Vine leshys are born by ritual, called forth when a druid channels a nature spirit into a plant’s form. The nature spirit that answers the call for a vine leshy creation ritual is always one that has keenly felt the influence of mortal beings. Compared to other leshys, vine leshys have an easier time relating to non-plant creatures and a deeper sense of curiosity about the wonders of the natural world beyond those plants closely related to them, as well as a fascination with the societies of humans and other creatures.
Physical Description: A vine leshy’s body is made of masses of twisted vines and leaves, sometimes incorporating flowers and fruits as well. Their appearance is mostly determined by the species of vine used in their creation, but most have a large cluster of leaves that forms a face with round eyes, a small mouth, and no visible nose.
Society: Because of their ritual-based genesis, vine leshys do not have a traditional family structure. They form strong friendships with those who accompany them on explorations or who assist them in protecting a natural site. Unlike most leshys, vine leshys usually feel a strong desire to seek out the one who created them. They see their creators as friends and allies rather than as parents.
While most leshys devote themselves to protecting a particular ward for long stretches of time, vine leshys are far more likely to travel and explore, stopping to care for many different wards for short periods throughout their lifetime. Vine leshys love storytelling, but they place more importance on the meaning and message of the story than the details, both because they can’t always remember the details and because they find many details to be unnecessary. A story that has passed through several vine leshys is likely to undergo significant changes in characters and setting but usually retains its core message.
Relations: Vine leshys are interested in learning about the cultures of many other races. Their initial attitudes when they encounter new races are based on biases from the nature spirit’s past incarnations, but they evolve over time through the leshy’s experiences. In unfamiliar situations, vine leshys prefer to blend in with vegetation to observe before venturing out and introducing themselves.
Consistent with the plant species from which they derive their bodies, vine leshys recognize a spectrum of genders. Some vine leshys are exclusively female or male, while many vine leshys are both. The biological features of a leshy’s flowers do not necessarily indicate its gender, as the nature spirit that inhabits the leshy plays a strong role in determining the leshy’s identity.
Vine leshys have an unusual relationship with other leshys, for unlike standard leshys, vine leshys are not grown to be servants. They are free-willed and individualistic creatures. Whether or not an individual vine leshy views the servitude other leshys endure as akin to slavery or as something more like an honorable tradition of service to a powerful druid depends on the vine leshy’s opinion and alignment. While it’s unusual for a vine leshy to take on another leshy as a minion in the traditional way, it’s not unusual to see vine leshys take on sponsorship of a sort over other leshys, treating them almost as adopted children or wayward exiles in need of guidance and protection from those who would force their servitude.
Alignment and Religion: Vine leshys see themselves as part of the ancient cycle of nature. They care for their friends and any natural areas under their care, but rarely feel compelled toward either charity or malice. Most vine leshys are truly neutral, and they almost always have at least one neutral aspect to their alignments. Religion is not particularly important to vine leshys. Those who do find faith tend toward worship of Gozreh, a green man (Pathfinder RPG Bestiary 6 152), or one of the Eldest of the First World (see page 130), but the Green Faith is the most common philosophy followed by vine leshys.
Adventurers: Like most leshys, vine leshys typically do not fear death. They know that if their bodies die, their spirits will return to the natural world and may someday find themselves in new bodies. This lack of fear combined with their curiosity leads them to take risks. However, they typically avoid excessively dangerous activities, as they would rather gather a story from their adventures to tell later. Vine leshys gravitate toward classes that let them use their connection to nature, such as druid and ranger.
Names: Vine leshys’ names change throughout their lives. A young vine leshy typically names herself after her physical characteristics or a natural feature that she particularly enjoys. As vine leshys age, they modify their names to better reflect their personality and experiences. A leshy may even have several names that she cycles among, such as one name for each season. Most vine leshys select names that are at least two words long. Example vine leshy names include Burbling Waterfall, Lovely Triple Leaves, Masterful Sun Drinker, Snowy Pine Branches, Verdant Taleweaver, and Vibrant Tree Climber.
Vine Leshy Racial Traits
+2 Constitution, +2 Wisdom, –2 Intelligence: Vine leshys are hardy and insightful, but sometimes forgetful.
Leshy: Vine leshys are plants with the leshy subtype but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the immunity to electricity and sonic that the leshy subtype usually grants.
