'Jack in the Green'    (Human Boy Fairy Ring Abductee (Magic-User (Druid)))
Character Information   
Name: 'Jack in the Green' XP/Next lvl: 190001 (60001) / 250001 (na)
Class: Fairy Ring Abductee (Magic-User (Druid)) HP:curr/max 39 / 39
Alignment: Neutral leaning Chaotic Good AC:reg/rear/no shield 3 / 3 / 3
Race: Human Level: 9(8)
Age: 506 (appears 16) Height: 5' 8'
Weight: 145 Gender: Boy
Encumbrance: Movement: 12'
Languages: Common, Alignment, Druid, Faerie, Elvish, Pixie, Sprite, Treantish, Hill Giant
Ability Scores   
STR: 7 (-1 to hit, no damage modifier, -150 weight, open doors: 1, bend bars: 0)
INT: 17 (+6 languages, know spell: 75, 8-14 spells known per level)
WIS: 16 (+2 magical attack adjustment)
DEX: 13 (no adjustments)
CON: 12 (no hit point adjustment, 80 system shock, 85 resurrection)
CHR: 15 (7 maximum henchmen, +15 loyalty, +15 reaction)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
6 9 8 12 9

Notes: Ring of Protection +1 has been factored in. +2 Magical Attack Adjustment has not.

Description and Background   
Description:
Appearance: A blond haired boy with green eyes, an upturned nose, and freckles. Personality: Child-like, mischievous, sly, fun-loving, frivolous, mercurial, other-worldly.

Background:
When Jack was six years old, he wandering into a faerie ring and didn't emerge from it for 500 years. The faeries kept him, protected him and raised him as their own; perhaps as a prank, or perhaps because Jack was the son of the king, and the faerie queen wished to create an ambassador between their two peoples as she foresaw the inevitable, unstoppable rise of the Age of Men. Whatever the reason, a joke or a scheme, Jack (or as the faeries called him, 'Jack in the Green') lived happily for what seemed like ten years learning about magic and nature and the ways of the faerie folk. Months ago, the incursion of Giants (or dark powers associated with them) destroyed the faerie ring and the realm, freeing Jack from its spell at last. Alone and confused, he tried to find his way home and found nothing there but castle ruins. Eventually, he came to a nearby settlement, but he was a boy out of time; strange, lost, without family or home. He wandered the land and soon heard of a king who was coercing his lords to battle the giants who killed Jack's faerie family. Jack volunteered for the quest. The king, desperate to find anyone to go, allowed Jack to join, believing in his power and his passion, if not his story or his sanity. Secondary Skill: Forester Source Material: Rip Van Winkle by Washington Irving Celtic Folklore Midsummer Night's Dream by Shakespeare Peter Pan by J. M. Barrie Will Ferrell in Elf


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Staff 1 1d6/1d6 n n 17
Thrown Dagger 2 1d4/1d3 n n 16
Dart 3 1d3/1d2 n n 16
Equipment
Qty Item Location
1 spell book backpack
1 set of clothing, green worn
1 backpack back
5 days food backpack
1 pouch of spell components belt
1 holy symbol (mask of oak leaves) necklace
2 waterskins backpack
1 flint and steel belt pouch
1 acorn with Continual Light cast on it belt pouch
1 acorn with Continual Dark cast on it belt pouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location
1 Faerie Wand of Fire
1 Faerie Ring of Protection +1
1 Faerie Bracers of Defense AC:4
1 Faerie Scroll (Confusion, Monster Summoning III)
1 Faerie Potion of Healing
2 Faerie Potions of Extra Healing
1 Boots of Elvenkind
1 Cloak of Elvenkind
5 Pinches of Faerie Sneezing Dust


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
D- Animal Friendship
D- Detect Magic
D- Entangle
D- Faerie Fire
D- Speak with Animals
D- Speak with Animals
MU- Hold Portal
MU- Magic Missile
MU- Sleep
MU- Ventriloquism

Level 2
D- Charm Person or Mammal
D- Cure Light Wounds
D- Cure Light Wounds
D- Heat Metal
D- Trip
D- Warp Wood
MU- Forget
MU- Stinking Cloud
MU- Web

