TEXT: 1
  Revised!
  
  2
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  Open Game Content: All material — including but not limited to art, place and character 
  names, character and setting descriptions, background, and new class descriptions—is Product 
  Identity. All other content is considered Open Game Content.
  Written by Lucus Palosarri
  Edited by Troy Daniels
  Layout and Design by Rick Hershey and Troy Daniels
  Fat Goblin Games Team 
  Eric Hindley, Jeff Swank, John Bennett, Justice Mora, Kalyna Conrad,  
  Kiel Howell, Lucus Palosaari, Nick Esposito, Rick Hershey, Richard Bennett, Troy Daniels, Tyler Beck
  Published by Fat Goblin Games
   
  Astonishing Races: Leprechaun © 2016 Fat Goblin Games
  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game 
  compatible products. With a focus on high quality production values and providing a creative environment for our 
  writers, Fat Goblin Games has quickly become a recognized force in the world of third party publishers.
  With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat Goblin Games 
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  Leprechaun
  
  3
  Table of Contents
  Introduction
     4
       Phystical Description
     4
       Society
     5
       Relations      
     5
       Alignment and Religion
     5
       Adventurers
     6
       Language and Names
     6
  Alternate Racial Traits
     7
  Leprechaun Racial Traits
     8
  Leprechaun Variant Race
     9
  Favored Class Options
   10  
  Racial Archetypes
   13
  New Racial Rules
   16
       Leprechaun Equipment
   16
       Leprechaun Feats
   16
       Leprechaun Magic Items
   17
       Leprechaun Spells
   19
  Random Leprechaun Features
   20
  
  4
  Astonishing Races: Leprechaun gives the lepre-
  chaun a full-racial review and expansion, emulating 
  the style of the “Core Races“ as detailed in books 
  like the Pathfinder Roleplaying Game: Advanced Race 
  Guide and others.
  Astonishing Races: Leprechaun aims to give players 
  of the lovable, gnome-like tricksters immersive, world-
  neutral materials and support for almost any kind of 
  play. Included are new and expanded options for al-
  ternate racial traits and a leprechaun-blooded gnome, 
  favored class options for all the base, core, hybrid, and 
  occult classes, and 3 racial archetypes. The book also 
  has new racial rules for leprechaun equipment, feats, 
  traits, magic items, spells and more!
  So if you’ve ever wanted to play a wishcrafting 
  weefolk, a gold-lusting fey with a crock of leprechaun 
  gold, or are just feeling lucky, Astonishing Races: 
  Leprechaun is the book for you!
  Leprechaun
  Leprechauns are small, fun-loving tricksters with 
  pointed ears, green eyes, and a wicked grin, occasion-
  ally being mistaken for peculiar-looking gnomes or 
  even halflings. They are most commonly found in 
  forests and share the close connection with nature 
  that is possessed by most fey creatures. Leprechauns 
  love playing tricks on unknowing passersby—al-
  most as much as they love a fine bottle of wine and 
  a plateful of hot food in their bellies. They often 
  steal something of worth from people just to have 
  something to do. Despite this, they are not inher-
  ently greedy creatures, and most often will eventually 
  drop what they’ve stolen, slipping away while their 
  angry pursuers claim the lost property. The exception 
  to this is anything gold (even just in color)—lepre-
  chauns love gold and often hoard it in secret, hidden 
  places, though even the mere sight of large amounts 
  of gold seems to take possession of a leprechaun’s 
  mind and soul. Leprechauns prefer not to kill other 
  creatures unless the ones attacking them are malicious 
  or known enemies of the forest or fey. They often use 
  their powers to befuddle and annoy evil folk, tricking 
  creatures such as goblins and orcs into thinking a for-
  est is haunted. When caught or cornered, leprechauns 
  rely on their penchant for speaking in riddles, made 
  more difficult because most leprechauns will switch 
  between Common, Sylvan, and any other languages 
  they know to help the words flow together better.
  Physical Description: The typical leprechaun 
  could be easily confused for a gnome if not for a few 
  key characteristics they all seem to have. For one, a 
  beard on a leprechaun seems to be almost automatic 
  as they all seem to possess them. Said beard is always 
  full and fanciful, with interesting pattern or design 
  that highlight a face that is a little too round or a 
  little too pointed to be mere gnome. Additionally, 
  no leprechauns with a female gender have ever been 
  known to exist. These two traits stem from a fact 
  of all leprechauns, they are not a “natural race” in 
  the traditional sense, instead they have “sprung out” 
  from the Realm of the Fey into the world whole 
  cloth. 
  While other creatures of Material Plane are born, 
  leprechauns are instead “formed” as they seem to just 
  appear fully formed into the world. Numerous theory 
  as to how and why this is exist, from the idea that the 
  leprechauns are just a type of fey still able to cross 
  over (and back in the Realm of the Fey some kind of 
  ‘true homeland’ still exists), while others claim that 
  leprechauns are more spirit than mortal, and they are 
  in fact either the embodiment of humanoid greed 
  made incarnate, or even possibly mortal souls too 
  greedy in life to move on from this world to the next 
  but not evil enough for punishment beyond. What-
  ever the reason, leprechauns are seeming “born” into 
  the world as middle aged men with a full beard fully 
  formed personality. The magical nature of this life is 
  reiterated every morning as a leprechaun that shaves 
  