Small: Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Vine leshys have a base speed of 20 feet.
Darkvision: Vine leshys can see in the dark up to 60 feet.
Low-Light Vision: Vine leshys can see twice as far as humans under conditions of dim light.
Pass without Trace: Vine leshys have pass without trace as a constant spell-like ability (caster level 2nd).
Change Shape: Vine leshys can transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action.
Plantspeech: Vine leshys can speak with vines as if subject to a continual speak with plants spell.
Verdant Burst: When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour.
Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests.
Climber: Vine leshys gain a +2 racial bonus on Climb checks.
Languages: Vine leshys begin play speaking Common and Sylvan. Vine leshys with high Intelligence scores can choose from the following: Aquan, Auran, Aklo, Elven, Gnome, Goblin, Terran, or Undercommon.
Vine Leshy Alternate Racial Traits
Replaces Pass Without Trace
[PFS Legal] Grapevine
Source Ultimate Wilderness pg. 21
A vine leshy made from a grapevine can produce magically infused fruit that can heal her allies. She can cast goodberry once per day as a spell-like ability, with a caster level equal to her character level.
This replaces pass without trace.
Replaces Ability Scores
[PFS Legal] Agile
Source Ultimate Wilderness pg. 21
Agile vine leshys are quicker but less tough than a typical vine leshy. Replace the leshy’s +2 racial bonus to Constitution with a +2 racial bonus to Dexterity.
This alters the vine leshy’s ability scores.
Replaces Change Shape, Verdant Burst
[PFS Legal] Lashvine
Source Wilderness Origins pg. 14
Some vine leshys can sprout whip-like appendages. These individuals gain proficiency with whips and scorpion whips. As a free action, the vine leshy can turn one hand into a lashvine. A lashvine is a primary natural attack that deals 1d3 points of bludgeoning damage. A lashvine cannot hold items, wield weapons, or perform fine manipulation.
This replaces change shape and verdant burst.
Replaces Climber, Plantspeech, Unassuming Foliage
[PFS Legal] Seasoned Spirit
Source Wilderness Origins pg. 14
Long-lived vine leshys are less flexible, but they have established stronger bonds with the natural world. These leshys can spend an hour in concentration to cast speak with plants as a spell-like ability with a caster level equal to their character level.
This alters plantspeech and replaces climber and unassuming foliage.
Replaces Climber; Unassuming Foliage
[PFS Legal] Swamp Leshy
Source Ultimate Wilderness pg. 21
Some vine leshys are made from plants that naturally grow in swamps. These leshys gain a +2 racial bonus on Swim checks and a +4 racial bonus on Stealth checks in swamps.
This replaces climber and alters unassuming foliage.
Replaces Darkvision, Low-Light Vision
[PFS Legal] Writing Eye
Source Wilderness Origins pg. 14
Some vine leshys can grow thin vines that serve as sensory organs. Growing or controlling the vine is a full-round action that provokes attacks of opportunity. The vine can extend up to 15 feet and is small enough to pass through a keyhole. A leshy can perceive, using all of her senses, within 20 feet of the vine’s tip.
This replaces darkvision and low-light vision.
Replaces Pass without Trace, Plantspeech
[PFS Legal] Curosity
Source Wilderness Origins pg. 14
Vine leshys bearing gregarious spirits are more suited to learn about other cultures. They always treat Diplomacy and Linguistics as class skills, and they gain a +2 racial bonus on Diplomacy and Linguistics checks.
This replaces pass without trace and plantspeech.
Replaces Plantspeech; Change Shape
[PFS Legal] Poisonous
Source Ultimate Wilderness pg. 21
Vine leshys made from poison ivy vines carry natural poison in their bodies. As a swift action, the leshy can imbue its vines with this irritating substance. The next time the leshy hits a creature with an unarmed strike, the creature is affected by the following poison.
Vine Leshy Toxin: Unarmed strike—injury; save Fort DC 10 + half the vine leshy’s Hit Dice + the leshy’s Constitution modifier; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
The leshy can use this ability a number of times per day equal to its Constitution modifier (minimum 1). A vine leshy is immune to its own poison, but not to those of other vine leshys.
This replaces plantspeech and change shape.
Vine Leshy Favored Class Options
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Vine Leshys have the option of choosing from a number of other bonuses, depending upon their favored class.
