Kallum

(8th-level/7th-level Leprechaun Male Thief/Mage)

Updated: August 22, 1998

Player   : Stephen Wales   wizard1@bewellnet.com     stephenw@mincom.com
Sources
Core     : PHB1st&2nd, DMG1st&2nd, MM1st&2nd, FF, DDG, TOM
PO       : DMO:HLC, PO:S&P, PO:S&M, PO:C&T
PHBR     : Fighter, Paladin, Ranger, Barbarians, Priest, Druid, Wizard,
           Necromancer, Thief, Bard, Dwarves, Elves, Humanoids,
           Monster Mythology, Villians
GH       : GH:PG, GH:TAB

Name     : Kallum
Race     : Leprechaun
Plane    : Prime-Greyhawk
Sex      : Male
Hair     : Red and curly
Eyes     : Bright green eyes
Skin     : Ruddy
Hand     : Left
Features : Lambchop whiskers
Height   : 17"  
Weight   : 12 lbs
Age      : 68 yrs
Birthday : Coldeven, 516 C.D. IV

Align.   : Neutral
Church   : None
Deity    : None
Symbol   : None

Class    : Thief  (max 16th)     Mage   (max 15th)
Level    : 8th	                 7th
XPs      : 142,000               142,000

Str [11] :  9       H/D(+0/+0), Wgt(35), Press(90), OD(5), BB(1%)
Dex [17] : 20       RA(+3), Miss(+3), Def(-4)
Con [13] : 11       HP(+0), SS(75%), RS(80%), Poison(0), Regen(Nil)
Int [16] : 18       Lang/Prof(7), SL(9th), Learn(85%), MaxSp(9), Immunity(-)
Wis      : 14       MD(+0), Spells(1/1), Fail(0%), Immunity(-)
Cha      : 14       Hench(6), Loy(+1), RA(+1)
Com      : 12

HPs [ 25]:  6 Numbed
           12 Useless

           Wounds: None

AC   [ 4]:  8 Surprised	        Armor Types:  None
            6 Shieldless
            8 Rear
            8 Unarmored
            8 Mental

           Special defenses: Invisibility (-4 to Hit)
                             Single Weapon Style (+1 AC)

THAC0[17]: Cmbt Init:  Fast (base)
                       Fast (shillelagh)

           Special attacks: None

Sav Thrws: 12 Paralyzation, Poison, or Death Magic
            9 Rod, Staff, or Wand
           11 Petrification or Polymorph
           13 Breath Weapon
           10 Spell

           Modifiers:  Dex(+4), MD(+0), 80% Magic Resistance

Movement : Land          Swim   Climb:  40%
            15  Base       1
          14-12 Light	 Sink	Jog x2  11 rnds        (Con +0/rnd) = 11
           11-8 Moderate        Run x3  (Str +0) =  9  (Con -1/rnd)
            7-4 Heavy           Run x4  (Str -4) =  5  (Con -2/rnd)
            3-1 Severe          Run x5  (Str -8) =  1  (Con -3/rnd)

           Cmbt
            17  Base + Dex React Adj + Str ToHit bonus
                Charge x1.5: No Dex Bonus; +1 to AC; +2 to Hit
                Run    x2  : No Dex Bonux; +1 to AC
                Sprint x3  : No Dex Bonus; +1 to AC

Encumbrance
   Fight : Weight (13) Bulk ( 3) Encumbrance (None) Movement (15")
   Travel: Weight (26.6) Bulk (6.1) Encumbrance (Light) Movement (12")
   Mount : Weight (##) Bulk (##) Encumbrance (type) Movement (##")
   Riding: Weight (##) Bulk (##) Encumbrance (type) Movement (##")

               Moderate:  -1 to Hit
               Heavy   :  -2 to Hit; +1 AC
               Severe  :  -4 to Hit; +3 AC

Fatigue  :  9  Fresh
               Light    x1:  3/4 move
               Moderate x2:  1/2 move; -1 to Hit
               Heavy    x3:  1/4 move; -2 to Hit; +1 AC
               Severe   x4:  move = 1; -4 to Hit; +3 AC; (Dex +0) = 20 to move
               Mortal     :  save vs. paralyzation or die; 1d6 hrs unconscious

