Bree Gallagher at 12th Level
12th Level Leprechaun
|Leprechaun, 6th Level Witch|
|Hit Dice: d4 (22 = 19 +3 [Toughness])|
|Initiative: +3 (+3 Dex)|
|Speed: 20’ (4 squares)|
|Armor Class: 21 (+2 size, +3 Dex, +5 ring of protection), touch 15, flat-footed 18|
|Base Attack/Grapple: +2/+1|
|Attack: Masterwork Handaxe +1 melee (1d4+2 S, 1d6+2 M, Crit X3) or Sling +1 ranged (1d3 S, 1d4 M, Crit x2, 50’ range)|
|Full Attack: Choose one above|
|Special Attacks: Spells, spell-like abilities|
|Special Qualities: Curious, low-light vision, skills, Awareness, Greater invisibility|
|Saves: Fort +2, Ref +5, Will +6|
|Abilities; Str 02, Dex 16, Con 10, Int 20, Wis 12, Cha 17|
|Ability modifiers Str -4, Dex +3, Con 0, Int +6, Wis +1, Cha +3|
|Skills: Bluff +10 (+12 when acting in character, +14 when acting as Centicles), Disguise +8 (+10 when acting as Centicles), Escape Artist +5, Hide +15 (before armor check penalty), Intimidate 9, Knowledge (History: Centicles) +9, Move Silently +9 (before armor check penalty), Sense Motive +6, Speak Sylvan, Speak Common, Speak Elven, Speak Gnome, Speak Halfling, Spellcraft +8, Tumble +12|
|Feats: Versatile, Toughness; Mobility; Dodge; Martial Weapon: handaxe, short sword; All Simple Weapons|
|Alignment: True Neutral|
|Favored Classes: Leprechaun and sorcerer|
When traveling on Centicles’ behalf, Bree relies mainly on her spells and spell-like abilities (see below). But avoiding discovery also demands a healthy dose of Charisma-related skills such as Disguise and Bluff, and Dexterity-related skills such as Move Silently and Hide.
With magic options depleted, she will grab whatever small stone or other item is available to load into her sling and fight from a safe distance. When cornered up close she will resort to her slain father’s trusty handaxe.
|Sling Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.|
|Low-Light Vision (Ex): Leprechauns can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.|
|Skills (Ex): Leprechauns have a +2 racial bonus on Bluff, Diplomacy, and Sleight of Hand checks.|
|Spells (Sp): Flare, Daze, Read Magic, Ghost Sound, Virtue, Cure Light Wounds, Command, Dispel Magic, Locate Object, Sleep, Disguise Self, Light|
|Celerity (Ex): A leprechaun’s land speed is 25 feet (5 squares).|
|Spell-Like Abilities (Sp): A leprechaun can use the indicated spell-like abilities at caster level 12: spell-like abilities (invisibility (self only) at will, ventriloquism at will), Greater invisibility, spell-like abilities (permanent image at will), last wish, (limited wish (in defense of lair only) 3/day, polymorph any object (non-living objects only) 3/day|
|Curious: Knowledge (History: Centicles) is a class skill.|
|Awareness (Ex): Beginning at 6th level, a leprechaun cannot be surprised.|
|Brew Potion (Ex): The witch gains the Brew Potion feat. Unlike most casters, who are limited to producing potions of spells of 3rd level or lower, a witch who selects this ability may craft potions of up to 4th-level spells. The potions otherwise follow all of the normal rules for the use of the Brew Potion feat.|
|Last Wish (Sp): After granting three limited wishes to an intruder in its lair the leprechaun will flatter the intruder and declare that the three wishes were so well-phrased that it will give a fourth wish. If the fourth wish is pronounced, the leprechaun will cackle with glee, the results of all the wishes will be reversed, and the intruder plus his group will be teleported 2d20 miles away in a random direction. No member of that teleport will ever be able to locate that particular leprechaun again.|
|Greater Invisibility (Su): Upon reaching 12th level, a leprechaun remains invisible even when it attacks. This ability is constant, but the leprechaun can suppress or resume it as a free action.|
|equipment: sling, +2 masterwork handaxe, spell component pouch, ring of protection +5, Centicles outfit, Heward’s Handy Haversack, Wand of Major Image (p. 252), 3 potions of Cure Serious Wounds|
|weight carried: 2.5 lbs|
|Light load: 3 or less (speed 25); Medium load (speed 20): 4-6; Heavy Load: 7-10 (speed 20);||cash: 17,689 gp|
Hailing from an underhill Leprechaun village, I come from a long line of witches and have many living relatives. They have a bad reputation (undeserved).
My family is rumored to have produced an ancestor who ascended to godhood, but we forgot who!
We have a political and military background. In a climactic battle with a Banshee who threatened our community, my parents died to kill it. Its sisters hunt me to this day.
Leprechauns are wee folk who are found in fair, green lands and enjoy frolicking, working magic, and causing harmless mischief. They are typically observed at borderlines, such as dusk and dawn (neither all light nor all dark), the shore (neither all earth or all water), equinoxes and solstices (neither all of one season nor all of another), the treeline (neither all forest nor all field), and when rainbows are formed (neither all storm nor all sunny). Some break out of their comfort zone and try to learn more about their world, seek great treasures (such as gold, fine wine, and fine pipeweed), or seek opportunities to aid those weaker than themselves. Leprechauns are good choices for players who like to play mischievous characters and want some magic to carry out their plans.
Despite their size, full-grown leprechauns can be very dangerous. Their magical powers and high number of skill points and feats are responsible for their total ECL of 8, but their low hit dice are their greatest drawback. The class is built around scaling the spell-like abilities, and their greater invisibility isn’t introduced until 3rd level. At the highest level of the class are the most powerful spell-like abilities and spell resistance.