Level 3
D- Call Lightning
D- Protection from Fire
D- Snare
MU- Fireball
MU- Lightning Bolt
MU- Phantasmal Force

Level 4
D- Animal Summoning I
D- Call Woodland Beings
MU- Charm Monster
MU- Ice Storm

Level 5
MU- Cone of Cold


Spell Book


Level 1
D- Animal Friendship
D- Detect Magic
D- Detect Snares and Pits
D- Entangle
D- Faerie Fire
D- Invisibility to Animals
D- Locate Animals
D- Pass Without Trace
D- Predict Weather
D- Purify Water
D- Shillelagh
D- Speak with Animals
MU- Charm Person
MU- Enlarge
MU- Feather Fall
MU- Hold Portal
MU- Jump
MU- Light
MU- Magic Missile
MU- Protection From Evil
MU- Push
MU- Read Magic
MU- Shield
MU- Sleep
MU- Ventriloquism

Level 2
D- Barkskin
D- Charm Person or Mammal
D- Create Water
D- Cure Light Wounds
D- Feign Death
D- Fire Trap
D- Heat Metal
D- Locate Plants
D- Obscurement
D- Produce Flame
D- Trip
D- Warp Wood
MU- Audible Glamour
MU- Continual Light
MU- Detect Evil
MU- Detect Invisibility
MU- Forget
MU- Invisibility
MU- Knock
MU- Mirror Image
MU- Ray of Enfeeblement
MU- Scare
MU- Stinking Cloud
MU- Strength
MU- Web

Level 3
D- Call Lightning
D- Cure Disease
D- Hold Animal
D- Neutralize Poison
D- Plant Growth
D- Protection from Fire
D- Pyrotechnics
D- Snare
D- Stone Shape
D- Summon Insects
D- Tree
D- Water Breathing
MU- Blink
MU- Clairvoyance
MU- Dispel Magic
MU- Fireball
MU- Fly
MU- Hold Person
MU- Infravision
MU- Invisibility 10' Radius
MU- Lightning Bolt
MU- Phantasmal Force
MU- Protection From Evil 10' Radius
MU- Slow
MU- Suggestion

Level 4
D- Animal Summoning I
D- Call Woodland Beings
D- Control Temperature 10' Radius
D- Cure Serious Wounds
D- Dispel Magic
D- Hallucinatory Forest
D- Hold Plant
D- Plant Door
D- Produce Fire
D- Protection from Lightning
D- Repel Insects
D- Speak with Plants
MU- Charm Monster
MU- Confusion
MU- Dimension Door
MU- Extension I
MU- Fear
MU- Fumble
MU- Hallucinatory Terrain
MU- Ice Storm
MU- Massmorph
MU- Remove Curse
MU- Wall of Ice
MU- Wizard Eye

Level 5
MU- Cloudkill
MU- Cone of Cold
MU- Conjure Elemental
MU- Feeblemind
MU- Hold Monster
MU- Passwall
MU- Telekinesis
MU- Teleport
MU- Transmute Rock to Mud


Notes
Druid Powers
Identification of plant type
Identification of animal type
Identification of pure water
Power to pass through overgrown areas without leaving a trail, at normal movement rate
Immunity from charm spells cast by woodland creatures
Ability to change form 3 times a day into a reptile, bird or mammal. Each transformation heals 10-60 of hit point damage.
Woodland creature languages.
Magic Spells
Druid Spells:
Six 1st level spells, six 2nd level spells, three 3rd level spells, two 4th level spells.


Magic-User Spells:
Four 1st level spells, three 2nd level spells, three 3rd level spells, two 4th level spells, one 5th level spell.
Worships Obad-Hai
Obad-Hai is the god of Nature, Woodlands, Hunting, and Beasts, one of the most ancient known. He is often called the Shalm.

He is also considered to be the god of summer by the Flan. Originally a Flan deity, Obad-Hai is most favored by Rangers, Druids and other nature priests. His holy symbol is a mask of oak leaves and acorns.
Woodland Friends
Thistle, Holly, Plum, Willow, Basil, Robin and Guildenstern the Sprites

Artemis the Owl

Ursa and Beorn the Black Bears