The following options are available to all Vine Leshys who have the listed favored class.
[PFS Legal] Alchemist (Ultimate Wilderness pg. 21): Add 1/4 to the alchemist’s natural armor bonus when using his mutagen.
[PFS Legal] Bard (Ultimate Wilderness pg. 21): Add a +1/3 bonus to Perform (oratory) checks, including checks using versatile performance, as long as the bard first spends at least 10 minutes telling a story.
[PFS Legal] Druid (Ultimate Wilderness pg. 21): Add a +1/2 bonus to the druid’s wild empathy or plant empathy checks.
[PFS Legal] Kineticist (Ultimate Wilderness pg. 21): Gain 1/5 of the Extra Wild Talent feat. This feat must be spent on a wood-element talent.
[PFS Legal] Oracle (Ultimate Wilderness pg. 21): An oracle with the nature or wood mystery adds one spell from the druid’s spell list that isn’t on the cleric spell list to the oracle’s spell list; she still must select this spell as one of her spells known in order to cast it. This spell must be at least 1 level lower than the highest spell level the oracle can cast.
[PFS Legal] Ranger (Ultimate Wilderness pg. 22): Add a +1/2 bonus to Knowledge (nature) checks in the ranger’s favored terrain.
[PFS Legal] Rogue (Ultimate Wilderness pg. 22): Add a +1/2 bonus to Climb checks and on Stealth checks in forests.
[PFS Legal] Shaman (Ultimate Wilderness pg. 22): Shamans with the nature or wood spirit add one spell from the druid’s spell list that isn’t on the shaman spell list to the shaman’s spell list; she still must select this spell as one of her spells known in order to cast it. This spell must be at least 1 level lower than the highest spell level the shaman can cast.
Shifter (Wilderness Origins pg. 8): Add a +1 bonus on Knowledge (nature) checks relating to plants.
Growing a Vine Leshy
Vine leshys grow best in areas where they can receive ample sunlight. After a vine leshy sprouts, the leshy’s creator must use a sturdy tree, trellis, or other support to guide it as it grows. For more information about growing leshys, see page 176 of Pathfinder RPG Bestiary 3.
VINE LESHY
CL 5th; Price 1,500 gp
RITUAL
Requirements Knowledge (nature) 5 ranks, entangle,plant growth, summon nature’s ally I; Skill Knowledge (nature) DC 13; Cost 750 gp
VINE LESHY ARCHETYPES AND CLASS FEATURES
The following archetypes and class features are available to vine leshys, as well as to other characters with the leshy subtype. Leshys can also take the treesinger druid archetype (Pathfinder RPG Advanced Race Guide 25) even though they are not elves. The leshy subdomain is available to non-leshy druids as well as clerics who worship a deity that grants it.
Herbalist
Source Ultimate Wilderness pg. 22
Vine leshys who study the physical and spiritual composition of their own bodies have discovered a strange herbal alchemy all their own.
Herbalism (Su): An herbalist’s studies allow him a unique method of creating alchemical discoveries. He can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and he gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs (see page 152). An herbalist uses his Wisdom score instead of his Intelligence score for all alchemist class abilities.
This alters alchemy and the alchemist’s key ability score.
Natural Magic: An herbalist’s study of the leshy spirit grants him access to natural magic that eludes other alchemists. Each time he gains access to a new level of extracts (including 1st level), he can add two spells from that spell level on the druid spell list to his alchemist class spell list; these spells must target a creature or creatures or have a range of “you,” and he must still add them to his formula book as normal before he can prepare them. As always, the extracts affect the drinker as if she were the target, so offensive touch spells are a nasty trap for the drinker.
This replaces Throw Anything.
Seedpods (Su): An herbalist can produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. He can create a number of seedpods each day equal to his alchemist level + his Wisdom modifier and can throw them as a standard action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional 1d6 points of damage at 3rd level and every 2 levels thereafter (this additional damage isn’t multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus, and the herbalist can take the Extra Bombs feat to gain additional daily uses of his seedpods. His seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude save (DC = 10 + half the herbalist’s alchemist level + his Wisdom modifier). At 1st level, his seedpods can deafen their target for 1 round like a leaf leshy. At 2nd level, they can reduce the target’s vision to 10 feet for 1 minute (unless the target spends a full-round action to wash the spores from its eyes early) like the spores of a fungus leshy. At 5th level, they can entangle their target for 2d4 rounds (unless the target succeeds at a Strength check or Escape Artist check at the save DC to break the vine early) like the seeds of a gourd leshy. At 8th level, they can sicken their target for 1d4 rounds like the spittle of a flytrap leshy. At 10th level, they can blind their target until the end of their next turn like the water jets of a seaweed leshy.
