Morris Grumm    (Human Male Magic-User)
Character Information   
Name: Morris Grumm XP/Next lvl: 2259 / 2500
Class: Magic-User HP:curr/max 4 / 4
Alignment: Chaotic Neutral AC:reg/rear/no shield 10 / 10 / 10
Race: Human Level: 1
Age: 53 Height:
Weight: Gender: Male
Encumbrance: Movement:
Languages: Common; Elvish; Dwarvish; Hobgoblin; Ogrish
Ability Scores   
STR: 11 (Open Doors: 1-2 Bend Bars/Lift Gates: 2)
INT: 15 (Chance to Know Spell: 65 Min/Max Spells/Level: 7-11 )
WIS: 9 (No Adjustments)
DEX: 12 (No Adjustments)
CON: 12 (System Shock Survival: 80 Resurrection Survival: 85 )
CHR: 8 (Max Number Henchmen: 3 Loyalty Base -05)

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

Notes: HP is +3 [7 total] when familiar is within 12' from Morris [per 'Find Familiar' pg. 66 PHB]

Description and Background   
Description:
http://mjulius.com/post/151579339150


Background:
Raised but perpetually unsettled in distant grassy plains and plateaus, Morris Grumm set out into the world late in life, eventually securing apprentice work in various and ineffective civil services until finally, regretfully, overseeing wainwrights. Depressed and disillusioned by what he referred to as a “shabby calling” and following a chance encounter with the mage Orman Tomorug, Morris began learning the intricacies of the arcane magicks. Orman, who referred to Morris perpetually and insistently as “Glum Grumm”, taught him only the magic he felt Morris needed to better his way in the world. In addition to “Charm Person”, to which the irony was not lost, Morris learned “Affect Normal Fires”. The latter useful, of course, in creating the warming fires in Orman’s drafty lab and study. When Morris’ beard began to twist like a storm system under the influence of those arcane mysteries, Orman deemed him fairly cooked enough and set him on his way. As a final act, Orman lay just a pinch of common salt into the brass brazier in which a distracted Morris was carefully crafting the necessary work of summoning a familiar. The result, an irritable hawk Morris hopefully called ‘Iris’.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger [& Scabbard] 1 2 1-4/1-3 n n
Darts [4] 1 3 1-3/1-2 n n
Equipment
Qty Item Location
1 Leather Backpack worn
3 Flask of Oil backpack
1 Flask of Oil belt pouch large
1 Belt worn
1 Boots, high, soft worn
1 Cloak worn
1 Candle, wax belt pouch large
1 Pouch, belt, large belt
1 Water/Wine Skin backpack
1 Pouch, belt, small belt
1 Lantern, bullseye belt/carried
1 10' Pole carried


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 26 0 11 0
Magic Items
Qty Item Location
1 Spellbook Tucked in cloak


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Affect Normal Fires


Spell Book


Level 1
Affect Normal Fires
Charm Person
Find Familiar
Read Magic


Notes
The Hawk
Name: Iris
Sensory Powers: very superior distance vision
AC 7 HP 3 [add HP to PC when within 12' of Morris]

http://mjulius.com/post/151579700215

Find Familiar: [1d20] = 8
Familar HP: [1d2] = 2[1d2] = 1