"A Kingdom, Lost"
A rogue with a heart of recently pawned gold, and also humble narrator
Rogue Tactics: Artful Dodger
Rogue: Sharpshooter Talent
Sharpshooter Talent: Sharpshooter Talent (Crossbow)
Background: Geography – Urban, Society – Wealthy, Early Life – Well-Loved, Parentage – Noble, Martial – Bearer of the Heirloom, Pivotal Event – Escape (+2 to Athletics)
FINAL ABILITY SCORES
Str 10, Con 9, Dex 18, Int 13, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 10, Con 9, Dex 16, Int 13, Wis 10, Cha 16.
AC: 16 Fort: 11 Reflex: 17 Will: 14
HP: 21 Surges: 5 Surge Value: 5
Perception +5, Stealth +9, Thievery +9, Streetwise +8, Bluff +8, Athletics +7, Acrobatics +9
Arcana +3, Diplomacy +5, Dungeoneering +2, Endurance +1, Heal +2, History +3, Insight +2, Intimidate +5, Nature +2, Religion +3
Human: Jack of All Trades
Level 1: Weapon Proficiency (Rapier)
Bonus At-Will Power: Duelist’s Flurry
Rogue at-will 1: Preparatory Shot
Rogue at-will 1: Gloaming Cut
Rogue encounter 1: Opening Move
Rogue daily 1: Spinning Blade Leap
Adventurer’s Kit, Leather Armor, Rapier, Parrying dagger, Repeating crossbow, Magazine (5), Climber’s Kit, Shuriken (30), Dagger
Mayhew grew up in the city of Cyraal, the location of the highest court in the main land. Born to a wealthy family of aristocrats, he was doted on throughout childhood, able to acquire anything his heart desired.
When he became older, being the eldest son, his father told him that he intends to begin training Mayhew, in order to take over the family business: the Turnquest Trading Company, a merchant operation spanning throughout the land. This did not sound like something Mayhew wanted to do, as he has already started feeling a wanderlust, and, in the dead of night, escaped his home, leaving nothing behind but a note alerting his family of his decision and his intent to write home once a month, to ensure his wellbeing.
It was not until a few days later that his father noticed that Mayhew had also left with the Turnquest Family Rapier, and incredibly ornate blade passed down through generations.
Still, the family has come to understand his decision, however odd it may be, and his father has started training Mayhew’s younger brother, Samuel, who was the only one who did not understand Mayhew’s decision.
Mayhew tends to act before thinking, something that causes him trouble quite often. On top of this, he thinks himself quite the genius. He also has no objection to killing a man who opposes him, nor stealing if it benefits him.
He has a penchant for magic tricks, but not the wizard’s cheap parlour illusions. True magic is done with cards, and as a result, he carries a deck on him at all time.
Still, he is a dependable sort of guy, and very dedicated to what he does, whatever that may be at the moment. He likes to dabble in all sorts of areas, but most recently he’s become fascinated with the area of crafts, such as martial practices and alchemy. He believes strongly in personal freedom, and vehemently hates anyone who limits his.
He also hates spiders and wizards.
Tall and wiry, Mayhew appears rather gaunt. After leaving home, his experiences in the outside world have definitely left their mark on him. He appears to be sleep-deprived and very scruffy. However, his quick smile and bright eyes have won many friends over the years, and his aristocratic gallantry is something he plays to his advantage.
He wears fairly simple clothes, despite his heritage: a white button-down shirt under a brown vest, as well as black slacks and leather shoes. If applicable, he also wears a old and frayed frock coat in colder periods. His crossbow is slung over a shoulder and his rapier on the back of his belt.