Trevor Hunt
Male Human Housekeeper
He is an adult human with amber eyes, scruffy strawberry hair, bushy sideburns, and light pink skin.
Personality Traits: Honest.
Alignment: chaotic good.
He is a follower of Caspio. (CG)
Born: 759 AC (Age 41)
Orientation: Hetrosexual
Home: Big Emma's Tavern
Settlement: Smondworth Beacon (immigrated from Port Middlesville)
Spouse: Emma Hunt
Mother: Constancia Hunt (Deceased)
Father: Granville Hunt (Deceased)
Children
- Granville Hunt - age 20 ♂
- Wilbur Hunt - age 12 ♂
- Claude Hunt - age 11 ♂
- Isabella Hunt - age 8 ♀
Siblings
- Roisia Robertson - age 54 ♀
- Fray Hunt - age 52 ♂
- Ailova Lyngedraper - age 49 ♀
- Hawys Harden - age 44 ♀
- Amice Cunningham - age 42 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 10 | 9 | 8 | 9 | 8 |
| -2 | -1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 4 | 9 | 30 ft. |
Alignment: chaotic good
Size: Medium
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +1
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | A matchbook | A matchbook containing 7 matches. | ||
| 1 | 5 cp | Bucket | 2 lbs. | |
| 1 | 1 cp | Candle | For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. | |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Emma" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 1 | 5 sp | Lamp | A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. | 1 lb. |
| 1 | 5 gp | Mirror, steel | ½ lb. | |
| 1 | 1 gp 7 sp 3 cp | Money Pouch | Trevor's money pouch. It has 15 sp and 23 cp in it. | ¾ lb. |
| 1 | 100 gp | Poison, basic (vial) | You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. |