  5
  his beard or cuts his hair drastically always awakens 
  from a nights rest with their full beard and normal 
  hair — something many leprechaun use to their advan-
  tage for temporary disguises. Another common belief 
  (at least among some gnomes) is that leprechauns are 
  in fact gnomes that were too tainted by the Plane of 
  Shadow to become “mortals” and instead are trapped 
  in a cycle of rebirth and everlife that fey of the Realm 
  of the Fey have enjoyed since time immemorial. 
  Society: While it is 
  spoken of that “once 
  upon a time” a mass 
  exodus of leprechauns 
  all left the Realm of 
  the Fey at the same 
  time, carrying with 
  them a hoard of 
  golden trinkets, lepre-
  chauns in general have 
  become fairly private 
  folk. Some (especially 
  gnomes, whom share 
  the closest bonds with 
  the leprechaun) claim 
  that these exiles aren’t 
  always self-imposed as 
  old men with a wicked 
  sense of humor and 
  lack of concern for 
  time (as leprechauns 
  are not known to ever 
  die from the ravages 
  of aging, but instead remain evergreen even as truly 
  ancient creatures) are hard people to get along with. 
  Additionally, many leprechauns say that their own 
  sense of humors rarely match any of their kith or kin, 
  and that eternity stretches on much too long to make 
  many close friendships with even mortals like the 
  long-lived dwarves, gnomes, and elves. As perpetual 
  hermits, each leprechaun is a society unto himself, 
  and they are known to be interested in as vast an 
  array of interest as any others, seeming to use habits 
  and norms collected piecemeal from those they have 
  experienced.
  Relations: Leprechauns are antagonistic with al-
  most all other races, though they mean to be playfully 
  so with most humanoids. The gnomes are the sole 
  group that seems to have embraced the leprechauns 
  in general, going so far as to have even rare couplings 
  and relationships 
  with gnomes and 
  leprechauns es-
  pecially female 
  gnomes with lepre-
  chaun males. While 
  rare as gold, a few 
  of these pairs can 
  produce offspring 
  (see the blessed 
  gnome racial vari-
  ant below). A very 
  few gnomes fear 
  leprechaun lovers, 
  as it is erroneously 
  believed that lying 
  with a leprechaun is 
  either how a gnome 
  is turned to a sprig-
  gan or that the 
  children born from 
  these couplings 
  are spriggan. Few 
  others are “in on the 
  jokes” of the lepre-
  chauns, as dwarves, humans, and elves are considered 
  too stuck up and halflings too laidback. Goblins, orcs, 
  and similar races typically see leprechauns as either 
  just funny looking gnomes, or just another fey — nei-
  ther of whom they are typically friends with.
  Alignment and Religion: While a leprechaun can 
  be any alignment or follow any religion, they tend 
  toward being such spirits of chaos and mayhem that 
  some claim they are antithesis to “law and order.” 
  
  6
  Additionally, while their magics cover illusion, many 
  realize that the leprechauns have a strong connec-
  tion to the Plane of Shadow, which many feel “taints’ 
  what passes for a soul in a leprechaun. These same 
  scholars are likely the ones to point out how even a 
  Lawful Good leprechaun can see that it is ok to pull 
  “harmless pranks” or claim they’re not “stealing” 
  gold, merely reclaiming it or removing it from the 
  hands of unworthy that would do ill with it. The lep-
  rechauns hold no gods sacred themselves, and in fact 
  many seem almost sacrosanct of even those beings 
  held holy by other fey. This is often considered to 
  be possibly related to the idea that leprechauns have 
  been cursed by the gods or cast out by them from the 
  Realm of Fey, until some great task is completed or 
  collective repentance paid. The rare leprechaun cleric 
  is as likely to express they’re in it for personal gain as 
  much as enlightenment when pushed on why they’ve 
  joined a religion and thus those more welcoming to 
  such thinking are more likely to find a leprechaun in 
  their ranks.
  Adventurers: While it takes only a day for a lepre-
  chaun’s physical form to take shape, and thus they’re 
  born adults, they are not born with experience. As 
  such, most leprechauns seek out adventure to learn 
  about the world and to gain some personal skills 
  and mastery. After all, the fastest route to a hoard of 
  golden nuggets all your own is to go out adventuring 
  for some, and as such it’s not uncommon for “young-
  ling” leprechauns to be found in the company of 
  other mortals. These leprechauns in fact often choose 
  to let people labor under the assumption they are in 
  fact gnomes, going so far as to give elaborate tales of 
  being from far off holms or places. 
  Language and Names: Unlike many fey, lepre-
  chaun tend to speak common, even among them-
  selves or other fey. While this is a point often taken 
  for granted, though, leprechauns can and do speak 
  sylvan, albeit with their own special slang mixed in. 
  More than one of their fellow fairfolk has foolishly 
  commented to a companion about a leprechaun in 
  their native tongue, having assumed they were too 
  dumb to understand them when in fact leprechauns 
  seem to just prefer the common speech. When ques-
  tioned on it, most claim it’s that it is easier to lie in 
  the common tongue than in sylvan, though 
  Many people also assume leprechauns have en-
  tirely foolish names like “Sniffles Tweedbottom” 
  or “Sneaky Greentooth.” The truth is, these are at 
  best alias leprechauns love to develop, at worse just 
  outright lies. Many a leprechaun seems to delight in 
  developing a reputation by some ridiculous name, if 
  for no other reason than hear people warn off travel-
  ers from entering the forest where “Twitchy Short-
  legs” is said to live.
  Names: Beamish, Crawford, Donegal, Guinness, 
  Kilkenny, Murphy, and Smithwick
  Tales and Rhymes of Ol’ Codger
  While a shared history is at best something 
  of the ancient past for leprechauns, there are 
  things that recur throughout all leprechauns 
  tales, poems, and songs. One example is the 
  popular character of “Ol’ Codger” and his many 
  sad stories. While his name is often changed 
  (likely to help with rhyming schemes), most 
  leprechauns when pressed will point out that 
  Ol’ Codger is in fact a real person, the longest 
  living leprechaun of them all. Many of the tales 
  of woe about Ol’ Codger are in fact rumina-
  tions on endless life, and how to “survive” the 
  mental trauma of the passing of eons of time. 
  By the time you are seeing your third millen-
  nium dawn, you’d likely be drinking and making 
  merry but a gruff and tough old man too, as the 
  saying goes among themselves. Then again, most 
  leprechauns also like to joke that Ol’ Codger 
  is grim because he knows why all the female-
  leprechaun are gone!
  
  7
  Alternate Racial Traits
  The following racial traits may be selected instead of 
  existing leprechaun racial traits. Consult your game-
  master before selecting any of these new options.
  Luck of the Isles: Not all the wee’folk have the 
  power to cast forth the magic within them, others 
  have it manifest as being unusually lucky. These lep-
  rechauns gain a +1 luck bonus on all saving throws, 
  ability checks, and skill checks and doubles any luck 
  bonuses gained from other sources like a luckstone. In 
  addition, a leprechaun with this trait qualifies to take 
  any racial feat that is based around luck, normally re-
  served for being a special race like human or halfling. 
  They must still meet any other prerequisites for taking 
  such a feat. This racial trait replaces the Leprechaun 
  Magic and Leprechaun Tricks racial traits.
  Gold Lust: Even among other leprechauns, your 
  lust for gold is exceptional. You gain a +8 racial bonus 
  to Appraise checks when assessing the gold piece 
  value of any item, and +4 racial bonus to any Craft or 
  Profession checks made in relation to gold items. This 
  racial trait replaces the Observant Thieves racial trait.
  Humble Cobbler: Too often do your fellow 
  leprechauns get caught up in merry-making and 
  tomfoolery. You have a much more sensible head on 
  your shoulders and are willing to work for an honest 
  day’s wage. You gain a +8 racial bonus to any Craft 
  or Profession check, and a +2 morale bonus to all 
  saving throws. You are also immune to all forms of 
  leprechaun gold fever (see below). Most often these 
  leprechauns have a love for the making and repairing 
  of shoes, but any Craft or Profession can be chosen. 
  This racial trait replaces the Leprechaun Tricks and 
  Observant Thieves racial trait.
  Random Starting Ages
  Adulthood
  Intuitive1
  Self-Taught2
  Trained3
  1 day
  +1d4 years
  +1d6 years
  +2d6 years
  1 This category includes barbarians, kineticists, medium, oracles, rogues, sorcerers, and spiritualists.
  2 This category includes bards, cavaliers, fighters, gunslingers, paladins, psychics, rangers, summoners, and 
  witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, mesmerists, monks, occultists, and wizards.
  Growing Older
  Middle Age1
  Old2 
  Venerable3 
  Maximum Age
  500 years
  1,000 years
  2,000 years
  Unlimited
  1 At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3 At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Random Height and Weight
  Gender
  Base Height
  Height Modifier
  Base Weight
  Weight Modifier
  Male
  2 ft. 10 in.
  +2d4 in.
  30 lbs.
  +(2d4 x1 lbs.)
  
