'Jack in the Green'    (Elven Lost Boy 'Faerie Ring Abductee' (Fighter/Magic-User))
Character Information   
Name: 'Jack in the Green' XP/Next lvl: 1442.5/1442.5 / 2001/2501
Class: 'Faerie Ring Abductee' (Fighter/Magic-User) HP:curr/max 10 / 10
Alignment: Chaotic Good AC:reg/rear/no shield 3 / 7 / 43
Race: Elven Level: 1/1
Age: 1,906 (appears 13) Height: 5'
Weight: 100 lbs Gender: Lost Boy
Encumbrance: 69 lbs Movement: 9'
Languages: elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll, the 'common tongue' of mankind, and his alignment language.
Ability Scores   
STR: 8 (no modifiers, open doors: 1-2, bend bars: 1)
INT: 13 (+3 languages, 55 chance to know spell, min/max spells: 6/9)
WIS: 8 (no modifiers)
DEX: 18 (reaction/attacking: +3, defensive adjustment: -4)
CON: 17 (+3 hit points, system shock: 97, resurrection: 98)
CHR: 8 (maximum henchmen: 3, loyalty: -05, reaction: +0)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 13 11 15 12

Notes: 90 resistance to sleep and charm spells

Description and Background   
Description:
Personality: Child-like, mischievous, fun-loving, frivolous, mercurial, other-worldly, strange. Appearance: An elfin, blond-haired boy with sharp blue eyes, an upturned nose, and freckles. Beneath a forest green cloak, he wears a leather jerkin etched with intricate designs of leaves and branches. He carries a slim sword, dagger, bow and arrows.

Background:
When Jack was six years old, he wandering into a faerie ring and didn't emerge from it for 1900 years. The faeries of the Gamboge Forest kept him, protected him and raised him as their own; perhaps as a prank, or perhaps because Jack was the son of the Elven 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 Man. Whatever the reason, a joke or a scheme, 'Jack in the Green' (as the faeries called him) lived happily for what seemed like seven years in a surreal fairy tale dream, learning about magic, nature, and the ways of the faerie folk. Months ago, an incursion of Evil destroyed the faerie ring and the realm, freeing Jack from its spell at last. Disoriented, alone and confused, he tried to find his way home and found nothing there but ruins. Eventually, he came to a nearby human settlement, but he was a boy out of time; lost, strange, otherworldly, without family or home. He doesn't know his real name, nor a single living soul on Oerth. Childish naivety informing his simplistic notions of heroism, Jack plans to find the source of the mysterious Evil and avenge his dead foster family. He also vaguely wishes to defend all 'Nature' from all 'Evil.' 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
Short Bow 2 5'/10'/15' 1d6/1d6 n n 43 +4 to hit
Long Sword 1 1d8/1d12 n n +1 to hit
Dagger 1 or 2 1'/2'/3' 1d4/1d3 n n no modifiers in melee, +3 when thrown
Short Sword 1 1d6/1d8 n n +1 to hit. Is proficient, but not currently carrying a short sword
Equipment
Qty Item Location
1 Jerkin of studded leather armor (20 lbs) worn
48 Arrows (10 lbs) quivers
1 Short Bow (5 lbs) shoulder
2 Daggers and scabbards (2 lbs) hip
1 Long Sword and scabbard (6 lbs) hip
1 Cloak worn
1 Pair of boots (3 lbs) worn
1 Belt worn
1 Pouch with 10 wax candles, flint and steel (2 lbs) hip
1 Waterskin (5 lbs when full) shoulder
1 Week of iron rations (8 lbs) backpack
1 Backpack (2 lbs) back
2 Quivers (6 lbs) back
1 Pouch of ancient coins (2 lbs) belt


Wealth   Enter negative number to subtract
PP GP EP SP CP
7 0 0 15 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Any Spell in Spell Book
Comprehend Languages (free use)
Detect Magic (free use)
Read Magic (free use)


Spell Book


Level 1
Charm Person
Dancing Lights
Sleep
Ventriloquism


Notes
Elven Racial Abilities
+1 to Dexterity, -1 to Constitution

90 resistance to sleep and charm spells

+1 to hit with long bow, short bow, long sword or short sword

Infravision: 60 feet

Secret or concealed doors: Merely passing within 10' of the latter makes an elven character 16 2/3 (1 in 6) likely to notice it. If actively searching for such doors, elven characters are 33 1/3 (2 in 6) likely to find a secret door and 50 likely (3 in 6) to discover a concealed portal.

Move Silently: If alone and not in metal armor (or if well in advance- 90' or more - of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 2/3 (d6, 1 through 4) of the time unless some portal must be opened in order to confront the monster. In the latter case the chance for surprise drops to 33 1/3 (d6, 1-2).