More money means no more popups, it's that simple. Help us today!

 
 
Site Navigation

Back to RPGC Main
Back to RotD Main
Contact Webmaster
RPGC Forums
RotD Forums
Message Board Rules
IRC RP Rules

Races Navigation

Back to Library Main
Dark Half Elf
Githzerai
Leprechaun
Ogre Magi

Webmaster

Dragon Ninja
•ICQ#34140852

Leprechaun

Leprechauns are small inhabitants of the plains and woods who like joking, casting cantrips and tricks.

It is said that he is a crossbreed between a halfling and a particularly stout sprite breed; he is 60 cm. tall, has pointy ears and nose, beard (30% of the males), pointy shoes, brown or green pants, a green or gray shirt, large hat. They usually smoke a long pipe.

Leprechauns live in families of  at most twenty members, which they call clans. They have own names and last names, which distinguish the clan they belong. The lair is, usually, a cave with a fireplace, carpets and furniture. Words spread quickly among the clans with the same last name: adventurers might meet a clan who already knows their names because they were told days ago by another clan.

It is said that a Leprechaun King exists, but there seems to be no true political hierarchy. There are no communities or villages of leprechauns. It is rare to see young leprechauns, but they exist. There is one every ten adults in the lair.

Leprechauns like humans and demihumans' foods, particularly wine: it is possible to exploit this weakness to trick them.

The only treasure the leprechaun can have is gold; if an intruder can steal it, the leprechaun will do anything to take it back. The last resource consists in according the usurper three very small wishes, if he will give the money back first. When the intruder will have said all three of them, the leprechaun will say that they are so well said that he deserves a fourth. If the other pronounces this fourth wish, the other three will be reversed and the intruder and his comrades will be teleported in an unknown, randomly chosen, place 1d20x3 kilometers far.

The leprechaun won't stay and see while a helpless creature is being assaulted: he is very sensitive to the troubles of the weaker ones. Usually, if he perceives that the stranger doesn't want to hurt him, he may be very kind to him, but he will never take a visitor to his lair unless he is wounded. Even in that case he will do it only after having ensured that the host can't see where he is being taken and that noone is following him.

The leprechaun can't wear armors heavier than studded leather, no matter his class. Used weapons, instead, are daggers (corresponding to short swords) and short swords wielded with two hands (like a two handed sword), small bows, arrows inflicting 1d4 damage, and other weapons of similar size.

Characteristics of the Leprechaun
Statistics Racial requisites Dice
Strength
2/9
3d6-3
Dexterity
10/20
3d6+2
Constitution
3/17
3d6
Intelligence
8/18
3d6+1
Wisdom
3/17
3d6-1
Charisma
3/18
3d6

Other stats
Movement 15
Base AC 8
Allowed classes As a Gnome, plus the Bard.
Level limits As a Gnome. Bard 12th level.
Age As Halflings

Thieving skills modifiers

Skill Modifier
Hear noise
+20%
Pick pockets
+10%
Pick locks
+5%
Find/remove traps
+10%
Move silently
+10%
Hide in shadows
+10%
Climb walls
-20%
Detect magic
-5%
Detect Illusions
+10%
Bribe
+5%
Dig tunnels
+10%
Escape
+10%

 

Leprechaun racial skills (see Options: Skills and Powers for descriptions)

Magic Resistance
Spells
Surpires bonus
Pick pockets
Languages (leprechauns, sprites, halflings, gnomes, common)

Options: Skills and Powers
Leprechauns have 55 character points to purchase racial skills. Up to 5 points can be left for use in class skills or proficiencies.

Magic Resistanc (15): the character has 80% magic resistance.

Spells (15): the leprechaun can cast the following spells, once per day: Invisibility, Ventriloquism, Improved Phantasmal Force, Polymorph object (only items).

Surprise bonus (15): the leprechaun's ears are extremely sensitive; it is impossible to surprise him.