This replaces bombs, poison use, poison resistance, and poison immunity.
Plant Speaker
Source Ultimate Wilderness pg. 22
Plant speakers build upon their racial plantspeech ability and their storytelling tendencies to create an art form full of deep metaphors and allegory rather than specific details and facts.
Bardic Performance: Plant speakers gain the following bardic performance.
Leshy Speaker (Su): At 9th level, the plant speaker can speak to its disembodied brethren, the spirits of nature that become leshys. He performs for 10 minutes and spends 7 rounds of bardic performance to gain the effects of commune with nature.
This replaces inspire greatness.
Plant Speech: A plant speaker’s mind-affecting bard spells and class abilities also affect plants, ignoring plants’ immunity to mind-affecting effects. At 2nd level, a plant speaker’s racial plantspeech allows him to communicate with all plants, not just plants that match his alternate form.
This replaces bardic knowledge and well-versed.
Mystical Allegory (Su): At 5th level, the plant speaker can tell a story that matches some of the themes of the current situation in order to gain insight, gaining the effects of augury by performing for 1 minute and spending 4 rounds of bardic performance. At 11th level, he can perform for 10 minutes and spend 7 rounds of bardic performance to gain the effects of divination. At 17th level, he can perform for 1 hour and spend 10 rounds of bardic performance to gain the effects of legend lore, but the information is always vague and incomplete.
This replaces lore master.
Leshy Subdomain
You have a strong connection to these little manifestations of nature spirits.
Associated Domain: Plant.
Associated Religions: Gozreh, Green Faith*.
Replacement Power: The following granted power replaces the wooden fist power of the Plant domain.
Leshy Caller (Sp): You can spontaneously swap out any of your domain spells for a summon nature’s ally spell of the same level or lower, to a maximum of summon nature’s ally VII. If you do, you must use the spell to summon one or more leshys. Add leaf leshy B3 , gourd leshy B3 , fungus leshy B3 , seaweed leshy B3 , and lotus leshy B5 to your summon nature’s ally I, II, III, IV, and V lists, respectively. You count as a plant creature for the purpose of creating leshys (Pathfinder RPG Bestiary 3 176).
As a standard action, you can grant a single leshy within 30 feet a +4 sacred bonus on its next attack roll before the start of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—tree shape, 5th—commune with nature.
Leshykineticist
Source Ultimate Wilderness pg. 23
Of all those who pursue the path of a kineticist, only leshykineticists are both made of plant matter and born of nature spirits. These curious creatures wield ancient powers unknown to any other kineticists.
Leshy Element: A leshykineticist must select the wood element (see page 58) as her primary element and for both her expanded elements. She must choose wood blast as her first simple blast and positive blast as her second simple blast. At 6th level, she gains green tongue as a bonus utility wild talent, ignoring its prerequisites. At 7th level, when she first gains positive blast, she gains kinetic healer and the photokinetic infusion instead of the extra wild talent of 3rd level or lower for expanding in the same element. Her kinetic healer wild talent restores 1 extra hit point per die when healing plant creatures. At 9th level, she gains an extra wild talent of 3rd level or lower of her choice. At 10th level, she gains greater green tongue as a bonus utility wild talent, ignoring its prerequisites.
This alters element and expanded element, and replaces the 6th- and 10th-level utility wild talents and maximize metakinesis.
Basic Leshykinesis (Su): A vine leshy leshykineticist can use her basic phytokinesis to move while in her alternate vine form, with a base speed of 10 feet and a climb speed of 10 feet. The vine counts as a prehensile appendage for the purpose of aiming kinetic blasts and gathering power. At the GM’s discretion, this ability might apply to leshykineticists of other leshy varieties as long as their alternate forms aren’t rooted to the ground (and even then, they might be able to use something like a branch to aim kinetic blasts).
This alters basic phytokinesis.
