In honor of it being St. Patrick's Day, I am releasing this preview of tomorrow's post: Easy Hybrid Races – Part 5: Fey.
Leprechauns (standard ability scores: +2 Dexterity, +2 Charisma, –4 Strength; –1 RP)
Leprechauns are small, fun-loving tricksters. They are most commonly found in forests and share the close connection with nature that is possessed by most fey creatures. Leprechauns love playing tricks on unknowing passersby—almost as much as they love a fine bottle of wine and a plateful of hot food in their bellies. They often steal something of worth from adventurers just to provoke a chase. Using their ability to disappear at will to its full potential, they wait until their victims appear to be about to give up the chase before reappearing once more to let the chase resume. They are not greedy creatures, and eventually drop what they've stolen, slipping away while their angry pursuers claim the lost property. The exception is gold—leprechauns love gold and often hoard it in secret, hidden places.
Essential Traits (7 RP; 6 RP with standard ability scores)
- Fey (1 RP)
- Small: Leprechauns are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Fast Speed (1 RP): Leprechauns have a base speed of 40 feet.
- Low-Light Vision (1 RP): Leprechauns can see twice as far as humans in conditions of dim light.
- Quick Hands (4 RP): Leprechauns gain a +2 racial bonus on Sleight of Hand checks and can make such checks untrained. Sleight of Hand is always considered a class skill for leprechauns. If they choose a class that has Sleight of Hand as a class skill, their racial bonus on Sleight of Hand checks increases to +4.
- Languages: Leprechauns begin play speaking Common and Sylvan. Leprechauns with high Intelligence scores can choose from the following: Catfolk, Elven, Gnome, Goblin, Halfling, and Vanaran.
- Leprechaun Magic (4 RP): Leprechauns with a Charisma score of 11 or higher gain the following spell-like abilities: At will—dancing lights, ghost sound, mage hand, prestidigitation. The caster level for these effects is equal to the leprechaun’s level.
- Shillelagh (2 RP): Any nonmagical club or quarterstaff wielded by a leprechaun becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by the leprechaun.
- Fey Damage Resistance (3 RP): Leprechauns gain DR 2/cold iron. This DR increases by 1/cold iron for every three character levels beyond 1st (to a maximum of 5/cold iron at 10th level).
- Greater Leprechaun Magic (4 RP): Leprechauns with a Charisma score of 11 or higher gain the following spell-like abilities: At will—invisibility (self only), ventriloquism. The caster level for these effects is equal to the leprechaun’s level. You must have the leprechaun magic trait to take this trait.
- Sharp Eyes (5 RP): Leprechauns gain a +4 racial bonus on Perception checks.
- Superior Leprechaun Magic (6 RP): Leprechauns with a Charisma score of 11 or higher gain the following spell-like abilities: 3/day—color spray, fabricate (1 cubic foot of material only). The caster level for these effects is equal to the leprechaun’s level. You must have the greater leprechaun magic trait to take this trait.
- Superior Spell Resistance (3 RP): Leprechauns gain spell resistance equal to 11 + their character level.
- Weapon Familiarity (1 RP): Leprechauns are proficient with clubs and quarterstaffs.