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D&D Older Editions, OSR, & D&D Variants
Leprechaun 3.5
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<blockquote data-quote="BOZ" data-source="post: 2101060" data-attributes="member: 1241"><p>Some observations:</p><p></p><p>Originally, leprechauns did not have an attack other than their magic and theft. I presume the dagger was added because hardly anything in the 3E books did not have at least one form of attack. I am fine with keeping it, but removing it wouldn’t hurt my feelings. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> regardless, I sized the weapon to fit them better so they won’t do more than 1 hp on a hit anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>They have 3 too many feats for their HP, I think due to changes from 3.0 to 3.5. given what I said about their dagger and non-martial attitude, dropping Weapon Finesse wouldn’t bother me at all. Dodge and Mobility probably have to go, although maybe Dodge can be retained as a bonus feat. I like Improved Initiative as is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>this suggests that their Sleight of Hand skill might need to be a bit higher than it is?</p><p></p><p></p><p></p><p>this might change the spell-like ability illusion power that they have?</p><p></p><p></p><p></p><p>changed the organization line a bit to fit this better. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>be back later... i'm focusing on this critter for today, and will get back to the other conversions after we're done with this one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="BOZ, post: 2101060, member: 1241"] Some observations: Originally, leprechauns did not have an attack other than their magic and theft. I presume the dagger was added because hardly anything in the 3E books did not have at least one form of attack. I am fine with keeping it, but removing it wouldn’t hurt my feelings. ;) regardless, I sized the weapon to fit them better so they won’t do more than 1 hp on a hit anyway. ;) They have 3 too many feats for their HP, I think due to changes from 3.0 to 3.5. given what I said about their dagger and non-martial attitude, dropping Weapon Finesse wouldn’t bother me at all. Dodge and Mobility probably have to go, although maybe Dodge can be retained as a bonus feat. I like Improved Initiative as is. :) this suggests that their Sleight of Hand skill might need to be a bit higher than it is? this might change the spell-like ability illusion power that they have? changed the organization line a bit to fit this better. ;) be back later... i'm focusing on this critter for today, and will get back to the other conversions after we're done with this one. :D [/QUOTE]
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