Lump
Leprechaun Artifact Expert
SPOILER WARNING: All campaigns will take place AFTER the final book in Dragonwatch. If you want to avoid spoilers, finish the series!
Leprechaun Artifact Expert
HIT POINTS
9
SPEED
20
ARMOR CLASS
16
LEVEL
1
CURRENT ARMOR
No Armor
CARRY LIMIT
80 lbs.
ALIGNMENT
Chaotic Light
SIZE
Very Small
DEXTERITY
12 (+5)
CHARISMA
12 (+4)
STRENGTH
11 (+3)
INTELLIGENCE
11 (+3)
CONSTITUTION
11 (+3)
WISDOM
12 (+5)
ACTIONS ON YOUR TURN
Choose ONE of the following. You may speak while performing any action.
ATTACK
(If you have multiple attacks, you may use as many as you are able.)
CAST A SPELL
RUN/MOVE
(You can move as many feet forward as your speed allows.)
USE A MAGIC ITEM
USE AN ITEM FROM INVENTORY
HIDE
ASSIST
DODGE
READY FOR ACTION
SEARCH
INTERACT WITH OBJECT
DO NOTHING
LEPRECHAUN DRAWBACKS:
Due to the nature of being a leprechaun, you have some basic nerfs. You also have drawbacks from being raised by golems.
GOLD WEAKNESS:
Every time you see treasure, you must succeed on a DC 15 Constitution roll to stop yourself from chasing it.
MAGIC BLOCKAGE:
If you are physically caught, (at least your beard/hair must be held onto to) you are unable to use any of your magic except at the request of your captor.
DUMB AS ROCKS:
Due to being raised by golems, you are not very bright. -1 from your Starting Intelligence Score.
WEAPONS/ATTACKS
When you attack, roll the number of dice asked for and add the required modifier score to figure out how much damage you did.
FOR EXAMPLE:
1d4 + Dex
Roll one 4-sided die and add the (+#) next to your Dexterity Score
from the top of your character sheet.
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All your attacks have a +1 chance to hit.
UNARMED STRIKE 1 Damage
BASIC WEAPON 1d4 + STR
LEPRECHAUN SPELLS
MINOR ILLUSION:
You can alter the appearance of objects and locations to seem different then they are. Illusion breaks when object is touched. (unlimited uses)
BIGGER ON THE INSIDE:
You can take a smaller space and use it to hold three times as much as it normally would. (once per day) If you want, you can use more than the daily allotment in exchange for not using your power for so many days. (i.e. make a space six times larger, skip one day from using your power)
MAGICAL ARTIFACTS
AMULET OF MIND-SHIELDING
Prevents others from seeing your thoughts/reading your mind. Works on average mind-readers but is of little use against truly powerful beings. It also protects against mild distractor spells. (constantly in use while being worn)
AMBER WOLF
A four-inch-tall statue carved from amber of a timberwolf. An inscription on the back, written in the ancient fairy tongue, is the spell to awaken it. Once awoken, it becomes a full-sized timberwolf, ready to follow all your commands. Once awoken, it cannot be put back into it's amber shape. The wolf can speak telepathically to you and others.
SACK OF GALES
A small blue velvet sack with a drawstring. Once opened, it will gush strong winds outward. It can take time to refill after being used for long periods. (After three uses, it needs one full day to recharge.) The user will be stabilized and not blown about while it is open.
INVENTORY
STANDARD KNIGHT-ISSUED ADVENTURE KIT
Tinderbox. (50 uses)
Simple Rations. (36 meals)
Bedroll.
Tent.
Adventure Clothes. (3 sets)
Mess Kit.
Rope. (20 ft.)
Pocketknife.
Small Torch.
Water Bottle.
Walrus Butter. (50 uses)
Pencil & Paper.
Sylvian, English, Rowian
Fairies & Creatures of Light
Vaults & Keys
Magic Artifacts
BACKSTORY
I was lost as a child but the golems saved me from the shadow plague in Stony Vale.
PHYSICAL DESCRIPTION
This is what I look like...