Photosynthetic Buffer: A leshykineticist fills her buffer with energy photosynthesized from sunlight, rather than from internal energy. Once per day, she can spend 1 hour motionless in her alternate plant form soaking in sunlight to fill her internal buffer. However, she can’t fill her internal buffer by accepting burn, and her internal buffer becomes empty whenever her burn is removed. She can’t benefit from any abilities that increase the maximum burn her buffer can hold.
This alters internal buffer.
Green Rebirth (Su): At 20th level, a leshykineticist taps into the ancient power of the First World. When her verdant burst ability activates, it heals all allies and plant creatures in the area as if by a maximized version of her kinetic healer ability, rather than only 1d8 hit points. After 24 hours, one of the plants that grew in the area serves as a vessel for the leshykineticist’s spirit again, allowing her to return to life without penalty. Killing all the new plants that grew from her verdant burst within 24 hours prevents her from reviving in this way.
This replaces omnikinesis.
Photokinetic Infusion
(Kineticist Infusion Wild Talent)
Leshykineticists learn the following infusion automatically, but phytokineticists (see page 58) of all races can select it as a infusion.
PHOTOKINETIC INFUSION
Element wood; Type substance infusion; Level 1; Burn 1
Prerequisite positive blast
Associated Blasts positive
Saving Throw none
Your blast damages living creatures with light. This deals normal damage to undead creatures but also deals minimum damage (1 point of damage per d6, can’t be increased by the 9th-level improvement to metakinesis) to living creatures. Undead creatures that are particularly vulnerable to sunlight, such as vampires, take 1 extra point of damage per die from the infused blast.
VINE LESHY EQUIPMENT
Vine leshys have access to the following equipment.
ANIMAL REPELLENT
PRICE 15 GP
WEIGHT —
Leshys and other plant creatures have to be wary of hungry herbivorous animals. A dose of animal repellent makes a plant creature smell unappetizing for 24 hours. Animals do not attempt to consume a plant creature coated in animal repellent if there are other food sources available, and in combat prefer to use natural attacks that are not bite attacks against such a creature if they can. Animal repellent counts as a strong scent, allowing creatures with the scent ability to detect it at a greater range (Pathfinder RPG Bestiary 304). Animal repellent does not work on ghorans with the delicious racial trait. Crafting this item requires a successful DC 20 Craft (alchemy) check.
FORTIFYING FERTILIZER
PRICE 120 GP
WEIGHT 2 lbs.
This alchemical fertilizer boosts the growth of plants. As a standard action, a plant creature can absorb the fertilizer by rubbing it on its body in order to gain 1 temporary hit point per Hit Die; these temporary hit points last for 1 hour. A plant creature can only benefit from 1 dose of fortifying fertilizer every 24 hours. Crafting this item requires a successful DC 25 Craft (alchemy) check.
VINE LESHY FEATS
Vine leshys have access to the following feats.
Climbing Vine
You can climb like a vine.
Prerequisites: Str 13, vine leshy.
Benefit: You gain a climb speed of 10 feet. If you already have a natural climb speed, your climb speed increases by 10 feet. You can take this feat multiple times, but your climb speed can never exceed your base speed.
Kudzu Grappler
You climb all over creatures you’re grappling like kudzu, blocking their vision.
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike, Greater Grapple, base attack bonus +6, vine leshy.
Benefit: You add an option to blind the grappled creature for 1 round to the list of actions you can take when you succeed at a check to maintain a grapple.
Photosynthetic Healing
You can heal yourself using sunlight.
Prerequisites: Con 15, change shape ability, leshy subtype.
Benefit: You can temporarily draw energy from the sun to heal your wounds. Once per day while you are using change shape to assume a plant form, you can activate this ability as a free action to gain fast healing 1 for a number of rounds equal to your Hit Dice, as long as you are in an area of bright, natural sunlight.
When you rest in plant form in bright, natural sunlight, you are healed of twice the normal amount of hit point damage and ability score damage.
Reactive Reversion
You can reactively change back to your natural form.
Prerequisites: Dex 13, change shape ability, leshy subtype.
Benefit: You can shift from your alternate form to your
natural form as an immediate action using change shape.
Normal: Leshys can shift between forms as a swift action
using change shape.
VINE LESHY MAGIC ITEMS
Vine leshys favor the following magic items.
