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 14 (+2), Dexterity 11 (+0), Constitution 14 (+2); Intelligence 18 (+4), Wisdom 16 (+3), Charisma 16 (+3) |
Proficiencies
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Bonus: +2 Saving Throws: Intelligence, Wisdom Skills: Arcana(Dom), History(nob), Persuasion(nob), Insight(clr), Religion(clr), Investigation(Human), Tools: Gaming Set(Dragonchess) Languages: Common, Undercommon, Chondathan, Espruar, Gnim, Halruuan Armor: Light, Medium, Shields Weapons: Simple weapons, Martial Weapons |
Traits
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X |
Feats
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x |
Combat
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Attacks: Shocking Grasp +6 (1d8) Armor Class: 17(15), Scale Mail +1, Shield, Initiative: +0, Speed: 30 Feet Hit Points: 26, Hit Dice: 1d8, 3d6 |
Social
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Personality Traits: X Ideals: X Bonds: x Flaws: X |
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
- Kept in Style: While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income, the benefit is a line of credit, not an actual monetary reward.
- Arcane Recovery: Once per day after a short rest, you may regain half your wizard level in spell levels.
- Abjuration Savant: Copying Abjuration Spells into a spell book costs half time and gold.
- Arcane Ward: When your first abjuration spell is cast gain a ward that has temporary HP equal to ((Wizard Level x2) + Int Bonus). When Abjuration spells are cast the Ward regains, spell level x2 HP.
Combat
- Armor Class: 17
- (Armor: 15 + Dex Mod: 0 + Shield: +2 + Other: 0)
- Armor: Scale Mail +1, AC: 15, Weight: 45 lb.
- Armor: Shield AC: +2, Weight: 45 lb.
- Hit Points: 26 Hit Dice: 1d8, 3d6
- Initiative: +0, Speed: 30
- Attacks
- Staff: Bonus: +4, Damage: 1d6(versatile 1d8) +2, Weight: xx
- Javelin: Bonus: +4, Damage: 1d6 +2, Weight: xx
- Morningstar +1: Bonus: +3, Damage & Effects: 1d8+3, Weight: n/ad8
- Shocking Grasp: Bonus: +6, Damage & Effects: xx, Weight: n/ad8
Resources
Adventuring Equipment
Money: Copper 2404 Silver 772 Toals: 267 Gold 516 Platinum: 41
Gems: Tourmaline(60 GP) x1, Tigers Eye Agate(10 GP) x2, Hydrophane (40 GP) x1, Ophealine(8 GP per), Iols (60 GP), Onyx (40 GP)
- Banked:
Carried Equipment: Holy Symbol, Staff(Mage tool), Scale Mail, Mystran Vestments, Chalk (5 pcs), Gaming Set(Cards), Javelin x4, Adventures Kit,
Special Equipment: Component pouch (100 gp, Leather with xylopal accents) Leather boots, with copper accents (40 gp, The boots have a hollow heel , discovered when handled with a Passive Perception 14), Pendant of the Vault of Sages
Material Components: Crystal(Read Magic), Pearl(100 GP)
Magic Items:
- Scale Mail +1
Attuned Magic Items: (1/3)
- Blackstaff Tower
Consumable Magic Items:
- Scatterspray Scroll
- Potion of Healing x2
- Potion of Climbing x1
- Potion of Waterbreathing x1
- Scroll of protection from evil & good (1st)
Stored Equipment
Stored Equipment: Fine Clothing x2, Evendur's Journal(50 Pages, Fine Vellum), Ink(1 Bottle), Ink Pen, Parchment(10 Sheets), Studded Leather Armor(Fine, Mytran Colors, Lavah's Makers Mark), Component Pouch,
Keepsakes:
- Silken doublet (70 GP, Robin's egg blue with a matching White silken tunic, agni mani accents),
- A small foot-and-a-half tall stylized statue depicting a thin elven warrior. The statue is crafted of sulabra. (30 gp)
For Sale: Iron Pectoral (140 GP)
Tomes:
- Ancient Practices of the Religion of Mystril in the Empire of Netheril (Religion DC 20) -
- X - (History DC 15)
- Serpents of the Norhtlands - Snakeskin Bound Copper Edged Book, (Netherese; DC 15 Nature Tome; 120 GP)
- The Deepwater Plateau & Nimoar's Hold: A Waterdhavian History - bound in snakeskin with copper edging, and set with small slivers of andar. (Chondathan; History DC 20; 100 gp)
- Ancient Rivalries & Glorious Victories - a drow tome discussing some of the civil conflicts between drow in the cities of Eryndlyn, Menzoberranzan, Ched Nasad and Buirandyn. Bound in covers of dried-and-laquered planks of giant mushroom. (Deep Drow; History DC 20; 130 gp)
- Unknown - Book with Apple Wood Cover, Silkstone inlay cover, tome of Halruuan History (Halruuan; History DC 15; 90 GP)
Lifestyle: Comfortable, 0/month.
