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LEPRECHAUN

Ability Score Adjustments. +2 bonus to Dexterity and Charisma, -2 penalty to Strength and Constitution.

Ability Score Range

Ability   Min  Max
Strength 2 12
Dexterity 8 20
Constit. 6 16
Intell. 8 18
Wisdom 3 16
Charisma 8 18

Class Restrictions
Class     Max Level
Wizard
Mage 12
Spec. 15 (illusionist)
Rogue
Thief 12
Bard 12
All Other Classes: nil

Class Mixing. Any wizard class may be mixed with any rogue class.

Hit Dice. PC leprechauns receive hit dice by class. Normal Constitution bonuses apply.

Alignment. Leprechauns are basically true neutral, but PCs can be of any neutral alignment. Neutral-evil leprechauns are very rare and are known as red caps, for their blood-dyed caps.

Natural Armor Class. 8, due to their small size (score will drop with high Dexterity bonuses).

Background. Leprechauns are faerie folk who live in family clans in temperate forests, glens, and hills. They are 2 feet tall, with pointed ears and noses, who dress in pointed shoes, brown or green breeches, green or gray coats, and wide-brimmed or stocking caps. Some males have beards. Leprechauns enjoy the same foods that humans like; they especially like wine, and many also smoke pipes. They weigh about 20 lbs.

Languages. Leprechaun, halfling, elvish, gnomish, pixie, Common (as appropriate).

Role-Playing Suggestions. If the player can manage a respectable Irish brogue, all the better, but any sort of slightly accented "country" speech might work. Leprechauns are merry, light-hearted, full of laughter and jokes, mischievous, clever, and helpful of the small and weak. They mean no one harm, though they distrust bigger folk and non-faeries.

Leprechauns will never physically attack a foe. They are sworn to never use weapons, but they can easily become fearsome saboteurs against evil opponents with their polymorph, illusion, ventriloquism, invisibility, and thieving powers. They love to outwit and defeat more powerful foes.

Leprechauns make great companions for parties composed of elves, halflings, gnomes, and other faerie and sylvan folk. They dislike humans and dwarves, who tend to be very greedy, but can be won over given sufficient reason to trust such beings.

As noted in the MONSTROUS MANUAL(TM) tome, leprechauns are fond of borderlines, places or times when opposites meet or are mixed (shorelines, twilight, equinoxes, etc.). They also love and collect gold. I'd avoid having them dress in green all the time (too dull), but a nice mix of rustic, woodsy, relaxing colors would be nice.

Special Advantages. Leprechauns can go invisible and use ventriloquism (12th level of ability) five times each per day. They have an 80% magic resistance and move at 15, being light and fast on their feet. PC leprechauns have a 75% chance to snatch/pickpocket small items less than 2 feet long and weighing 10 lbs. or less. Leprechaun rogues have instead a bonus of 75 points to add to their pickpocketing skill.

Leprechauns have two more powerful powers, each usable once per day per PC level. First, each can polymorph nonliving objects from one substance into another; the target object must save vs. disintegration or be polymorphed. The maximum size of a target object is 1,000 cubic feet or 2,000 lbs., whichever applies. An object must be polymorphed as a whole; part of an object cannot be changed (e.g., a large stone in a wall could be changed if the whole wall could not). Second, each leprechaun can cast an illusion equal in all ways to a spectral force (12th level of ability). Concentration is required, or the effect ends three rounds after the leprechaun's attention is broken.

Leprechauns collect gold to give to sylvan deities as tribute. These deities usually allow a leprechaun to grant up to three limited wishes to foes if his gold hoard is threatened, but these wishes should provide little real benefit to an enemy. If a leprechaun can trick a foe into making a fourth wish, that bogus wish eliminates the effects of the first three and causes the foes to teleport away and become lost. Threats must be real; a faked attempt to steal the gold will not provide any limited wishes, so other PCs will not be able to receive such benefits from the leprechaun PC.

Special Disadvantages. Leprechauns never engage in physical combat, and they never carry or use weapons. They can use magical items normally within class restrictions, but again cannot use magical weapons such as daggers, darts, etc. They can use knives and such for noncombat purposes, for cutting cloth, trimming weeds, etc. Their small size frustrates their use of many magical items meant for bigger folk, as well as most nonmagical tools and devices.

The leprechauns' 80% magic resistance also hinders their use of magical items, as they must check against this resistance for any held device to be used. This resistance also hinders any magical effect cast upon the leprechauns, even if the spell is beneficial. (This includes all healing and protective spells!) However, any spells cast by a leprechaun still function normally within the restrictions given above.

Monstrous Traits. Craving (gold, wine, or tobacco), dexterity, hearing.

Superstitions. Leprechauns are firm believers in the power of borderlines, and actively seek them out. They believe everyone is trying to steal their gold, but this is usually less a superstition and more a tragically correct assessment of the situation.

Weapon Proficiencies. None. All weapon-proficiency slots must instead be filled by nonweapon proficiencies.

Nonweapon Proficiencies. Agriculture, alertness, brewing, carpentry, cobbling, cooking, dancing, danger sense, drinking, eating, fast talking, gaming, herbalism, local history, musical instrument, poetry, pottery, seamstress/tailor, singing, weather sense, weaving, whistling/humming, winemaking.

Special Notes:

Certain elements of the leprechaun, as presented in the MONSTROUS MANUAL tome, were toned down to allow for more balanced game play (in particular the "at will" abilities of polymorph, illusion, ventriloquism, and invisibility). Magic resistance was given a restrictive aspect rather than being altered or removed, and certain powers were clarified and restricted for better play (especially the polymorph power and the ability to grant limited wishes). Side information also clarified why leprechauns have certain behaviors, such as gold-collecting.

Because of the leprechauns' small size, a DM might consider having all hit-point die rolls have a -1 modifier, so that hit points are lowered to a minimum of 1 hp per die to reflect the lessened body mass. If this is done, then all PCs who are 3 feet or less in height should be treated in the same way. Constitution bonuses still apply.