Difference between revisions of "Evendur"

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{{DND5CharacterSheet
 
{{DND5CharacterSheet
|Image=[[Image:Ocaithe_02.jpg|center|350 px]]
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|Image=[[Evendur.jpg|center|350 px]]
 
|CharacterName=Evendur
 
|CharacterName=Evendur
|Race=Ocaithe
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|Race=Human
 
|Class=Cleric 1 Wizard 3
 
|Class=Cleric 1 Wizard 3
 
|Background=Waterdeep Noble
 
|Background=Waterdeep Noble
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==Origin==
 
==Origin==
* ''' Aspiration to Visit: ''' The Giant Tree, my character has dreamed of a giant Tree of a species that he has never seen. He has heard rumors of it, and wishes to see it with his own eyes.  
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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.
* ''' Ally/Rival: ''' Female Bosen Ranger, Fellow Hunter/Explorer , We have saved each other several times, and also raced each other to victory. ''Leanne's Character Ex Lover'' - Short Fling
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* ''' Heirloom: ''' Elaborately Carved Longbow that Awakened with my people. It was given to him by his Mentor, and has been pased down since our awakening. I am expected to pass it on to an apprentice or return it to my tribe.
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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.  
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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.  
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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.
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He defied his family and joined the Temple of Mystra as an initiate.
  
 
== Abilities ==  
 
== 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.  
 
* '''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.  
* '''Predator's Senses:''' You have darkvision allowing you to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.  You can't discern color in darkness, only shades of gray.  Additionally, you have proficiency in the Perception skill.<br>
 
* '''Born Hunter:''' You have proficiency with the shortbow and longbow.<br>
 
* '''Camouflage:''' You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.<br>
 
* '''Rage:''' Bonus action to enter rage. This last 1 minute. Usable 2/times per long rest.
 
** Advantage on Strength checks and saving throws.
 
** +2 Damage on Strength based Melee attacks.
 
** Resistance to Bludgeoning, Slashing and Piercing damage.
 
* '''Unarmored defense:''' AC when not wearing Armor equals 10 + Dex + Con. Shields may still be used.
 
* ''' Reckless Attack: ''' When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
 
* ''' Danger Sense:''' You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened,or incapacitated.
 
  
 
==Resources==
 
==Resources==

Revision as of 16:30, 2 February 2016

Evendur
center|350 px
Race: Human, Class: Cleric 1 Wizard 3
Background: Waterdeep Noble, Alignment: Chaotic Good
Patron Deity: Mystra
Factions: {{{Factions}}}
Ability Scores
Strength 16 (+3), Dexterity 18 (+4), Constitution 13 (+1);
Intelligence 12 (+1), Wisdom 14 (+2), Charisma 11 (+0)
Proficiencies
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
Rage
Unarmored Defense
Predators Senses
Camouflage
Feats
x
Combat
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
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

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.


Projects, Goals and/or Downtime