Race     : Leprechaun
             + Gold Threatened: 3 Limited Wishes
             + Invisibility (12th-level) at will
             + Magic Resistance: 80% (hinders use of magic items & any spell)
             + Polymorph Nonliving Objects (12th level) 1/day per level
             + Spectral Force (12th level) 1/day per level
             + Spells learned orally: no spellbooks
             + Ventriloquism (12th-level) at will
             - Dispel Magic: Visible for one turn and hinders spell powers
             - Imprisoned: Magic resistance hinders own casting and powers
             - Inconveinent Size: Hinders use of magic and mundane items
             - Limited spells: one-half normal max spells per level
             - Weapon selection: Shillelagh

             Monstrous Traits:
               Craving (Gold, wine or tobacco): -1 penalty to
                       ability/proficiency checks (cumulative per hour)
               Enhanced Dexterity: +1 Dex, -1 penalty to reaction checks
               Keen Hearing: 50% (or +25% to thieving ability)

             Superstitions:
               Borderlines (positive)
               Treasure of Gold (negative)
               Full moon (positive)
               Snakes (negative)
               Life Draining Undead (negative)

Class    : Thief  (BL=Base,RA=RaceAdj,DA=DexAdj,RP=RoguePts,NA=No Armor)
             + Backstab: x3 damage
             + Extra Thieving abilities: 20th level
             + Followers: 10th level
             + Scroll use: 10th level
             + Thieves Cant
             + Unlimited thieving skills: 11th level
                                                               NA
             + Pick Pockets     (BL15+DA20+RA75+RP00) = ^95% +  5%
             + Sleight of Hand  (BL15+DA20+RA75+RP00) = ^95% +  5%
             + Open Locks       (BL10+DA20-RA10+RP50) =  70%
             + Find Traps            (BL05+DA15+RP70) =  90%
             + Remove Traps          (BL05+DA15+RP70) =  90%
             + Move Silently    (BL10+DA15+RA05+RP40) =  70% + 10%
             + Hide in Shadows  (BL05+DA20+RA10+RP15) =  50% +  5%
             + Detect Noise          (BL15+RA25+RP00) =  40%
             + Climb Walls           (BL60+DA20+RP05) =  85% + 10%
             + Read Languages        (BL00-RA20+RP20) =   0%
             - Armor restriction
             - Weapon selection

           Wizard
             + Access to schools of magic
             + Research new spells
             + 9th level: Scribe scrolls
             + 11th level: Enchant Items
             + 20th level: True Dweomers
             + 21st level: Sage ability
             - Armor restriction
             - Weapon selection

Kit      : None

NWP      :( 4) + 2 (levels) + 7 (Int Prof)

          ( 1) Cobbling                   (Dex +0) = 20
          ( 1) Disguise                   (Cha -1) = 13
          ( 1) Information Gathering      (Int +0) = 18 + 1 = 19
          ( 1) Leatherworking             (Int +0) = 18
          ( 3) Gaming                     (Cha +0) = 16
          ( 2) Reading Lips               (Int -2) = 16
          ( 1) Spellcraft                 (Int -2) = 16
          ( 1) Tumbling                   (Dex +0) = 20

Lang     :( 0) Brogue (native)            (Int +0) = 18
          ( 1) Fey                        (Int +0) = 18
          ( 1) Aerdi                      (Int +0) = 18
          ____
            0  Slots left

WP       :  2 + 1 (levels)
          ( 1) Singe Weapon Style
          ( 2) Shillelagh - Weapon of Choice
                 Attacks: 1/1 ToHit: +1 Dam Adj: +0
                 Wt: 1 Size: T Type: B Spd: 2 Dam: 1d3 1d3 Knock: d4
                 Reach: 1
          ____
            0  Slots left

Spells   : Channelling; 70 pnts; max. 4th level; max. 5 spells per level 

        Memorized:
        ----------
           70
         (  4) Magic Missile; 1st level; Fixed Magick
         (  4) Charm Person; 1st level; Fixed Magick
         (  6) Hypnotic Pattern; 2nd level; Fixed Magick
         (  6) Rope Trick; 2nd level; Fixed Magick
         ( 10) Fireball; 3rd level; Fixed Magick
         ( 15) Stoneskin; 4th level; Fixed Magick
         _____
           25  Spell Points remaining