- Evendur lives in Blackstaff Tower
Spells
- # of Prepared Spells: 4 Cleric / 7 Wizard
- Magic Ability: Wisdom / Intelligence
- Saving Throw DC Total: Wisdom: 13 Intelligence: 14
- (Base DC (8+mod): 11 + Spellcasting Bonus: 2)
Cleric Cantrips
- Read Magic (School) - Domain
- Prestidigitation (Transmutation) - Domain
- Light (Evocation) - Weaveglow, this light is always a blueish white light.
- Guidance (School)
- Spare the Dying (School)
Domain Spells
- Magic Missle
- Detect Magic
Wizard Cantrips
- Shocking grasp
- Message
- Mending
Cleric Spells (4):
- Cure Wounds (V, S)- 1d8 + ability modifier
- Detect Evil and Good (Ritual)
- Shield of Faith
- Guiding Bolt (V, S)- 4d6 Radiant, Targets grant advantage
Wizard Spells (7):
- Comprehend Languages (Rit, V,S,M)
- Shield (V, S) - reaction + 5 to AC
- Alarm - (Rit, V,S, M)
- Burning Hands (V, S)
- Feather Fall (V, M) - Reaction
- Blur - (V) - Attackers gain Disadvantadge to attack me, 1min concentration.
- Open Slot -
Spells Per Day
- 1st: 4/4
- 2nd: 3/3
Prayer and Spell Book
Gifts of Mystra
Cantrips
- Read Magic (School) - Cleric
- Prestidigitation (Transmutation) - Cleric
- Light (Evocation) - Weaveglow, this light is always a blueish white light. - Cleric
- Guidance (School) - Cleric
- Resistance (School) - Cleric
Domain Spells
- Detect Magic (Divination) - Cleric
- Magic Missle (Divination) - Cleric
Evendur's Spellbook
Evendurs's Spellbook: The cover is made of hammered copper, with the Star of Mystra inscribed in Silver. The front page is a hand illuminated prayer of dedication to Mystra and the Art. Each page of the spellbook contains rows of neat notes and formula's, along with prayers to Mystra.
Mechanics: Quarto Spellbook(100 Pages), Metal Cover, Cover decoration
Pages used: 47/100
- Mage Cantrips: Shocking grasp(3 Pgs), Message(1 Pg.), Mending (2 Pgs.)
- 1st Level Spells: Comprehend Languages (Divination, 4 Pgs), Shield (Abjuration, 2 Pgs), Thunderwave (Evocation, 2 Pgs), Alarm (Abjuration, 4 Pgs), Identify(Divination, 3 Pgs), Feather Fall(Transmutation, 5 Pgs), Burning Hands(Evocation, 3 pgs), Grease(Conjuration, 2 Pgs), Fog Cloud(Conjuration, 4 Pgs)
- 2nd Level Spells: Arcane Lock(Abjuration, 6 Pgs), Blur(Illusion, 6 Pgs),
Hierographs of Adamandar
- The Hierographs of Adamandar: A spellbook given to Evendur by Lady Alustriel of Silverymoon.
Wizard Spells
- 1st-level: detect magic, find familiar, wardaway
- 2nd-level: Irithra's Spelltouch, magic weapon
- 3rd-level: dispel magic
- 4th-level: arcane eye
Priest Spells
- 2nd-level: examine the weft
- 3rd-level: spell shield
- 4th-level: mantle of Mystra
Three Spell Folio
- 1st-Level: Detect Life
- 2nd-Level: Mind Mantle, Poisonstar
Familiar
Ahmadar's Familiar X is a Hawk, Interactions
Other Important IndividualsFamily
Friend and Acquaintances
Projects and/or Downtime
Experience Points
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