paladin | Add +1 to concentration checks when casting paladin spells. |
Ranger | Add 1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks. |
Rogue | Gain 1/6 of a new rogue talent. |
Shaman | Add one spell from the cleric spell list that isn't on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast. |
Shifter | Select a bonus granted by a Minor Form you can assume. Add +1/4 to that bonus. |
Sorcerer | Add 1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. |
Summoner | Add 1/4 point to the eidolon's evolution pool. |
Warpriest | Gain 1/6 of a new bonus combat feat. |
Witch | Add 1 spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells. |
Wizard | Add +1 bonus on concentration checks made due to taking damage while casting wizard spells. |
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
18 years | +1d4 | +1d8 | +2d8 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
50 years | 75 years | 100 years | +3d10 years | |
1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha. |
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 4ft 5in | +2d8in | 100 lbs | × (1d8) lbs |
Female | 4ft 0in | +2d8in | 75 lbs | × (1d8) lbs |
Tough Talker
Many Half-Sprites find themselves often encountering the hostility of others. Some of them feel the best defense is a good offense.
You gain a +1 trait bonus on Bluff and Intimidate checks.
Knowledgeable
Some Half-Sprites discover that academia is their calling.
You gain a +1 trait bonus to Knowledge (History) checks, Knowledge (Nobility) checks, and either Knowledge (Local) or Knowledge (Religion) checks (your choice).
Feybane
Your combined lineage has given you a strange resistance to the powers of the fey.
You gain a +1 trait bonus to saves vs. the abilities and spells of fey creatures.