Spellbook:  (mental)
---------

1st-level: Magic Missile, Identify, Burning Hands, Charm Person, 
           Detect Magic, Hypnotism, Read Magic, Color Spray,
           Sleep

2nd-level: Knock, Continual Light, Web, Rope Trick, Stinking Cloud,
           Detect Invisibility, Melf's Acid Arrow, Hypnotic Pattern,
           Spectral Hand

3rd-level: Lightning Bolt, Fly, Dispel Magic, Vampiric Touch, Fireball, 
           Hold Person, Haste, Slow, Tongues

4th-level: Stoneskin, Dimension Door, Fire Shield, Polymorph Self,
           Polymorph Other, Wall of Ice, Wall of Fire, Wizard Eye,
           Minor Globe of Invulnerability

Valuables:
----------
        Pot of Gold: 288 gp [location]
        Other coins: 539 sp
        Gems:
            Gem: Fire Opal (100 gp)
            Precious: Topaz (400 gp), Peridot (250 gp)
            Fancy: Amber (110 gp), Alexandrite (70 gp), Jade (50 gp)
            Semi-precious: Bloodstone (100 gp), Jasper (25 gp),
                           Moonstone (30 gp)
            Ornamental: Malachite (14 gp)

Magic Items:
------------
        Rods    (+1): None
        Staves  (+2): None
        Misc.   (+3): Pouch of Holding (5#/30#, 3 cu.ft.)
        Relic   (+3): None
        Rings   (+3): Ring of Levitation (as boots, 126#)
        Wands   (+3): None
        Potions (+4): None
        Scrolls (+x): None
        Armor       : None
        Protection  : None
	Weapons     : None

Equipment: 
----------
        Weapons:                                               Weight Bulk
           Shillelagh                                            1      0 (1)

        Armor:
           None

        Clothes/Cloak:                                           5      0
                Full Body - AC: 10  DR: 0
            [Type and description]
            [Type shoes/boots, if any]
                Lwr Legs  - AC:  #  DP:  #
                Feet      - AC:  #  DP:  #

        Pouch of Holding (5#/30#, 3 cu.ft.)                      5      1 (1)
            flint and steel                                      0.1    0
            thieves picks and tools                              5      2
            change of clothing                                   5      2

        Belt:                                                    1      0
            Pouch, small (right front)                           0.5    1 (1)
                Spell components
            Pouch, small (left front)                            0.5    1 (1)
                Spell components
                                                               _____  _____
                                              Combat Weight     13.0    3


        Backpack:                                                2      1 (9)
             Paper [how much]                                    #      #
             5 quills                                            0      0
             ink bottle, sealed                                  0.1    0.1
             warm blanket, small sized                           2      0.5
             knife (for skinning and cleaning game)              0.5    0.5

        Waterskin                                                1      0 (1)
            Water, 1 gal.                                        8      1
                                                               _____  _____
                                              Travel Weight     26.6    6.1


Description:
------------
	Kallum is small, even for a leprechaun.  Standing less than a foot and
a half in height, he's just a wee lad.  He has long pointed ears and a long
pointed nose.  When you can actually see him, he wears brown leather boots and a
green tunic with brown pants to boot.  He often smokes a long stemmed pipe,
using a tobacco that has a strong odour.

	He's a practical joker, often using his abilities to try to trick others
into making fools of themselves.  It's not beyond him to use his powers of
illusion to make others feel that they are under some form of mild attack or are
breaking out in some hives or other means of practical joke.

	He's loyal to his master, the Arch Mage Warnes, but you'd never see him
in any kind of outward display of affection.  He likes him enough and is paid
well for his service, but Warnes doesn't need to see any outward display.

Background:
-----------
The Preparations

	In the three days between the arrival of the circle's summons and his
departure, Warnes was a busy man. He set his sights on impressing the circle
with his skills in this endeavor. He kept the whole thing very hush-hush, only
letting his Kallum know about the nature of this trip amongst his henchmen, as
the apprentice would accompany Warnes on the trip.

	Warnes secured the blessing of the Joint Courts for a short leave of
absence and set his house in order. His henchmen know only that Warnes will be
gone for a time and they are to keep everything running steady until his return.