Pick pockets (10): the leprechaun can Pick Pockets at 75%. If the character is a rogue too he can add this percentile to the thief skill of the same name.

Attacked last (10): the leprechaun looks like a coward and inefficient race in fighting. Thus, enemies will easily ignore him, not considering him a threat, and they concentrate their attacks on the other, more dangerous, members of the party unless the character shows his magical powers.

AC bonus (5): the character with this skill obtains a permanent +1 bonus to AC.

Acute taste (5): the character's taste is so keen that he gains a +2 bonus on saving throws versus poisons that can be ingested with drinks.

Surprise (10): when a leprechaun is alone he has a bonus to surprise foes. The enemy suffers a -4 penalty, or -2 if the Leprechaun must open a door.

Dexterity bonus (20): +1 to Dexterity.

Hide (10): this is the skill of hiding in woods with a chance equal to the Hide in Shadows of a thief of the same level.
è l’abilità di nascondersi nei boschi con una probabilità uguale a quella di Nascondersi nelle Ombre di un ladro dello stesso livello.

Saving throws bonus (5): the leprechaun, if he has at least 7 CON, receives a +1 on saves versus Poison, Staves, Wands, Rods and Spells.

Gem estimate (5): a leprechaun with this skill has a 10% chance of determining the value of any gem.

Pass without trace (5): the leprechaun can Pass Without Trace, as the spell of the same name, once per day.

 

D&D leprechaun
Statistics Racial requisites (minimum/maximum) Dice
Strength
2/9
3d6-3
Dexterity
10/18
3d6+2
Constitution
3/17
3d6
Intelligence
8/18
3d6+1
Wisdom
3/17
3d6-1
Charisma
3/18
3d6

Level progression
Level / attack class Experience points Hit Dice (d4)
1
0
1
2
3.000
2
3
6.000
3
4
12.000
4
5
30.000
5
6
60.000
6
7
120.000
7
8 / A
225.000
8
B (a)
400.000
8
C
700.000
8
D (b)
1.000.000
8
E
1.300.000
8
F (c)
1.600.000
8
G
1.900.000
8
H (d)
2.200.000
8
I
2.500.000
8

 

  1. Automatically suffers only half damage from spells and similar magical effects.
  2. Can memorize 3 third level spells instead of 2 (see the spell progression table).
  3. Immune to all 3rd level spells.
  4. Automatically suffers only half damage from breath weapons and similar.

 

Other stats

Movement 15 (45)
Base AC 8
Age As halflings

 

Wizard spells

Leprechaun level 1st level 2nd level 3rd level
1
1
-
-
2
2
-
-
3
2
1
-
4
2
2
-
5
2
2
-
6
3
2
1
7
3
2
1
8
3
3
2
Attack class B
3
3
3

 

Leprechaun to hit rolls

Level 9 8 7 6 5 4 3 2 1 0 -1
1-4 10 11 12 13 14 15 16 17 18 19 20
5-8 8 9 10 11 12 13 14 15 16 17 18

 

Saving throws table

Level Poison or death ray Magical wand Paralysis or petrification Breath weapon Spells, rods or staves
1-3
8
9
10
13
10
4-6
5
6
7
9
7
7-8
2
3
4
5
3

Special powers
Spells: the leprechaun can cast the following spells once per day: Invisibility, Ventriloquism, Improved Phantasmal Force and Polymorph object.

Surprise Bonus: the leprechaun's hearing is so keen that it is impossible to surprise him.

Pick pockets: the leprechaun can Pick Pockets at 75%.

Acute taste: the Leprechaun's taste is so keen that he has +2 on saves versus poisons that can be ingested with drinks.

Gem evaluation: a leprechaun with this skill has a 10% chance of determining the value of any gem.

Spell resistance: The leprechaun is immune to 1st and 2nd level spells.

Hide in shadows: as a thief of the same level.

Fabio. E-mail: kmtjch@tin.it.