  8
  leprechAun rAciAl trAits
  +2 Dexterity, +2 Charisma, -2 Strength (0 RP): Leprechauns are agile and clever, but lack physical 
  might.
  Fey (2 RP): Leprechauns are fey with the leprechaun subtype.
  Small (0 RP): Leprechauns are Small creatures and gain a +1 size bonus to their AC, a +1 size bo-
  nus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus 
  on Stealth checks. Leprechauns have a space of 5 feet by 5 feet and a reach of 5 feet.
  Fast (1 RP) Leprechauns have a base speed of 40 feet.
  Low-Light Vision (Fey) In dim light, leprechauns can see twice as far as humans.
  Cudgel (2 RP): Leprechauns treat any wooden club or quarterstaff like weapons that they wield as if 
  under the effects of a constant shillelagh spell.
  Cold Iron Allergy (Ex) (1 RP): Leprechauns gain DR 2/cold iron. Even the mere touch of cold 
  iron to their skins causes many leprechauns to break out in hives (Fort DC 5 negates, no mechanical 
  effect just cosmetic).
  Little Folk Spell Resistance (Su) (2 RP): Leprechauns gain spell resistance equal to 6 + their char-
  acter level.
  Leprechaun Magic (Sp) (2 RP): When a leprechaun casts any spell or uses any of its spell-like abili-
  ties to deceive, trick, or humiliate a creature (at the gamemaster’s discretion), the spell or spell-like 
  ability resolves at twice the normal caster level. If a leprechaun casts any spell or uses any of its spell-like 
  abilities in this manner, it has a bonus +4 on all concentration checks.
  Leprechaun Tricks (Sp) (2 RP): Leprechauns with a Charisma score of 11 or higher also gain the 
  following spell-like abilities: 1/day—dancing lights, ghost sounds, mage hand, prestidigitation, and ven-
  triloquism. The caster level for these effects is equal to the user’s level. The DC for the spell-like abilities 
  is equal to 10 + the spell’s level + the user’s Charisma modifier.
  Observant Thieves (2 RP): Leprechauns are naturally wary and pickpockets, always on the lookout 
  for marks to steal from them. Leprechauns gain a +8 racial bonus on Perception and +4 racial bonus 
  on Sleight of Hand checks.
  Languages (0 RP): Leprechauns begin play speaking Common and Sylvan. Leprechauns with 
  high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, 
  Gnome, Halfling, and Orc. 
  TOTAL RACIAL POINTS: 14
  While more powerful than all of the Core Races, the leprechaun as a race presented above is more 
  similar to Featured Races and Uncommon Races found in the Pathfinder Roleplaying Game: Advanced 
  Race Guide.
  
  9
  Wish Granting: Legend abounds of how poor 
  farmers returned sacred gold to a leprechaun and were 
  granted a wish. While this is merely a story for most 
  leprechauns with only a nugget of truth (see lost lepre-
  chaun gold below), certain members of the race retain a 
  natural ability for wish-granting to mortals able to give 
  these leprechauns enough gold. Once in a humanoid 
  creature’s lifetime, a creature may enter into a bargain 
  with a wish granting leprechaun by giving them 50,000 
  gps worth of gold in a solid nugget. The leprechaun 
  granting the wish casts the spell with a caster level of 
  17 using as if they were a Charisma caster, and the 
  gold used for this spell turns into leprechaun coins (see 
  below). This racial trait replaces the Leprechaun Magic 
  and Leprechaun Tricks racial traits.
  The Blessed  
  (Gnome Race 
  Variant)
  The rare leprechaun+gnome pair-
  ing will lead to a viable offspring. 
  Known as “The Blessed,” these rare 
  gnomes seem to have been born 
  with “luck on their side.” Though 
  not terribly common, these gnomes 
  have a slightly different set of racial 
  traits than the norm. They also gain 
  access to magics of the leprechaun 
  and count as both leprechauns and 
  gnomes for all feats or other prereq-
  uisites. Even rarer blessed are said to 
  possess alternate racial traits of the 
  leprechauns.
  The blessed are welcomed in 
  gnome communities, though most 
  also expect to find “their father in 
  them,” a phrase implying that the 
  blessed are expected to be more mis-
  chievous and ‘difficult’ than other 
  gnomes to raise and love. 
   the blessed rAciAl trAits
  +2 Constitution, +2 Charisma, –2 Strength: The 
  blessed share the gnome’s physically weak but surpris-
  ingly hardy bodies, and naturally agreeable attitude.
  Small: The blessed are Small creatures and gain a +1 
  size bonus to their AC, a +1 size bonus on attack rolls, 
  a –1 penalty to their Combat Maneuver Bonus and 
  Combat Maneuver Defense, and a +4 size bonus on 
  Stealth checks.
  Slow Speed: The blessed have a base speed of 20 feet.
  Low-Light Vision: The blessed can see twice as far 
  as humans in conditions of dim light.
  