	Warnes selected several of his traveling spellbooks to take with him. He
selected ones with a wide variety of spells to choose from, so he is prepared no
matter what the nature of this task. He also gathered the required spell
components from among his stores.

	In addition to his other more powerful items he always carries, Warnes
took his Pouch of Holding and his Ring of Wizardry with him. He gathered several
other items of minor note into a small pack for the trip.

	Just to be on the safe side, on the day the missive arrived, Warnes
secured a small sample of his flesh and started a clone growing in a secret
chamber, known only to him, deep below his residence. He immediately put the
clone in temporal stasis. The next morning, Warnes stuck a dagger deep into the
wooden table next to where the clone lay in stasis. He then wished (limited) for
the dagger to fall to the floor exactly six months in the future. Next Warnes
set up a chain contingency to cast dispel magic on the temporal stasis if the
dagger ever falls to the floor.

	Warnes also wove many minor spells on the days preceding the journey.

	By the evening of the 26th of Fireseek, Warnes and the leprechaun were
all packed and ready to travel. Warnes had a small dinner with his henchmen.
They tied up loose ends and made ready for his absence.


The trip to Magepoint

	About noon on the 27th of Fireseek, Warnes cast the spell Shadow Walk.
Then he and his manservant quickly traveled to Magepoint via the Shadow-realm.
Their passage through the Land of Eternal Shadows was peaceful, as Warnes used a
Veil spell to make their passage to look like nothing more than two gloomwings
making their way across the shadowy landscape. 

	Just after dark, they reached the Mist Dragon Inn in the Village of
Magepoint. Warnes and his manservant checked into their rooms. Warnes and the
leprechaun ate their evening meal in the inn’s dining area, basically shooting
the breeze with the other patrons. They both retired early, to be rested and
ready first thing in the morning.

	Warnes spent the next day conversing with the locals and watching for
the arrival of any others who might also have received the circle's summons.

How Warnes views Kallum
-----------------------

	The leprechaun is of an odd sort; even for a leprechaun. He enjoys
traveling and speaking with everyone he meets. He is a mage of some skill, an
expert in information gathering. The leprechaun has worked with Warnes for some
time, mostly as a spy in Warnes' information network. The leprechaun uses his
contacts within others of his clan to find out just about anything Warnes wants
to know. Warnes pays the leprechaun for his services by tutoring him in the ways
of magic. The leprechaun is bound to serve Warnes for a period of 13 more years
in return for this tutelage. Warnes likes the leprechaun because of his skills
and his zest for life. The leprechaun keeps Warnes' spirits up when the ordeals
and drudgery of court life start to wear on him. Warnes has loaned the
leprechaun two powerful magic items, a Helm of Comprehending Languages and
Reading Magic (which is definitely too big for the little guy) and Warnes' own
dear Zagyg's Spell Component Case. Warnes expects to get the component case back
in the near future (it is on loan right now for a specific mission), but the
leprechaun may keep the helm after his period of service ends.

	The leprechaun is eager to please his master, and even more eager to
learn more of the arcane art. He has a quick wit and a sharp sense of humor. The
leprechaun knows a lot about many areas of Oerth, from conversations with his
fellows from everywhere.

	Warnes really likes his leprechaun apprentice. They have been working
together formally for over two years and informally for almost a decade. Warnes
feels the leprechaun has the potential to one day be an arch-mage in his own
right, but that day is far into the future. At this point, Warnes comments on
the leprechaun's spell selection and casting techniques regularly, citing both
the good and poor aspects of both.

Roleplay:
---------
        This will be a tricky little fellow.  Practical jokes may be pulled and
        he'll rag on everyone.  However he'll still pretty much to what Warnes
        tells him to.

        He probably likes Warnes deep down, but won't show it.

Miscellaneous:
--------------
        He's a lover, not a fighter :-)  Will not be a lot of fighting.
        There's not much he can do.

        I want to have fun. Pure and simple.

Access:
-------
        I got the whole 9 yards, available in the evenings.  You may 
        want to include the work address, stephenw@mincom.com....


Alternate Oerths / Keith Horsfield / afn09454@afn.org / updated 22 Aug 98
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