The Grey Mouser    (Half-elf Male ~ MU/T)
Character Information   
Name: The Grey Mouser XP/Next lvl: see notes /
Class: MU/T HP:curr/max 21 / 21
Alignment: Neutral AC:reg/rear/no shield 4 / 7 / 4
Race: Half-elf Level: 5T / 4M
Age: 31 Height: 5'4'
Weight: 120 Gender: Male ~
Encumbrance: Light Movement: 12'
Languages: Common, Thieves Cant
Ability Scores   
STR: 12 (+100, 1-2, 4)
INT: 15 (+4 Lang)
WIS: 9 ()
DEX: 17 (+2, -3)
CON: 11 (-2 con drain from the nasty book)
CHR: 9 (4)

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

Notes:

Description and Background   
Description:
The Mouser is a small, wiry, mercurial thief, gifted at swordsmanship (often using a sword in one hand and a long dagger in the other), and a former wizard's apprentice who retains some skill at magic. He enjoys clothing himself in mystery and so wears concealing garments of gray. The Mouser fights with a pair of weapons: a 'slim, curving' sword called Scalpel and a dagger called Cat's Claw, the latter usually hidden in the small of the Mouser's back.

Background:
The cynical-sounding Mouser is a rogue through and through, existing within a decadent world where to be so is a requirement of survival. He spends a lot of time drinking, feasting, wenching, brawling, stealing, and gambling, and is seldom fussy about who hires his swords. But he is humane and—most of all—relishes true adventure. The Mouser is prone to showing strains of sentiment at unexpected times and has a weakness for women. While the Grey Mouser is a thief, a liar, and a trickster supreme, he can be relied upon to keep faith for causes he supports and people he favors. The Mouser grew up on the streets, raised by a pimp and prostitutes in his toddler and preteen years, and in his teen years with an old hedge magician who taught him the ways of law and a little magic. It was these days spent in the forests with his mentor that gave Mouser his streak of morality. Cities, especially the nastier parts, are Mouser’s natural environment. He is fascinated and drawn to anything magical, though he is rarely able to keep hold of these things. The Mouser has a powerful wizard patron, Sheelba of the Eyeless Face, who occasionally sends him on missions. * Unknown to him, the Mouser has some elven blood in him. Sources: Fritz Leiber novels , The Dragon magazine 18, Deities & Demigods, Lankhmar: City of Adventure.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Scalpel (Sabre) 1 4 1d8/1d8` n n 19
Cat's Claw (Dagger) 1 1-2-3 2 1d4/1d3 n n 19
Sling 1 5-10-20 1d4+1/1d6+1 n n 17 19
Equipment
Qty Item Location
1 Leather armor (15gp) Worn
1 Sabre (15gp) Left hip
1 Dagger (2gp) Back hip
1 Sling a/20 bullets (2.5gp) Right hip
1 Gray cloak, clothing, gloves, boots (5gp) Worn
1 Backpack (2gp) Back
1 Rope a/folding grapnel hook (4gp) Backpack
1 Torch a/flint-steel (2gp) Backpack
1 Oil (1gp) Backpack
3 Rations (5gp) Backpack
1 Belt with 6 outer pouches (3gp) Worn
1 Thieves tools (30gp) Backpack
6 Herbs: garlic, belladonna, wolvesbane (6gp) Belt pouch
50 Marbles (1gp) Belt pouch
15 Caltrops (5gp) Belt pouch
1 Packet of flour (2cp) Belt pouch
1 Packet of black pepper (2cp) Belt pouch
1 Hand mirror (10gp) Backpack
1 Waterskin (15sp) Backpack
1 Weighted dice (1gp) Pocket
1 Whetstone (5sp) Pocket
1 Parchment, quill, chalk (3gp) Backpack
1 Small sack (10cp) Backpack
1 Bottle of possible poison (from bar, along with 58 sp & 57 cp) Backpack
5 Fancy reptilian daggers Backpack
1 heavy blanket (tbd) backpack
1 heavy canvas (10x10) (tbd) backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 28 0 39 7
Magic Items
Qty Item Location
1 Ring of protection +1 finger, middle
1 Boots of Elven Kind worn


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Open slot
Open Slot for Spell
Open Slot for Spell

Level 2
Open slot
Open Slot for spell


Spell Book


Level 1
Dancing Lights
Detect Magic
Feather Fall
Friends
Hold Portal
Jump
Message
Push
Read Magic
Shocking Grasp
Ventriloquism

Level 2
Audible glamor
Fools gold
Forget
Knock
Strength


Notes
Thief Skills - 5th level
Pick Pockets: 65
Open Locks: 52
Find/Remove Traps: 42
Move Silently: 45
Hide in Shadows: 40
Hear Noise: 20
Climb Walls: 90
Read Languages: 25
Other Notes
- 32 gp stolen from tavern attackers
- 30 sp from abandoned farmhouse
- Mouser needs to make a successful 'Know Spells' roll (65) each time he casts in order for the spell to work.
- 30 resistant to sleep and charm spells.
- Passing by secret/concealed door detect 1/6. Actively searching, 2/6 for concealed, 3/6 for secret door.
- Weapon Proficiencies: Sabre, dagger, sling
Spell House Rule
2 1st level spells a day.

Spell casters don't need to select their spells in advance. If a rested 1st level Magic-User can cast one spell a day, he can choose to cast any spell from his spell book at the moment of casting. Once cast, he can't cast again until he rests and recovers, as usual. The effect of this is a greater variety of spells employed in game play, rather than just Sleep.
XP distribution
Total; 21845

Mage - 10922 - 4th level (5th level needs
Thief - 10922 - 5th level (6th level needs