  10
  Leprechaun Blood: The blessed are humanoids 
  that gain both the gnome and leprechaun subtypes, 
  and count as both gnomes and leprechauns for any 
  effects related to race.
  Leprechaun Magic (Sp): When one of the blessed 
  casts any spell or uses any of its spell-like abilities to 
  deceive, trick, or humiliate a creature (at the gamemas-
  ter’s discretion), the spell or spell-like ability resolves at 
  twice the normal caster level. If a blessed casts any spell 
  or uses any of its spell-like abilities in this manner, it 
  has a bonus +4 on all concentration checks.
  Leprechaun Tricks (Sp): Blessed with a Charisma 
  score of 11 or higher also gain the following spell-like 
  abilities: 1/day—dancing lights, ghost sounds, mage 
  hand, prestidigitation, and ventriloquism. The caster 
  level for these effects is equal to the user’s level. The 
  DC for the spell-like abilities is equal to 10 + the 
  spell’s level + the user’s Charisma modifier.
  Illusion Resistance: The blessed gain a +2 racial 
  saving throw bonus against illusion spells and effects.
  Blessed: The blessed get their name by being un-
  commonly lucky, even compared to halflings. Blessed 
  gain a +2 racial bonus on all saving throws.
  Weapon Familiarity: The blessed treat any 
  weapon with the word “gnome” in its name as a 
  martial weapon.
  Languages: The blessed begin play speaking Com-
  mon, Gnome, and Sylvan. Blessed with high Intel-
  ligence scores can choose from the following: Dra-
  conic, Dwarven, Elven, Giant, Goblin, and Orc.
  Favored Class Options
  The following options are available to all lepre-
  chaun who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you 
  select the favored class reward.
  Alchemist: More than one leprechaun’s love of 
  gold has sent them seeking the philosopher’s stone. 
  As a favored class, add +1/2 to the number of bombs 
  per day the alchemist can create..
  Arcanist: Leprechaun are natural spellcasters, and 
  it is entirely common for those with the discipline to 
  study magic to also find ways to tap their natural tal-
  ents. As a favored class, add 1/6 to the number of points 
  the arcanist gains in her arcane reservoir each day.
  Barbarian: Leprechauns often adopt the customs 
  of those they live near, and in savage lands, some lep-
  rechauns give into the their ageless rage. As a favored 
  class, add a +1/2 bonus to the barbarian’s trap sense.
  Bard: Leprechauns are natural musicians, poets, 
  and performers of all arts. As a favored class, add 
  +1 to the bard’s total number of bardic performance 
  rounds per day.
  Bloodrager: Leprechauns have magic in their 
  veins, and many hold a kind of passion that goes 
  from “good natured pranks” to a channeled rage. As a 
  favored class, add 1/4 to the bloodrager’s effective class 
  level when determining the power of her bloodrager 
  bloodline powers..
  Brawler: Every leprechaun is a pugilist with a few 
  drinks in the, but some take the matter more seri-
  ously. As a favored class, increase the number of times 
  per day the brawler can use martial flexibility by 1/4.
  
  11
  Cavalier: People always laugh at the “idea” of a lep-
  rechaun cavalier, until they’re being harried down by 
  one in a forest. As a favored class, add +1 to the cava-
  lier’s mounted base speed. In combat this has no effect 
  unless the cavalier has selected this reward five times (or 
  another increment of five). If the cavalier ever replaces 
  his mount, the new mount gains this bonus to its speed.
  Cleric: Some leprechauns find faith or solace in 
  religion, and cleric is a natural space for that. As a 
  favored class, add +1/2 to the cleric’s channeled energy 
  total when healing creatures of the animal, fey, and 
  plant types.
  Druid: The most likely of faiths to be followed by 
  any leprechaun is the green paths of the druid. As a 
  favored class, the druid gains energy resistance 1 against 
  acid, cold, electricity, or fire. Each time the druid selects 
  this reward, increase her resistance to one of these energy 
  types by +1 (maximum 10 for any one type).
  Fighter: Haven’t you ever heard of the “fighting 
  leprechaun?” As a favored class, add +1 to the fighter’s 
  CMD when resisting a dirty trick or steal attempt.
  Gunslinger: Ever interested in the new inventions 
  of the “bigguns,” many a leprechaun has begun to 
  play with blackpowder in lands where it is commonly 
  found, after all, think of all the new pranks to play! 
  As a favored class, The gunslinger reduces the amount 
  of time needed to restore a broken firearm using the 
  Gunsmithing feat by 5 minutes (maximum reduction of 
  50 minutes).
  Hunter: Leprechauns with martial inclinations do 
  well following the path of the hunter. As a favored 
  class, add DR 1/magic to the hunter’s animal com-
  panion. Each time the hunter gains another level, the 
  DR increases by 1/2 (maximum DR 10/magic). If the 
  hunter replaces her animal companion, the new com-
  panion gains this damage reduction.
  Inquisitor: Possibly the rarest class for a lepre-
  chaun, remember that those that convert to a faith or 
  find it later in life are the most likely to take it to the 
  extreme. As a favored class, add a +1 bonus on concen-
  tration checks when casting inquisitor spells.
  Investigator: Leprechauns are well-known for hav-
  ing an inquisitive nature, and as such, many choose 
  this path. As a favored class, add one extract formula 
  from the investigator’s list to his formula book. This for-
  mula must be at least 1 formula level below the highest 
  level the investigator can create.
  Kineticist: Some claim leprechauns are spirits of 
  nature first and foremost, the elementally connected 
  kineticists seem to be exploring said connection. As a 
  favored class, gain a +1/2 bonus on Bluff, Diplomacy, 
  Intimidate, and Sense Motive skill checks against crea-
  tures with the elemental subtype matching the kineti-
  cist’s primary element.
  Magus: When magic courses in your blood, but you 
  have a martial bent, the magus is a natural choice for 
  leprechauns. As a favored class, add one of the follow-
  ing weapon special abilities to the list of weapon special 
  abilities the magus may add to his weapon using his 
  arcane pool: defending, ghost touch, merciful, mighty 
  cleaving, vicious; allying, conductive, corrosive, corro-
  sive burst, menacing. Once an ability has been selected 
  with this reward, it cannot be changed.
  Medium: It may seem odd for a race as eternal as 
  the leprechaun to focus on the dead, but how else will 
  a being that lived for 1,000 lifetimes ever visit with 
  friends again? As a favored class, gain a +1/2 bonus on 
  Bluff, Diplomacy, Intimidate, and Sense Motive skill 
  checks against spirits, undead, phantoms, and creatures 
  native to the Astral Plane.
  Mesmerist: Many a leprechaun mesmerist claims 
  they are the ones that taught the other humanoids the 
  
