From Traykon Campaign Setting - Pathfinder
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Most Leszy live as semi-nomadic hunter-gatherers. Sedentary Leszy set up communities of crude huts or large cave complexes. Leszy communities are generally mistrusted, though some neighbours will trade manufactured goods for pelts, game, and ore. The rarest Leszy are philosophical hermits that are neutral good and have druidic abilities. The primitive Leszy fashion crude stone knives, hand axes, and tools, as well as simple wooden javelins. A favourite tactic employed by the Leszy is to hurl missile weapons from hiding, ambushing their opponents.

Back to Fey Races

Type: Fey

Ability Score Modifiers: +4 Str, -2 Int

Base Speed: Leszy have a base land speed of 30 feet.

Camouflage (Ex): Leszy gain a +4 bonus to all Stealth checks in the wilderness. Their natural camouflage is so complete that if a Leszy remains motionless in wilderness settings they require a DC 20 Perception check just to be seen.

Cold Resistence (Ex): Due to the thick hair covering the Leszy they ignore the first 5 points of cold damage per round.

Low Light Vision (Ex): Leszy can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions

Natural Armor (Ex): Due to the thick coating of course hair Leszy gain a +1 Natural Armor bonus to Armor Class.

Powerful Build (Ex): The physical stature of the Leszy let's them function in many ways as if they were one size category larger. The Leszy suffer a -1 to their AC and -1 Attack Penalty. They are considered Large creatures for CBM and CBD as well as for any abilities that rely on a creature's size for effectiveness. A Leszy can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a medium creature.

Rend (Ex) If it hits with two or more claw attacks in 1 round, a Leszy can cause tremendous damage by latching onto the opponent’s body and tearing f lesh. This attack deals an additional amount of damage, but no more than once per round. The attack causes 2d6 plus 1-1/2 the Leszy’s Strength bonus.

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Speak with Animals (Su): This ability works like speak with animals (caster level 6th) but is a free action and does not require sound.

Unarmed Strike (Ex): Leszy can attack with their two claws doing 1d6 slashing damage plus full strength damage using a full attack action. Their attacks do not provoke attacks of opportunity and Leszy are considered to have the Improved Unarmed Strike feat.

Woodland Stride (Ex): Leszy can move through natural difficult terrain at their normal speed while within light or heavy woods. Magically altered terrain affects them normally.

Weapon Familiarity: Leszy are proficient with all simple weapons.

Languages: Leszy begin play speaking Aklo and Sylvan. Leszy with high Intelligence scores can choose from the following: Common, Draconic, Elven, Gnoll, Gnome, Goblin, and Orc.

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odours just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Starting Age Modifier
60 4d6
Aging Effects
Middle Age Old Venerable Maximum Age
175 260 375 375 + 6d10 years