Leprechauns, Fey (3.5e Race)
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 Leprechauns --Pyper
Leprechauns are reclusive, cautious people who have a healthy distrust of mundane people, and tend to avoid groups. The practice of offering bribes in exchange for freedom (see Treasure Hoard below) has led to the unfortunate result that many people purposefully seek to capture Leprechauns.
 Physical Description
Male and female Leprechauns tend to be about the same height and weight; on average around 3'6", and 30 lbs. The have pale skin, but their numerous freckles give them a ruddy complexion. All eye colors occur, but the 'jewel colors' tend to be more prevalent. Leprechauns are found with all colors of hair, but again, the tendency is brown to reddish-brown. Their facial features age more quickly than their bodies do, so a middle-aged Leprechaun can already appear to be an old man. They favor the color green in their clothing, and almost always sport gracefully made shoes that seem to glide along the ground. These extraordinary shoes are Leprechaun-made, and have special (Ex.) qualities that are the envy of many an adventurer, especially Rogues and Rangers.
Leprechauns are very difficult to hit, thanks to their racial bonuses, which leads to them using the Rogue’s sneak attacks or the Ranger’s hit-and-run capabilities. They avoid direct, frontal assault at almost all cost, and would rather retreat than face a formidable foe directly. This is seen as cowardice by many, but it is really the result of centuries of survival through evasion. In any case, the Leprechauns’ inability to do large amounts of damage, combined with low hit points, prevents ‘brave’ Leprechauns from being very effective. In the event that a Leprechaun has no alternative to fighting, it will often use Magic Missile and throw rocks until the opponent closes the distance. Then it resorts to Shocking Grasp and blows from its Leprechaun Shillelagh (3.5e Equipment). Another way a Leprechaun can be useful in combat is as a Bard. Its evasion abilities allow it to assist the party without becoming a casualty.
Leprechauns have a lot to offer as adventurers. They excel at sneaking as well as moving quickly, and make very effective Rogues. Their bonuses to Bluff, Diplomacy, and Sense Motive checks also make them a great choice for the 'face' of the party. The only drawback is they must give up their Treasure Hoard.
Leprechauns find Hobbits boring but tolerable; they are generally distrustful of Gnomes, but can respect their magical abilities and sometimes work together with them; they admire Humans for their freedom while taking advantage of their gullibility and curiosity; they tend to interact with Dwarves on a strictly business-like level, sometimes hiring them to build underground lairs. Orcs, Morlocks, and the Goblinoids number among the natural enemies of Leprechauns. They get along well enough with most Elves, and have a tradition that they were created by the Elf-god to keep the Elves humble...though it seems Humans have borne the brunt of their efforts.
CN or NN. Leprechauns are neither good nor evil, and will often exhibit behaviors from both alignments without any apparent discomfort. They have difficulty following the laws of Man, and therefore find the laws of Nature to be more welcoming.
The favored class for a leprechaun is Expert, but Rangers, Rogues, and Bards are not uncommon (relative to their uncommon nature). Leprechauns often have good relationships with Druids, who can appreciate lives of solitude, and who are often protectors of Nature and fey-folk. Paladins and other LG characters tend to not see eye-to-eye with leprechauns.
Leprechauns have only one homeland--a fairly small peninsula roughly between the elf-lands and the dwarf-lands. Even there, it is rare to encounter more than a small family or two at a time. There is a substantial number found on an island to the South, populated mainly by humans with a healthy amount of fey-folk. This is also near one of the most influential Druidic strongholds, since Druids tend to help protect Leprechauns. Leprechauns can be found in almost all lands (although the finding may be difficult), usually singly or in pairs, outside small towns and villages.
Leprechauns are very private regarding religious beliefs, but the few who are willing to discuss the matter tend to worship the various gods of Nature or the Elves.
Leprechauns tend to receive names in the manner of the area in which they live. Very few are actually named in Leprechaun, and fewer still openly use those names. A Leprechaun living in Dwarven lands will likely have a Dwarven name, etc.
While most Leprechauns choose to stay rooted to one locale, those few who do adventure usually do so due to some traumatic change in their life. The death of their spouse can mean a lifetime of solitude since they are so rare; suddenly becoming unwelcome in the area can make life difficult; a general decline in the safety of their surroundings can also force a move.
 Racial Traits
- +4 Dexterity, −2 Strength, −2 Constitution.: Leprechauns are very agile, but they are also not as tough or as strong as Humans.
- Humanoid (Leprechaun) (Fey): Leprechauns are a fey subtype--similar to Pixies, Fairies, and other such creatures, but having only very mild abilities. They can cast Magic Missile, Shocking Grasp, Invisibility, Long Strider, and Mirror Image--all as a level 3 caster, 1/day. Leprechauns have natural armor +1, and have a spell resistance of 10. They give up their fey hit dice in exchange for their class hit dice.