  12
  ways of manipulating the mind with simple trickery. 
  As a favored class, increase the number of mesmerist 
  tricks the mesmerist can use per day by 1/3.
  Monk: If there is one thing you can predict from a 
  leprechaun, it’s the unpredictable. Some rare lep-
  rechauns seek a balance that few with their chaotic 
  nature would. As a favored class, add +1 to the monk’s 
  Acrobatics check bonus gained by spending a point from 
  his ki pool. A monk must be at least 5th level to select 
  this benefit.
  Occultist: Magic takes many forms, and lepre-
  chauns more than some understand the power that 
  items hold. As a favored class, increase the duration of 
  the occultist’s minor figment by 1 minute, and increase 
  the total concealment miss chance from the occultist’s 
  distortion resonant power by 2%. This doesn’t increase 
  the maximum miss chance.
  Oracle: You don’t choose to become and oracle, 
  the powers that be choose you, and occasionally they 
  have a sense of humor. As a favored class, add +1/2 
  to the oracle’s level for the purpose of determining the 
  effects of the oracle’s curse ability.
  Paladin: Leprechauns can be disciplined in their 
  pranking, harmless in their traps, and defenders of 
  the innocent. Do all those things, and the gods may 
  well smile on you too. As a favored class, add +1/2 
  hit point to the paladin’s lay on hands ability (whether 
  using it to heal or harm).
  Psychic: Many a leprechaun has wished they could 
  read their mark’s thoughts, some have just figured out 
  how. As a favored class, increase the total 
  number of points in the psychic’s phrenic 
  pool by 1/3 point.
  Ranger: A classic choice for the lep-
  rechaun that wishes to be both a loner 
  but also a warrior of the woodlands. 
  As a favored class, add DR 1/magic to 
  the ranger’s animal companion. Each 
  additional time the ranger selects this 
  benefit, the DR/magic increases by +1/2 
  (maximum DR 10/magic). If the ranger 
  ever replaces his animal companion, the 
  new companion gains this DR.
  Rogue: Even as natural thieves, their 
  real power always lies with a strong 
  connection to magic. Add +1 to the 
  number of times per day the rogue can 
  cast a cantrip or 1st-level spell gained 
  from the minor magic or major magic 
  talent. The number of times this bonus 
  is selected for the major magic talent 
  cannot exceed the number of times it is 
  
  13
  selected for the minor magic talent. The rogue must 
  possess the associated rogue talent to select these op-
  tions.
  Shaman: Leprechauns will answer when the spirits 
  call them. As a favored class, the shaman gains 1/6 of a 
  new shaman hex.
  Skald: Some leprechauns harbor a kind of rage at 
  their existence, and find music is the only thing to 
  soothe their spirits. As a favored class, add a +1 bonus 
  on concentration checks when casting skald spells.
  Slayer: Some leprechauns aren’t so “playful” in their 
  tricks, and the powers of a slayer help to balance their 
  small size. As a favored class, the slayer gains 1/6 of a 
  new slayer talent.
  Sorcerer: It’s only natural for a race with natural 
  magical talent to be drawn to the sorcerer. Select one 
  bloodline power at 1st level that is normally usable 
  a number of times per day equal to 3 + the sorcerer’s 
  Charisma modifier. The sorcerer adds +1/2 to the 
  number of uses per day of that bloodline power.
  Spiritualist: When you’ve had so many loved ones 
  pass, sometimes you just want to hold on. As a favored 
  class, add 1/6 to the shield bonus granted to the spiritu-
  alist while under the effects of either spiritual interfer-
  ence or greater spiritual interference.
  Summoner: Leprechaun summoners always have ei-
  dolons that reflect their inner most being. As a favored 
  class, add +1 hit point to the summoner’s eidolon.
  Swashbuckler: When you are already living such a 
  charmed existence, maybe its best to just go with it. As 
  a favored class, increase the number of times per day the 
  swashbuckler can use charmed life by 1/4.
   Warpriest: Only the inquisitor is a less popu-
  lar choice for the leprechaun, but odd leprechaun 
  warpriest has been known to exist. As a favored 
  class, add 1/2 to the result of the warpriest’s channeled 
  energy when healing creatures of the animal, fey, and 
  plant types.
  Witch: When you live by yourself in the woods and 
  happen to have magical powers, its not long before 
  someone claims you’re a witch — might as well be 
  what they think you are. As a favored class, the witch 
  gains 1/6 of a new witch hex.
  Wizard: While whimsical is a nature of lepre-
  chauns, they can be dedicated students of the kinds of 
  magical powers they are ‘born’ with in this world. As 
  a favored class, select one arcane school power at 1st level 
  that is normally usable a number of times per day equal 
  to 3 + the wizard’s Intelligence modifier. The wizard 
  adds +1/2 to the number of uses per day of that arcane 
  school power.
  Racial Archetypes
  The following racial archetypes are available to 
  leprechauns.
  shenAniGAn  
  (roGue Archetype)
  The shenanigan is the trickster and practical joker 
  puller extraordinaire. While almost all leprechauns 
  are known for stealing something from an adventurer 
  or traveler only to have them chase them down, the 
  shenanigan is likely running the person through a 
  number of pre-made traps and has almost no intention 
  of returning the item stolen. The shenanigan gains 
  access to building ranger traps, which can be found in 
  Pathfinder Roleplaying Game: Ultimate Magic.
  
  14
  Trapster (Ex): The shenanigan gains the ability 
  make ranger traps as if they took the Learn Ranger 
  Trap feat. Any time you would learn a rogue talent, 
  you can instead learn two new ranger traps. If the 
  shenanigan possess the minor magic rogue talent, he 
  may create supernatural traps as well as extraordinary 
  traps.
  This ability replaces uncanny dodge.
  Master Trapster (Su): At 8th level, the shenanigan 
  gains the Craft Wondrous Item feat, and he may now 
  craft magical traps with his Craft (Traps) skill, even 
  if he doesn’t have access to the necessary spells. Add 
  5 to the crafting DC for every spell he can’t provide, 
  as is normal for crafting magic items. This ability 
  replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents 
  complement the shenanigan archetype: convincing 
  lie, cunning trigger, getaway artist, honeyed words, 
  quick trapsmith, major magic, minor magic.
  Advanced Talents: The following advanced rogue 
  talents complement the shenanigan archetype: fru-
  gal trapsmith, getaway master, hide in plain sight, 
  skill mastery.
  shAdowcAster  
  (wizArd Archetype)
  Leprechauns are seen as jovial creatures of the fey, 
  and so few realize they in fact have a powerful con-
  nection to the Plane of Shadow, which is reflected in 
  their natural magical abilities with illusions. While 
  other powers come to the forefront when they chan-
  nel natural powers, others have learned to study their 
  inner shadow and tap it as a font of power.
  A shadowcaster has the following class features.
  Shadow Spells (Su): At 1st level, a shadowcaster 
  uses his shadow to prepare additional spells. He 
  must spend his entire period of spell preparation in 
  dim illumination to use this ability. He may prepare 
  a number of additional spell levels of spells equal 
  to the level of the highest-level wizard spell he can 
  cast. For example, if he can cast 6th-level wizard 
  spells, he could prepare six 1st-level spells, two 3rd 
  level-spells, or any similar combination that adds up 
  to a total of six spell levels. These spells are stored in 
  his shadow. He can only cast these spells when he is 
  in an area of normal light or dim light. This ability 
  replaces arcane bond.
  Shadowsight (Ex): At 5th level, a shadowcaster 
  gains darkvision 60 feet. This ability replaces the 
  shadowcaster’s 5th-level wizard bonus feat.
  Shadowy Specialization (Ex): At 10th level, when 
  a shadowcaster casts shades, shadow conjuration, 
  shadow evocation, and similar illusion spells that have 
  a listed fraction of the strength of real effects, he in-
  creases the percentage of damage caused by the spell’s 
  effect or summoned creatures by one-fifth (+20%) 
  against creatures that make their saving throw against 
  the effect, up to a maximum of 100% of the strength. 
  For example, shadow evocation and shadow conjura-
  tion deal 40% normal damage on a successful save in-
  stead of 20%. This ability replaces the shadowcaster’s 
  10th-level wizard bonus feat.
  wishcrAFter (sorcerer)
  While the ifrit, those mortal-born descendents 
  of the efreeti genies, would claim sole domain over 
  wishcrafting, many a leprechaun feels the ancient 
  power flow their their veins. Wishcrafters are born 
  with a talent for manipulating reality, but these 
  wishcrafters can only draw upon this power to fulfill 
  the desires of others. A wishcrafter has the following 
  class features.
  
