Special Conversion Thread: Finishing off the fey


log in or register to remove this ad

In that case, let's tackle this...

Rock Throwing (Ex): When assuming Large or Huge size, a leshy may hurl rocks. Leshies are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A leshy that assumes Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments, dealing 2d6+5 points of damage. A leshy that assumes Huge size can hurl rocks of 60 to 80 pounds (Medium objects), dealing 2d8+7 points of damage. The range increment is 120 feet for a leshy's thrown rocks, regardless of size.

Look OK?
 



I'm glad I dodged that bullet. ;) :p

Updated.

Spells: A leshy casts spells as a 12th-level druid.

Typical Druid Spells Prepared (6/6/5/5/4/3/2; save DC 14 + spell level):
0—x;
1st—x;
2nd—x;
3rd—x;
4th—x;
5th—x;
6th—x.
 

A mix of spells with a reasonable amount of combat potential. It's all up for discussion, though.

0 - create water, cure minor wounds, detect poison, guidance, purify food and drink, resistance
1 - calm animals, entangle, faerie fire, longstrider, produce flame, speak with animals
2 - animal messenger, barkskin, flameblade, summon nature's ally II, tree shape
3 - cure moderate wounds, daylight, plant growth, sleet storm, spike growth
4 - air walk, command plants, freedom of movement, rusting grasp
5 - commune with nature, insect plague, wall of thorns
6 - greater dispel magic, summon nature's ally VI
 


A mix of spells with a reasonable amount of combat potential. It's all up for discussion, though.

0 - create water, cure minor wounds, detect poison, guidance, purify food and drink, resistance
1 - calm animals, entangle, faerie fire, longstrider, produce flame, speak with animals
2 - animal messenger, barkskin, flameblade, summon nature's ally II, tree shape
3 - cure moderate wounds, daylight, plant growth, sleet storm, spike growth
4 - air walk, command plants, freedom of movement, rusting grasp
5 - commune with nature, insect plague, wall of thorns
6 - greater dispel magic, summon nature's ally VI

You know, I like the idea of it being able to spontaneously cast summoning spells like a druid, in which case we'd need to swap the insect plague, summon nature's ally II and summon nature's ally VI for something else.

I'd also drop the commune with nature for something that's more immediately applicable,

Flameblade seems wrong. Not only does it not gel with the description of it wailing around with tree-trunks (= Huge Greatclub for 3d8+13 damage?) it doesn't do that great damage (1d8+6 fire), and there's also the question as to whether it's even proficient in scimitar.

So, I'd prefer the following, with the changed spells in bold italic:
Casts as 12th level druid (including spontaneous summons).

0 - create water, cure minor wounds, detect poison, guidance, purify food and drink, resistance
1 - calm animals, entangle, faerie fire, longstrider, produce flame, speak with animals
2 - animal messenger, barkskin, lesser restoration, resist energy, tree shape
3 - cure moderate wounds, daylight, plant growth, sleet storm, spike growth
4 - air walk, command plants, freedom of movement, rusting grasp
5 - stoneskin, tree strike, wall of thorns
6 - greater dispel magic, live oak
 

Good catch on the summon spells...since it casts as a druid, it will gain the spontaneous summon swap automatically.

I find your revised list appealing. And you reminded me that we need to note the bit about improvised clubs at big sizes.

Updated.
 
Last edited:

I'm always forgetting spontaneous summons...

I also like the revised list. I did have one idea, though: since it likes to use improvised clubs, why not give it shilelagh at 1st level to replace maybe faerie fire or produce flame?
 

Remove ads

Top