BOTTLED SUNLIGHT
PRICE
200 GP
SLOT none CL 1st WEIGHT —
AURA weak evocation
This opaque orb contains the distilled essence of sunlight. On command up to once per day, it releases a small vial of sunlight that produces a bright light in its square for 1 hour, during which time it provides enough energy to satisfy a single plant creature’s daily nourishment requirements. The light counts as natural sunlight in the square containing the vial. If the vial enters the square of an undead creature with a weakness to sunlight, the creature can attempt a DC 11 Will save; if it succeeds, the vial is instantly extinguished. The creature can attempt this saving throw each round the vial remains in its square, but the sunlight isn’t strong enough to actually damage creatures susceptible to sunlight. Shattering the vial extinguishes its light. A vial has hardness 2 and 5 hit points. After the orb has released 50 vials of sunlight, it loses its magical properties.
CONSTRUCTION REQUIREMENTS COST 100 GP
Craft Wondrous Item, daylight
BREEZEBLOWN DANDELION
PRICE
10,000 GP
SLOT none CL 3rd WEIGHT 5 lbs.
AURA weak transmutation
This broad-stalked shrub branches into dozens of oversized dandelion flowers. A Small or smaller creature weighing less than 50 pounds can use a flower as a move action to slow her fall to a rate of 10 feet per round. While she is so slowed, the flower also carries her in the direction of the wind. Light winds carry her 10 feet, moderate winds carry her 20 feet, strong winds carry her 50 feet, and severe winds carry her 100 feet (Pathfinder RPG Core Rulebook 439). If a flower is exposed to winds of windstorm strength or greater, all of its seeds immediately blow away and the dandelion provides no further benefit. The benefits also end after 4 minutes or once the bearer hits the ground, whichever comes first.
The plant produces one dandelion every day during its 13-week growing period during the spring, to a maximum of 20 dandelions at any one time. Unlike many magical plants, the fluffy blooms of the breezeblown dandelion remain potent until used.
SHRINKING BERRIES
PRICE
300 GP
SLOT none CL 5th WEIGHT —
AURA weak transmutation
These berries cause animals that eat them to transform into smaller and far less dangerous versions of themselves, as per the spell pup shape UC (Fortitude DC 14 negates), except other creatures do not need to attempt Will saves to attack the transformed animal and the effect lasts for 24 hours. These berries can be concealed in meat or other typical foods of an animal’s diet.
CONSTRUCTION REQUIREMENTS COST 150 GP
Craft Wondrous Item, pup shape UC
VINE LESHY SPELLS
Vine leshys have access to the following spells.
GRASPING VINE
School transmutation; Level alchemist 2, druid 2, occultist 2,
ranger 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
You cause a long, thin vine to sprout from your body—typically from the center of your chest or from the palm of an outstretched hand. As a standard action, you can direct the end of the vine to move to any square within 20 feet of you and perform one of the following tasks: deliver a touch spell that you cast after the vine has grown, pick up an unattended object weighing 20 pounds or less, give a held object to another creature, attempt to disable a trap or lock using your Disable Device modifier with a –2 penalty, or perform any other task that the GM deems reasonable. The vine does not threaten squares and cannot make attacks of opportunity, nor can it wield weapons.
LESHY SWARM
School conjuration (summoning); Level bard 3, druid 3, sorcerer/
wizard 3, summoner 3
Casting Time 1 round
Components V, S, M/DF (a bundle of seeds)
Range close (25 ft. + 5 ft./2 levels)
Effect 10-ft.-square swarm of leshys
Duration 1 round/level
Saving Throw none; Spell Resistance no
You call out to nearby nature spirits and grant them temporary plant bodies. These creatures are similar to leshys, except they are Tiny and far more simpleminded. The swarm uses the statistics for a rat swarm, except it does not carry a disease or have scent. The leshy swarm has darkvision with a range of 60 feet and is immune to electricity, mind-affecting effects, paralysis, poison, polymorph, sleep effects, sonic, and stunning.
You can direct the leshy swarm to move up to its speed
along a path for your choice by spending a standard action to
communicate your desires through the spell, or by spending a
move action if you can speak to creatures that understand only
Druidic and Sylvan. The leshys are confused by their sudden
possession of new bodies and assume that nearly any creature
you direct them toward is a threat. They attack all creatures
within their area except for you and other creatures with the
plant type.