  15
  Prerequisite: To take this class, the leprechaun 
  must possess the wish granting alternate racial trait.
  Wishbound Arcana (Su): At 1st level, the wish-
  crafter can use the wishes of non-fey creatures other 
  than himself in place of the normal verbal compo-
  nents of his spells. A creature can make a wish as a free 
  action at any time, even during the wishcrafter’s turn. 
  The wishcrafter must be able to hear and understand 
  a wish in order to use it as a spell component. A spell 
  that doesn’t normally have a verbal component gains 
  one when cast using this ability. A wish doesn’t need 
  to mention the name of a specific spell, but must 
  describe an outcome that can be accomplished by 
  casting a spell the wishcrafter knows (for example, 
  wishing to be bigger could supply the verbal compo-
  nent for enlarge person). A wishcrafter gains a +1 bo-
  nus to his caster level when using a creature’s wish as a 
  verbal component in this manner, but cannot include 
  himself as a target of such spells. He can be affected 
  by such a spell if it affects an area rather than a target 
  or targets. A wishcrafter is under no compulsion to 
  grant a creature’s wish. Once the wishcrafter grants 
  a creature’s wish using this ability, he cannot use this 
  ability to grant that creature any further wishes for 24 
  hours. This ability replaces bloodline arcana.
  Expanded Wishcraft: At 3rd level and every 2 
  levels thereafter, the wishcrafter grows more adept at 
  altering reality to fit the whims of others. He may add 
  an additional spell selected from the sorcerer/wizard 
  spell list to his list of spells known. This spell must be 
  one level lower than the highest-level spell he can cast. 
  A wishcrafter can only use these spells in conjunction 
  with his wishbound arcana ability. For example, if he 
  used this ability to learn cat’s grace, he can only cast 
  it when another creature wishes for it, and can’t cast 
  it on himself because it is a targeted spell. He cannot 
  use these spells to craft or recharge magic items. These 
  bonus spells replace the bloodline spells gained by the 
  sorcerer’s bloodline.
  Heart’s Desire (Su): At 7th level, as a swift action, 
  a wishcrafter can force a single creature within 30 feet 
  to confess its deepest desire. The target receives a Will 
  save to negate this effect (DC 10 + 1/2 the wishcraft-
  er’s level + the wishcrafter’s Charisma modifier). On a 
  failed save, the creature must immediately wish aloud 
  in a clear voice for something it truly desires, allowing 
  the wishcrafter to activate his wishbound arcana abil-
  ity if he knows a spell that can fulfill that wish. This is 
  a mind-affecting effect. Regardless of whether the save 
  is successful, a creature cannot be the target of the 
  same wishcrafter’s heart’s desire ability again for 24 
  hours. The wishcrafter can use this ability a number 
  of times per day equal to her Charisma bonus. This 
  ability replaces the bloodline bonus feat gained at 7th 
  level.
  Twisted Wish (Su): At 13th level, a wishcrafter be-
  comes adept at corrupting wishes to negatively affect 
  the creature that wished them. When a wishcrafter 
  affects a creature with a spell using its wish as a spell 
  component, he may twist the wish, applying a –4 pen-
  alty to the creature’s saving throws against the spell. 
  The effects of wishes twisted this way are difficult to 
  remove; the DC of caster level checks to dispel them 
  increases by 5. This ability replaces the bloodline 
  bonus feat gained at 13th level.
  Perfect Wishcraft (Su): At 19th level, the wish-
  crafter perfects his ability to manipulate reality. Once 
  per day, he may cast any spell on the sorcerer/wizard 
  spell list as if it were on his list of spells known. Using 
  this ability otherwise has all of the benefits and limita-
  tions of the wishbound arcana ability. This ability 
  replaces the bloodline bonus feat gained at 19th level.
  
  16
  New Racial Rules
  The following options are available to leprechaun. 
  At the gamemaster’s discretion, other appropriate 
  races may make use of these options.
  Leprechaun Curse
  All leprechauns share a chance to catch a curse 
  known as leprechaun gold fever. Leprechauns ex-
  posed to any amount of actual gold (in coin, statues, 
  or even raw ore) equal to twice the current value 
  of all possessions they own risk a chance of being 
  afflicted with this curse. Unlike most curses, once 
  a person is afflicted they can pass this disease on by 
  mere contact with others that are susceptible, even 
  without having seen the gold themselves. This aspect, 
  that leprechaun gold fever can be transmitted so eas-
  ily, is part of why most are hermits choosing to live 
  far away from other leprechauns.
  Leprechaun Gold Fever
  Type curse, disease; Save Will DC = value of the 
  gold divided by 10,000 gp negates
  Effect target becomes obsessed with gold and 
  obtaining it. Treat this as a mind-effect in which the 
  afflicted will attempt to horde or otherwise collect 
  through any means as much gold or valuable items as 
  they are capable of. This may allow them to lie or con 
  friends as well as just outright theft too even being 
  willing to kill for gold, depending upon the afflicted’s 
  demeanor and style.
  Cure leprechaun gold fever can only be cured by 
  successfully casting both remove curse and remove dis-
  ease within 1 minute of each other, or by making two 
  consecutive Will saves, which an afflicted creature 
  can make once a day
  Leprechaun Equipment
  Leprechauns gain access to following equipment.
  Four-Leaf Clover: The four-leaf clover holds a 
  special place within leprechaun society, and in ad-
  dition to granting a leprechaun with a +1 morale 
  bonus to any single check made each day while the 
  possess the clover, they are also able to use four-leaf 
  clovers as material components in any place of any 
  normal components worth less than 1 gold piece 
  and it can also be used as a divine focus as well. 
  Once picked a four-leaf clover is typically fresh and 
  usable for up to 1 week. Clovers can be preserved 
  in various ways, but become fragile and always 
  crumble to dust if older than 1 week and used for 
  anything except decorative purposes. 
  Leprechaun Feats
  blessed leprechAun
  Your blood courses with power, granting 
  you greater spell-like abilities.
  Prerequisites: Able to use leprechaun 
  spell-like abilities, leprechaun.
  Benefit: You may use prestidigitation as a 
  spell-like ability at will, and add invisibility 
  (self only) and major image (visual and audi-
  tory elements only) to the spell-like abilities 
  that you may use once each per day. Your 
  caster level is equal to your character level.
  