- Small: Leprechauns gain Size bonuses/penalties as follows: +1 AC, +1 attack, +4 Hide, and -4 grapple. They also use smaller weapons.
- Leprechaun base land speed is 30 feet: They are among the quickest of the Small peoples.
- Racial Skill Bonuses: Leprechauns receive +4 to Bluff, Diplomacy, and Sense Motive checks. They receive +2 to Climb, Craft (shoes), Escape Artist, Hide (in addition to the Size bonus), Jump, Listen, Move Silently, Scent, Spot, and Tumble.
- Racial Feats: Dodge, Mobility, Exotic Weapon Proficiency--Leprechaun shillelagh, Improved Initiative, Lightening Reflexes, and Run.
- Lowlight: Leprechauns can see twice as far as a Human in lowlight conditions.
- Scent (Ex): The constant need to be wary has sharpened Leprechaun senses, including developing an acute sense of smell (allowing it to be used as an untrained skill (in the same manner as Spot, not Search/Tracking)).
- Lucky (Ex): Leprechaun can reroll any die 1/day. This ability does not carry over from day to day. They will always take the more advantageous of the 2 rolls.
- Craft Extraordinary Shoes (Ex): Leprechauns can craft shoes of exceptional quality, imbuing them with mild spell-like properties (Minor Wonderous Item); they grant the wearer a +1 bonus on Move Silently and Jump checks, +1 on reflex saves, +1 initiative, and +10 on the base land speed. In order to make them, the Leprechaun must succeed on a DC 25 craft check; failure means the materials are wasted, and it must wait for 1 full week before another attempt can be made. A DC Craft check of 30, 35, and 40 result in +2, +3, and +4 bonuses, respectively. The base land speed bonus does not change. A Leprechaun must determine which level of bonus it is attempting before it proceeds. It takes 1 week to craft a pair of these shoes. Cost: 5000gp for the +1 shoes; 6000gp, 7000gp, and 8000gp for the +2, +3, and +4 shoes, respectively. The land speed bonus does not stack with the Long Strider spell.
- Treasure Hoard (Ex): A Leprechaun is able to acquire XP through hoarding of coins—tin, copper, silver, gold, and platinum. Other riches or forms of currency do not have this effect. For every 10gp in the Hoard, the Leprechaun receives 1 bonus XP. This stacks with any normally earned XP. The Leprechaun magically hides the Hoard using a part of its spirit—feeding off the power of the Hoard, but at the same time binding itself to the Hoard. For every 24hrs that the Leprechaun is more than 300ft away from its Hoard, it loses 1 random ability point. These can be regained when back within the 300ft radius at the rate of 1/week. The DC for finding the Hoard is 20+Wis+character level of the Leprechaun. It is also often physically hidden/disguised to further protect it. When a Leprechaun is captured, it will frequently relinquish its Hoard to avoid death. Wise Leprechauns sometimes will hide one or more smaller stashes of treasure, especially gems and other loot that is not capable of advancing their levels. This additional stash can be used to bribe a captor without the unfortunate level loss. Leprechauns frequently craft and sell shoes to increase the size of their Hoards. Another common form of income is through riddles and banter with wayfarers. A possible encounter could have the Leprechaun offer 50gp if the traveler can solve a puzzle or riddle, and if not, the traveler pays 10gp. These riddles have led to an unfair view of leprechauns as tricksters that try to take money through lies and treachery. This is almost never actually the case. Occasionally a Leprechaun will choose to forego the level advancement that comes with having a Treasure Hoard, and choose a more ‘normal’ path of adventuring.
- Spell Resistance 10 (Ex): An opponent must roll at least a 10 on a caster level check for a spell to take effect. If not met, the spell is lost.
- Spell-Like Ability: 1/day—Long Strider. Caster level is 3. The save DC is Wisdom-based.
- Spell-Like Ability: 1/day—Invisibility. Caster level is 3. The save DC is Wisdom-based.
- Spell-Like Ability: 1/day—Mirror Image. Caster level is 3. The save DC is Wisdom-based.
- Spell-Like Ability: 1/day—Magic Missile. Caster level is 3. The save DC is Wisdom-based.
- Spell-Like Ability: 1/day—Shocking Grasp. Caster level is 3. The save DC is Wisdom-based.
- +1 racial bonus to attack when throwing or slinging stones.
- Natural Armor (Ex): Its fey subtype gives a Leprechaun a +1 to AC because of Natural Armor.
- Proficiencies: Leprechauns are proficient with all simple weapons and light armor, but no shields (unless their Class gives them Shield Proficiency). They also are proficient with Leprechaun shillelaghs, and are the only race able to properly use the Leprechaun buckler.
 Vital Statistics
|Middle Age1||Old2||Venerable3||Maximum Age|
|60 years||90 years||120 years||+3d12 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3' 0"||+2d4||15 lb.||× (2d2) lb.|
|Female||3' 0"||+2d4||15 lb.||× (2d2) lb.|