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Character History
The tall, strong, and intelligent hero named Corshel Lander seems to be a normal moon elf of the Realms. However, his closest friends know that he is actualy from Oreth, another world (commonly known as Greyhawk to many).
Corshel's father and mother both traveled to the Realms long ago, and Corshel's father, Crinshaw, taught his son everything he knew about the art of the Ranger. The father and son had many adventures together.
However, in time Crinshaw's wife became ill, and he decided to move his family to the isle of Evermeet, final home of all elves. This time Corshel's heart was not with his father, and they said their parting words. Corshel has not heard from his father or mother since that time, some 25 summers ago.
Soon after his father's departure, Corshel met the Blade, a company of elven adventurers led, oddly enough, by a human. Finding comfort among his own kind, he joined them on many of their adventures and is considered one of their company to this day.
Fifteen summers ago Corshel founded a new elven kingdom in the Great Forrest, in the Savage Frontier. Plauged with internal struggles for power and an atempt to overthrow his rulership, Corshel has only contacted the Blade on occasion. Now that his kingdom is stable, it remains to be seen what the elf will do next.
Corshel has taken no bride and has no children.
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Corshel Lander
Personal Information
Name: Corshel Lander
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Player: Mark Weeks
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Race: High elf
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Gender: Male
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Height: 6'3"
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Age: 155
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Class: Ranger
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Level: 18
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Weight: 170 lbs
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XP: 3,011,500
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Alignment: Neutral Good
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Next Level: 3,300,000
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Kit: None
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Appearance: Corshel is a graceful moon elf that towers at 6'3". He has silver-white hair, blue eyes, wears leather armor, and carries little besides his weapons.
Ability Scores
Str:
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15
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Weight Allowance: 55 lbs
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Bend Bars/Lift Gates: 7%
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Attack Adj.: +0
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Damage Adj.: +0
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Max. Press: 170 lbs
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Open Doors: 8
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Dex:
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17
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Missile Adjustment: +2
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Pick Pockets: +5%
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Open Locks: +10%
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Reaction Adjustment: +2
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Armor Class: -3
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Move Silently: +5%
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Climb Walls: +5%
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Con:
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17
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System Shock: 97%
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Poison Save: +0
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Hit Point Adjustment: +2(+3)
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Resurrection Chance: 98%
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Int:
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15
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Max. Spell Level: 7th
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Max. Spells Per Level: 11
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Illusion Immunity: None
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Bonus Proficiencies: 4
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Chance to Learn New Spell: 65%
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Wis:
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17
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Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0
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Clerical Spell Failure Chance: 0%
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Magic Defense Adjustment: +3
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Spell Immunity: None
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Cha:
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15
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Loyalty Base: +3
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Maximum Number of Henchmen: 7
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Initial Reaction Adjustment: +3
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Saving Throws
Paralyzation: 1
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Poison: 1
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Death Magic: 1
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Petrification: 2
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Polymorph: 2
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Rod: 3
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Staff: 3
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Wand: 3
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Breath Weapon: 2
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Spell: 4
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Combat
Hit Points:
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109
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Base THAC0:
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3
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Melee THAC0:
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3
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Missile THAC0:
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1
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Armor
Natural armor class
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10
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Full armor, leather
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-2
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Ring of Protection +2 magic adj.
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-2
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DEX Defensive adj.
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-3
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FINAL:
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3
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Weapon Proficiencies
Composite long bow
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Dagger
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Sword, long
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Sword, short
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Sword, two-handed
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Non-Weapon Proficiencies
Bowyer/Fletcher
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16
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Direction Sense
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18
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Reading/Writing
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16
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Riding, Land
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20
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Rope Use
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17
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Set Snares
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16
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Swimming
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15
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Sword Tricks
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16
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Tracking
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28
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Weaponsmithing
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12
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Native Languages
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Elf, Goblin, Orc
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Weapons
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THAC0
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Attacks/
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Speed
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Damage
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Range
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(-2)
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(-5)
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Weapon
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Melee
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Missile
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Round
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Factor
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Sm-Med
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Large
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Type
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Size
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Short
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Medium
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Long
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Composite long bow
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0
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2
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7
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P
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L
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Dagger
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3
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1
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2
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2
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1d4
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1d3
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P
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S
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2
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4
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6
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Sword, long
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2
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2
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5
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1d8
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1d12
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S
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M
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Sword, two-handed
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3
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2
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10
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1d10
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3d6
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S
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L
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Sword, short
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2
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2
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3
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1d6
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1d8
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P
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S
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Racial Abilities
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.
Class Abilities
Ranger
Empathy with animals - May befriend animals.
Followers - Attracts 2d6 followers at 10th level.
Hide in shadows 99% - May hide in natural settings.
Move silently 99% - May move silently through natural settings.
Priest spells - May begin to cast Priest spells at 8th level.
Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
Major Spheres of Magic - Animal, Plant
Inventory
 Animals
 Horse, riding
 Bit and bridle
 Owl, great
 Items Carried
 Arrow of Explosion
 Backpack
 Belt pouch, small
 Dagger x4
 Flint and steel
 Pendant of Protection vs.Lightning
 Rope, hemp (50 ft)
 Weaponblack
 Wineskin
 Items Readied
 Composite long bow
 Items Stored
 Spellbook, Travelling
 Items Worn
 Baldric, bandoleer(leather)
 Belt
 Boot hose
 Boots, riding
 Buckle, ornamental
 Cannons
 Doublet
 Fine fur cloak
 Full armor, leather
 Gloves
 Ring of Protection +2 (see #1 below)
 Scabbard, hanger, baldric
 Sword, long
 Scabbard, hanger, baldric
 Sword, two-handed
 Scabbard, hanger, baldric
 Sword, short
(1): From the adventures of Corshel Lander: "Corshel rubbed his ring on his left hand with his finger, spinning it round and round. It was his Ring of Protection, a simple magic item, but one that had brought him luck over the years. It was made of a band of gold, with a tiny silver shield made of silver at it's tip. Behind the silver was a hawk catching a snake in it's grip."
Movement and Encumbrance
Encumbrance:
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Unencumbered
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Light
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Moderate
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Heavy
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Severe
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Weight (lbs):
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0-55
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56-85
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86-115
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116-145
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146-170
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Movement:
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12
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8
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6
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4
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1
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THAC0:
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-1
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-2
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-4
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AC:
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+1
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+3
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Currently carrying 71.50 pounds (Light Encumbrance, 8 Movement)
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Spells
Class
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1st
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2nd
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3rd
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4th
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5th
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6th
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7th
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8th
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9th
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Ranger
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3
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3
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3
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Cleric Spell Failure Rate: 0%
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Maximum Wizard Spells Per Level: 11
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Wizard Chance to Learn New Spell: 65%
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Maximum Wizard Spell Level: 7th
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Ranger Spells Granted
Spell
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Time
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Range
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Area of Effect
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Components
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1st Level
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Animal Friendship
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1 hr
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10 yds
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1 animal
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V, S, M
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Calm Animals
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4
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60 yds
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Special
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V, S
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Entangle
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4
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80 yds
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40-ft cube
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V, S, M
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Invisibility to Animals
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4
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Touch
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1 creature/lvl
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S, M
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Locate Animals or Plants
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1 rd
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100 yds + 20 yds/lvl
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20 yds/lvl x 20 ft
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V, S, M
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Log of Everburning
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1
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Touch
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Special
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V, S, M
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Pass Without Trace
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1 rd
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Touch
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1 creature
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V, S, M
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Shillelagh
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2
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Touch
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1 oak club
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V, S, M
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2nd Level
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Badberry
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1 rd
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Touch
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2d4 fresh berries
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V, S, M
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Barkskin
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5
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Touch
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1 creature
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V, S, M
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Charm Person or Mammal
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5
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80 yds
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1 person or mammal
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V, S, M
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Goodberry
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1 rd
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Touch
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2d4 fresh berries
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V, S, M
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Messenger
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1 rd
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20 yds/lvl
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1 creature
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V, S, M
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Snake Charm
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1
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30 yds
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30-ft cube
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V, S, M
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Speak With Animals
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5
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0
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1 animal within 30 ft
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V, S, M
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Streighten Wood
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5
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10 yds/lvl
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Special
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V, S, M
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Trip
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5
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Touch
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1 object up to 10 ft long
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V, S, M
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Warp Wood
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5
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10 yds/lvl
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Special
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V, S, M
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3rd Level
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Control Animal
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6
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60 yds + 10 yds/lvl
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1 animal
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V, S
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Hold Animal
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6
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80 yds
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1-4 animals in 40-ft cube
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V, S, M
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Plant Growth
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1 rd
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160 yds
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Special
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V, S, M
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Slow Rot
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1 rd
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Touch
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Special
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V, S, M
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Snare
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3 rds
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Touch
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2-ft diameter + 2 inches/lvl
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V, S, M
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Spike Growth
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6
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60 yds
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10-ft sq/lvl
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V, S, M
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Summon Insects
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1 rd
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30 yds
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1 creature
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V, S, M
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Tree
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6
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0
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The caster
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V, S, M
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Mount: Corshel rides a white riding horse named Silvermist.
Pet: Corshel's "familiar" is a large, white barn owl that he has named Sebastain (hp 6, AC 7, treat as a normal familiar from the Player's Handbook 1st level wizard spell, Find Familiar). This creature gives Corshel x4 the normal human vision in distance and clarity, and also heightens his "sixth sense" so that he is suprised only on a roll of 1 on d12.
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