  17
  blessed leprechAun  
  spell resistAnce
  You count yourself among the Blessed; you have the 
  spell resistance of all powerful fey.
  Prerequisites: Cha 15, Wis 13, Greater Blessed 
  Leprechaun, character level 13th, leprechaun.
  Benefit: Your spell resistance is equal to 11 + your 
  character level.
  Special: Increase your DR to 5/cold iron.
  GreAter blessed leprechAun
  You have mastered the lesser spell-like abilities of 
  the leprechaun, being truly blessed.
  Prerequisites: Cha 15, Blessed Leprechaun, Im-
  proved Blessed Leprechaun, able to use leprechaun 
  spell-like abilities, leprechaun.
  Benefit: You may use your dancing lights, ghost 
  sounds, invisibility (self only), mage hand, major image 
  (visual and auditory elements only), prestidigitation, 
  and ventriloquism spell-like abilities at will. You may 
  use your color spray and fabricate (1 cubic foot only) 
  spell-like abilities three times per day. You gain major 
  creation as a spell-like ability once per day. 
  improved blessed leprechAun
  Your magical heritage is more potent than that of 
  your peers, as demonstrated by your superior spell-like 
  abilities.
  Prerequisites: Cha 13, Blessed Leprechaun, able to 
  use leprechaun spell-like abilities, leprechaun.
  Benefit: You may use your dancing lights, ghost 
  sounds, invisibility (self only), mage hand, major image 
  (visual and auditory elements only), and ventrilo-
  quism spell-like abilities three times per day. You gain 
  color spray and fabricate (1 cubic foot only) as spell-
  like abilities once per day.
  lucky leprechAun
  You are unusually lucky, even for a leprechaun.
  Prerequisite: Chr 15, leprechaun.
  Benefit: You are treated as having the Luck of the 
  Isles racial trait, without having to lose access to your 
  other racial traits. If you already possess the Luck of 
  the Isles racial trait, apply your luck bonus to all rolls 
  you make and increase that bonus by +1 per 5 charac-
  ter levels you possess (maximum +5 at 20th level).
  Leprechaun Magic Items
  Leprechauns have access to the following magic 
  items.
  treAsure-crock  
  (pot) oF Gold
  Price 40,000 gp; Slot none; Aura moderate conju-
  ration and divination; CL 9th; Weight 35 lbs.
  The common tale about leprechauns is that their 
  treasure-crockpot full of gold can be found at the end 
  of a rainbow. While pure fantasy, many gold-hoarding 
  leprechauns have turned the tale on its head, instead 
  having magically enchanted their common-looking 
  clay pots to project a 30-foot, rainbow-colored beam 
  of light (bright as the daylight spell) in the direction 
  of any gold pieces that were in the pot within the past 
  year. The actual distance between the pot and the spe-
  cific gold piece doesn’t matter as long as they are the 
  same plane of existence, the light beam will point in 
  the direction of the gold as if a magnetic needle point-
  ing North. In addition to this effect, a treasure-crock of 
  gold functions as a bag of holding type III.
  CONSTRUCTION REQUIREMENTS
  Cost 20,000 gp
  Craft Wondrous Item, clairaudience/clairvoyance, 
  secret chest
  
  18
  leprechAun coins
  Price special; Slot none; Aura faint transmuta-
  tion; CL 1th; Weight 1 lb.
  Appearing as if in every possible way to be gold 
  coins, the fact that these “coins” are nothing more 
  than magically preserved cookie-like pastries can only 
  be discovered if placed within a creatures mouth and 
  bit down into, as if to test their malleability. At this 
  point, the ruse is discovered and all other leprechaun 
  coins within a 20-foot radius revert to their cookie 
  form. Despite no longer being nearly as valuable, 
  the cookies are typically considered quite delicious, 
  though not overly nutritious.
  Lots of 50 leprechaun coins can be prepared by first 
  baking 50 golden brown cookies (typically costing 1 
  sp in materials, but requiring access to proper kitch-
  en) which can then be enchanted by having a religious 
  leprechaun cast a modified version of purify food and 
  drink on to the cookies. Only 50 cookie-coins can be 
  created with each casting, and once altered to gold 
  form, the coins weight the normal 1 lb. for gold coins. 
  Alternately, wish granting leprechauns (see alternate 
  racial trait above) seem to magically produce these 
  coins en masse when they grant wishes to creatures. 
  Whether this is an actual transmutation that occurs 
  with the casting of the spell or merely a bit of sleight 
  of hand by the leprechaun is known only to those rare 
  individuals able to do it.
  Leprechaun coins still in gold coin form will be pre-
  served indefinitely, though once bit into, they revert 
  to normal cookies. It is thought that this really may 
  have been just a means of preserving food at one time.
  CONSTRUCTION REQUIREMENTS
  Cost special
  Special, see above.
  lost leprechAun Gold
  Price 4,000 gp; Slot none; Aura strong universal; 
  CL 15th; Weight varies.
  In the oldest tales of the leprechauns, it is be-
  lieved that when they first came to this Realm, they 
  brought with them the original hoard of leprechaun 
  gold. Having crafted each to be a unique piece of art 
  from miniature statues to commemorative coins, the 
  leprechauns gifted these objects de art to the mortals 
  they found as a sign of friendship, not realizing that 
  they were only stoking the fires of envy and greed 
  within the mortals, who often saw only the value 
  
