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 | Back to Heroes & Heroines |