Evendur
Evendur
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Race: Human, Class: Cleric 1 Wizard 3 Background: Waterdeep Noble, Alignment: Chaotic Good Patron Deity: Mystra Factions: {{{Factions}}} |
Ability Scores
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Strength 16 (+3), Dexterity 18 (+4), Constitution 13 (+1); Intelligence 12 (+1), Wisdom 14 (+2), Charisma 11 (+0) |
Proficiencies
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Bonus: +2 Saving Throws: Strength, Constitution Skills: Athletics(Str), Survival(Wis), Perception(Wis), Animal Handling(Wis), Nature(Int) Tools: Musical Instrument(Flute), Leatherworkers tools Languages: x Armor: Light, Medium, Shields Weapons: Simple weapons, Martial Weapons |
Traits
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Rage Unarmored Defense Predators Senses Camouflage |
Feats
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x |
Combat
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Attacks: Battleaxe +5(1d8+3, Versatile d10), Longbow+6(1d8+4) Armor Class: 17(15), Initiative: +4, Speed: 35 Feet Hit Points: 21, Hit Dice: 2d12 |
Social
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Personality Traits: Seswyr is driven by a strong wanderlust Ideals: Life is struggle and change. We must adapt and grow. Bonds: x Flaws: Seswyr is Uncomfortable in large crowds of people. |
Origin
DoB: 9th day of Eleasias in the year 1332. He is currently 20 years of age. Evendur Husteem was born into the noble and ancient House Husteem. Evendur was a dutiful and scholarly child, while he did well in the martial lessons his father insisted on, he preferred the world of tomes and lore. He did exactly what he was required to and returned to his beloved boks as soon as possible.
When Evendur was 12 he was on a tour of some of the family properties, when he asked why they didn't keep them in better repair. He argued with his father that it was their obligation to provide a safe place to live. When they were returned home his father had him beaten t within an inch of his life.
From a young age Ven was fascinated with magic. He read everything he could find in the family library on it, and would incessantly pester Sundagost Fareye when he came to the family home on business. Uncle Orlpar tormented him by saying that he would tell Maaril that Ven was a girl and sell him to the Wizard as an apprentice.
He defied his family and joined the Temple of Mystra as an initiate.
Abilities
- Wanderer: I have an excellent memory for maps and geography, and can always recall the generall layout of terrain, settlements and other features. Locate food and fresh water for myself and five other people per day.
Resources
Moneys:
Carried Weapons: Longbow, Battleaxe, Handaxe, Shield
Carried Equipment: Flute, 50 Feet of Hemp rope, grappling hook, Quiver
Backpack: Backpack, Bedroll, Mess Kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, Leatherworkers Tools, Healing Salve x1 (2d4+2), Khat Packet x1
Stored Equipment:
Other Important Individuals
Sena: Female Bosen Ranger, Fellow Hunter/Explorer , We have saved each other several times, and also raced each other to victory.
- Kara's former lover.