  19
  of the gold and not it’s masterful artwork. Untold 
  numbers of the coins then were melted down and 
  made into holy symbols, golden crowns, and nu-
  merous other works of the mortals hands—but the 
  metal has a memory and it calls to all leprechauns to 
  free it and bring it home.
  Any gold objects made with even a single lost 
  leprechaun gold coin or trinket warms in the lands of 
  a leprechaun, infusing them with a power to grant a 
  single limited wish (caster level 15) to any creature 
  that willingly gives the leprechaun the gold object. 
  Once the spell is cast, any gold that composed the 
  gift but didn’t come from the original lost leprechaun 
  gold melts into a pool, leaving behind the original 
  object de art. Some believe that returning enough 
  gold at the same time to a single leprechaun will 
  grant the gift-giver a full casting of wish, but no true 
  records of this occurring seem to exist.
  In general, leprechauns long for the return of their 
  lost gold, though not all believe in the myth of said 
  gold. Others believe that only the wish-granting 
  leprechauns are able to use this ability, believing they 
  hold within their bloodlines some of the ancestor’s 
  talent for goldsmithing. 
  Some believe the modern leprechaun gold fever 
  to be a curse brought down upon the leprechauns as 
  punishment for having lost the original elder’s gold, 
  and it can only be lifted if all the coins are brought 
  back to their original home.
  CONSTRUCTION REQUIREMENTS
  Cost 2,000 gp
  Craft Wondrous Item, limited wish
  Leprechaun Spells
  Leprechauns have access to the following spell.
  Fool’s Gold
  School enchantment (compulsion) [mind-affect-
  ing]; Level bard 2, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, M (a single, shiny copper coin)
  Range touch
  Target one coin
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance Yes
  By casting this spell, you are able to touch one 
  copper coin and imbue it with the power to afflict 
  creatures normally unaffected by leprechaun gold 
  fever with that curse. Choose one type and subtype 
  (for instance, humans) that you can afflict with this 
  coin’s affliction. To creatures of that type and sub-
  type, the copper coins appears as a perfectly beautiful 
  gold coin. Once touched, a creature of the type and 
  subtype makes a Will save or becomes afflicted with a 
  special form of leprechaun gold fever. Unlike normal 
  leprechaun gold fever, this version can only afflict oth-
  er creatures of the same type and subtype as specified 
  by the caster and all creatures that become afflicted 
  remain so only for the duration of the original spell.
  
  20
  Random Leprechaun  
  Features
  Presented below are random features a leprechaun might possess. None of the following features grant 
  characters any special power in excess of their usual abilities.
  d100 Feature
  d100
  Feature
  01-02
  Your beard comes in a different color from your hair.
  03-04
  You will always choose a new kind of alcohol over something you’ve already had.
  05-06
  You wear green obsessively.
  07-08
  Despite what they say, you’re actually quite pleasant company to be around.
  09-10
  Hair and beard glow softly for 1 round after exposure to sunlight.
  11-12
  You feel a need to explain your jokes to people.
  13-14
  You have larger canine teeth that show when you smile, adding a wickedness to your grin.
  15-16
  You’re only happy when it rains.
  17-18
  Your hair and beard looks like gold thread until appraised up close.
  19-20
  You are more trusting of a person if they wear green clothing.
  21-22
  If a limerick ain’t dirty, it ain’t funny.
  23-24
  You shave your beard daily 
  25-26
  Your skin is freckled.
  27-28
  You know the difference between a shamrock and clover and will explain it to people.
  29-30
  You grin when you’re angry.
  31-32
  You believe the blue moon is an auspicious time when they occur.
  33-34
  You giggle when you are poked.
  35-36
  You like to drink out of oversized mugs.
  37-38
  Emeralds are your favorite gemstone.
  39-40
  You talk to your gold like it was a trusted friend.
  41-42
  You obsessively use the phrase “Aye, laddy.”
  43-44
  You assume you’re the “average height” and everyone else is just too damn big.
  45-46
  You have a dragon friend, and you share gold-hoarding secrets.
  47-48
  You consider goats milk a fine delicacy.
  49-50
  You don’t feel comfortable without a cudgel at hand.
  51-52
  You like rainbows, and they often appear in your songs, poems, or art.
  53-54
  You slap your knee when you laugh.
  55-56
  You always wear red on your person.
  57-58
  You prefer the color of your clothes to clash.
  
  21
  59-60
  You’re known to dance a jig when you’re happy.
  61-62
  You use limericks like life lessons when you need guidance.
  63-64
  You will do anything for a laugh — anything.
  65-66
  Your love of eggs and their “golden surprise” is rivaled only by real gold.
  67-68
  You actually prefer silver over gold.
  69-70
  You speak in rhyming verse whenever able. 
  71-72
  It’s not that you “have” to have gold all the time, it just you’re a better you with it.
  73-74
  You have once owned a 5-leaf clover, and hope to find one again.
  75-76
  You meticulously care for your footwear.
  77-78
  You “are not” a compulsive liar, no sir, not you.
  79-80
  You can blow smoke rings like you were a wizard or something!
  81-82
  You consider yourself an expert at finding 4-leaf clovers.
  83-84
  You often try to befriend halflings, because they “get it.”
  85-86
  You’re ‘a ginger’ and damn proud of it!
  87-88
  You love to make children laugh.
  89-90
  You keep a braclet with your charms, which you feel are lucky.
  91-92
  You like to claim “there really are women leprechauns.”
  93-94
  You only feel “whole” when you’re wearing a hat.
  95-96
  Your laugh makes dogs and cats cringe.
  97-98
  You prefer amber beers over all others, and you really, really care.
  99-00
  You’re “tired” of leprechaun “stereotypes” and actively work to undermine them.
  
  22
  
  23
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  Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards 
  of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. 
  © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, 
  LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Wil-
  liams.
  Pathfinder Campaign Setting: Inner Sea Magic. © 
  2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ 
  Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide 
  © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim 
  Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, 
  Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, 
  Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s 
  Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide. 
  © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam 
  Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, 
  Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James 
  L. Sutter, Russ Taylor, and Greg A. Vaughan, based on ma-
  terial by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Occult Adventures © 
  2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, 
  Robert Brookes, Jason Bulmahn, Ross Byers, John Comp-
  ton, Adam Daigle, Jim Groves, Thurston Hillman, Eric 
  Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Thom-
  as M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ 
  Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 
  2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, 
  Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin Mc-
  Comb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 
  2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy 
  Hurley, Matt James, Jonathan H. Keith, Michael Kenway, 
  Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Ste-
  phens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 
  2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Leprechaun from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Rogue Glory. © 2013, Drop Dead Studios; Author Adam 
  Meyers.
  The Book of Experimental Might. © 2008, Monte J. 
  Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; based 
  on original content from TSR.
  Atonishing Races: Leprechaun. © 2016, Fat Goblin 
  Games; Author: Lucus Palosaari
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Astonishing Races - Leprechaun Revised.pdf