Spriggan (SAO) (3.5e Race)
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Spriggans are frowned upon by society. Most people call them thieves and renegades, betrayers of their homelands. Still, despite the constant demeaning glares of others, Spriggans manage to get by. Spriggans' have an adept ability for finding hidden passages and treasure which makes them great adventurers.
Spriggans are about the same size as the other medium races, standing between 5 feet and 8 feet tall. Nonetheless, they are one of the lightest medium races, with adults weighing no more than 130 pounds and as little as 60 pounds. This paltry mass allows them greater speed than most, and even the ability to seemingly run up walls. Spriggans are never mistaken for strongmen and rarely employ tactics which depend upon Brute force, though they have the ability to do so.
Spriggans are not known to be liked by other races, due to former Spriggans. They can still be shop keepers and make diplomacy, but they are not known to be liked by everyone. Other races tend to look down on them for their skills in Illusion rather than Combat.
Spriggans are not the most common race, nor, are they the most liked. They tend to be Chaotic, but they also feel for those discriminated and tend to be kind of heart. This allows them to be Good or Chaotic, but they are never lawful.
Spriggans are known to live East and Northern of most human lands. They tend to be near Tropic climates being at the edge of their heat, but still close enough to feel it. So in other words, Temperate or Tropic climates, are the best fitting for the Spriggan race.
Spriggans are known to be Clever and tend to roam the world. This allows Gods under the Domain of Traveling, Luck, the occasional Strength Domain, and Trickery. This makes Boccob, Olidammara, Fharlanghn, Kord, and Pelor as Gods they follow.
Due to their extensive travel, any particular Spriggan might know almost any Language. They always know Common and Elvish.
Spriggans tend to name themselves after something they value or their race as a whole values. They can also use Clan Names for last names. The Clan Names tend to hang on Stealth and Illusory, but there are rare names that revolve around Strength.
- +6 Dexterity, +2 Intelligence, +2 Charisma: Spriggans are quick and hard hitting and require quite a memory to remember the spell components, however, due to them being disliked by race they do not get along well.
- Fey Humanoid: Spriggans look closely like elves, but have an inherent ability with magic dealing with Illusion.
- Medium: No Size Bonuses
- Spriggans have a bonus feat at level 1.
- Spriggans base land speed is 70 feet: Flight 90, Climb 30
- Flight: Spriggans can fly with wings that can be summoned and dismissed at will. They have good maneuverability with these wings and have a flight speed of 90. They keep these wings until their death. These wings are always Black. They sound like a Wind Instrument, that can be heard with a DC 15 Listen Check. They require you to be level 3 to begin learning to fly and you gain clumsy, 30 ft. At level 4, you gain average and 50 speed. At level 5 you gain the originally stated flight speed.
- Wall Running (Ex): At Level 1, Due to being at light race Spriggans can run up walls. Normally they can get up to 10 meters, however if they have a Dexterity modifier above +5 they can run up to 30 meters as a Full Round Action as if using the Run ability. They must end on a surface that they could stand on, if they do not make it to a surface as like, they may flip off of the wall and end their turn in the air.
- Weapon Handling (Ex): A Spriggan is adept with almost every weapon he finds. When using a weapon that they do not have the feat to wield, they do not have to infer the penalties to attacks.
- Multiple Weapon Fighting (Ex): A Spriggan can wield a Two Hand Weapon in a Single Hand, such as Monkey Grip, and can Dual Wield Two Weapons from Level 1 as like the feat Two Weapon Fighting
- Illusion Magic Master (Sp): Spriggans can Cast Illusion Magic like it was Nothing. At Level 1, A Spriggan can cast Illusion Magic Cantrips. They can cast the next level spells when a sorcerer would get a new level of spells. You get two spells from each new level and they cannot be lethal or deal damage. You need an Intelligence score of 15 + the spell's level. For Saves, you cast as a sorcerer of your current level.
- Treasure Hunter Magic (Sp): At Level 1, you gain a spell that highlights anything that could move to reveal hidden passages (Only to the Spriggan who casted the spell). It also gives a directional sense of where items of values are such as gold and jewels and enchanted weaponry. This works in a single mile radius and can be used 2d4 times a day. If a God-like item is within the radius, it will overload their senses, causing them to make a Fortitude save (15 or higher, you are unfazed, 14-10, you get a slight headache, 10 or below, you get an intense migraine and pass out for 1d4 hours).
- Night Sight (Ex): As a Elven Race, you gain Dark Vision up to 60 Feet in Dim Light Conditions, Moon Light, and Pure Darkness, not magical. You retain the ability to see in colour in this light.
- Automatic Languages: Common and Elvish. Bonus Languages: They can learn almost any Language besides Celestial, Abyssal, Infernal, Druidic etc..
- Favored Class: Any
- Level Adjustment: +2
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