THE WOODSPRITE
| Rolled Attributes |
Aging Modifications |
| Stat |
Min |
Max |
Modifier |
|---|
| Strength |
3 |
18 |
No exceptional strength |
| Dexterity |
6 |
18 |
+2 |
| Constitution |
3 |
18 |
-1 |
| Intelligence |
6 |
18 |
|
| Wisdom |
4 |
18 |
-1 |
| Charisma |
6 |
18 |
|
|
| Category |
Age |
Effects |
| Starting Age |
10 + 1d6 |
<None> |
| Middle Age |
30 |
-1 STR/CON |
| +1 INT/WIS |
| Old Age |
40 |
-2 STR/DEX |
| -1 CON |
| +1 WIS |
| Venerable |
60 (5d4 more till death) |
-1 STR/DEX/CON |
| +1 INT/WIS |
|
| Physical Stats |
Physical Traits |
| Stat |
Modifier |
Base (Male) |
Base (Female) |
| Weight |
+2d6 |
55 |
50 |
| Height |
+2d4 |
36 |
33 |
|
| Sub-Race |
Eye Color |
Hair Color |
Wing Color |
| Potsyam |
Green or Blue |
Greenish- Blonde |
Greenish |
| Naiif |
Emerald |
Green |
Amber |
|
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:
- Flight (Limited, see below)
- Infravision to 60'
- Elf/Halfling-type Surprise bonus
- +1 to daggers/knifes/dirks (Only if raised in a woodsprite culture)
- +1 to short swords (Only if raised in a woodsprite culture)
- +1 to blowguns
- 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))
Flight:
A woodsprite can fly for a number of rounds equal to his Constitution score divided by three, rounded down, with a minimum of 1 round. (E.g. A sprite with 18 CON can fly for 6 rounds. One with 13 CON can fly for 4 rounds, and the unlucky woodsprite with only a 2 in CON can fly for only 1 round.) Flight movement is determined by halving the sprite's regular movement rate, rounded down.
![[]](../Images/transparent.gif) |
![[]](../Images/transparent.gif) |
| Weight Adjustment Table |
| Strength Score |
Adjustment |
| 1-2 |
-40 lbs |
| 3-5 |
-25 lbs |
| 6-8 |
-10 lbs |
| 9-12 |
No Adj. |
| 13-15 |
+10 lbs |
| 16-17 |
+25 lbs |
| 18 |
+40 lbs |
|
Woodsprites can maneuver as a class C creature. After flying, a woodsprite must rest 5 rounds for every round he spent flying before he can fly again.
If a woodsprite is reduced to less than half his normal hit points, he loses the ability to fly, and cannot do so again until he heals to at least 90% of his total points. However, he can still glide if needed (see below).
Bad weather may hamper a woodsprite's ability to fly at the DM's discretion. Also note that, even though a woodsprite's wings resemble those of an insect, they are not rendered useless if they become wet.
A flying woodprite can carry his weight in equipment while flying, modified by his Strength score according to the chart to the left, without incurring any penalties. He can halve his flying movement and fall to maneuverability class D if he carries more than this limit, but cannot fly while carrying more than twice his limit.
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:
- Having the tumbling proficiency.
- Carrying nothing at all but the clothes on his back.
- Updrafts.
The following conditions lower the sprite's rank by one, to a minumum of 0:
- Unable to fly due to injury.
- Hasn't fully rested from his last flight.
- Carrying more than his weight limit (-2 if more than double his weight limit).
- Downdrafts or heavy winds.
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 |
|
|
| Distance Fallen |
Flight Rounds Drained |
| Rank 3 |
Rank 4 |
Rank 5 |
Rank 6 |
| 0-40 |
0-50 |
0-60 |
0-70 |
1 |
| 41-90 |
51-100 |
61-110 |
71-120 |
2 |
| 91-140 |
101-150 |
111-160 |
121-170 |
3 |
| 141-180 |
151-190 |
161-200 |
171-210 |
4 |
| 181-220 |
191-230 |
201-240 |
211-250 |
5 |
| 220+ |
230+ |
240+ |
250+ |
6 |
|
Plateauing:
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 |
AID FLIGHT
2nd level
Air, Alteration, Necromancy (reversable)
| 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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