Special Conversion Thread: Finishing off the fey

Let's replace produce flame, to avoid those pesky unwanted forest fires. ;)

Combat: A leshy can blend in with his surroundings by standing perfectly still, effectively invisible. A druid or ranger has a 5% chance per level of spotting a leshy. It is impossible to surprise one.

Camouflage and Hide in Plain Sight like a high-level ranger? Racial bonus on Hide checks in forest terrain? Racial bonus on Listen and Spot checks? Improved Init as bonus feat?

Also, no good- or neutral-aligned forest creature will ever harm a leshy.

Flavor text or actual ability?
 

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Flavor text, I think, for the "no creature may attack".

As for their forest mastery, all of those suggestions sound good. We could always, however, actually give it a "forest mastery" SQ for camo+HIPS and a racial bonus to Listen, Spot and initiative when in a forest.
 

I like that idea (less bookeeping!). :)

Forest Mastery (Ex): A leshy can use the Hide skill in any sort of forest terrain, even if the terrain doesn’t grant cover or concealment, and can use the Hide skill in forests even while being observed. While in forest terrain, a leshy gains a +8 racial bonus on Hide, Listen, and Spot checks, and a +4 racial bonus on initiative.

Look OK?
 


Updated.

Suggestions for the attack line? Apparently, they only fight with weapons, and then only do so at Large or Huge size. If we give it a weapon, then it will scale with the leshy, defeating the need for the tree club. Just list unarmed strikes?

DR 5 or 10/cold iron?

Skills: 10 at 11 ranks
Concentration, Diplomacy, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Spellcraft, Spot, Survival?

Feats: 3
 

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?

Oh, shillelagh is a great idea, and it scales with weapon size.

Let's replace produce flame, to avoid those pesky unwanted forest fires. ;)

Well a +1 Colossal quarterstaff is also a good way of stamping out forest fires, and those who create them. (4d6+14/4d6+5 damage, including Strength and the +1 enhancement)

Shame there's no mention of shillelagh working on greatclubs (6d8 damage for a Colossal creatclub!)
 

Flavor text, I think, for the "no creature may attack".

I'd prefer something mechanical. If we just give them a ranger/drud's wild empathy and a +14 or better diplomacy bonus, then they are pretty automatically "friends to the animals", since that's enough to shift an average wild animal's Unfriendly attitude to Friendly.

As for their forest mastery, all of those suggestions sound good. We could always, however, actually give it a "forest mastery" SQ for camo+HIPS and a racial bonus to Listen, Spot and initiative when in a forest.

Maybe add a racial bonus to Diplomacy checks applied to forest fauna?
 

Updated.

Suggestions for the attack line? Apparently, they only fight with weapons, and then only do so at Large or Huge size. If we give it a weapon, then it will scale with the leshy, defeating the need for the tree club. Just list unarmed strikes?

I'd prefer the Leshy's gear doesn't scale with it, since IIRC it doesn't in the myths. (If you're wondering why they don't rip out of their clothes, from what I remember of Russian folklore there isn't much mention of them wearing garments, although I remember one story of one wearing a cloak of living leaves, I don't think it was an authentic folktale).

Besides, I like the idea of the 4 foot tall hairy elf the PCs are talking to getting angry, shooting up to 30 feet tall and uprooting a nearby pinetree in a menacing fashion.

Anyhow, weapons are a bit complicated, since they'll vary by size - maybe give them representative entries for Tiny, Medium and Huge?

DR 5 or 10/cold iron?

DR 10/cold iron I guess. They'd be pretty squishy otherwise.

Skills: 10 at 11 ranks
Concentration, Diplomacy, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Spellcraft, Spot, Survival?

Feats: 3

Those skills look fine to me.

As for feats, the definitely need something to boost that Fort save, so Great Fortitude for a start. Actually, I'd also suggest upping their Con, since 12 seem way too low. Maybe 18 or 20, to be on a par with its other stats?

We could give it a weapon-enhancing feat. If we give it a quarterstaff, maybe Two-Weapon Fighting, or if we opt for greatclub perhaps Power Attack. Although with its low attack bonus it might not get much return for it.

Combat Reflexes probably offers more bang for the buck, for when it Hulks up to Huge size and gets extra reach.
 

Give it a club for it to use with its shilleleagh spell. Agreed to DR 10 and a better Con score.

Combat Reflexes, Extend Spell, Great Fort.
 

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