Difference between revisions of "Evendur"
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* '''Guidance''' (School) | * '''Guidance''' (School) | ||
* '''Spare the Dying''' (School) | * '''Spare the Dying''' (School) | ||
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'''Wizard Cantrips''' | '''Wizard Cantrips''' | ||
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* Shield of Faith | * Shield of Faith | ||
* Guiding Bolt (V, S)- 4d6 Radiant, Targets grant advantage | * Guiding Bolt (V, S)- 4d6 Radiant, Targets grant advantage | ||
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+ | '''Domain Spells''' | ||
+ | * Magic Missle | ||
+ | * Detect Magic | ||
'''Wizard Spells (9):''' | '''Wizard Spells (9):''' | ||
− | * | + | * 1 - Feather Fall - |
* 1 - Shield (V, S) - reaction + 5 to AC | * 1 - Shield (V, S) - reaction + 5 to AC | ||
* Open Slot - | * Open Slot - |
Revision as of 17:08, 22 August 2016
Evendur
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Race: Human, Class: Cleric 1 Wizard 5 Background: Waterdeep Noble, Alignment: Lawful Good Patron Deity: Mystra Factions: Blackstaff Tower 3/ House Husteem 3 |
Ability Scores
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Strength 14 (+2), Dexterity 12 (+1), Constitution 14 (+2); Intelligence 18 (+4), Wisdom 16 (+3), Charisma 16 (+3) |
Proficiencies
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Bonus: +3 Saving Throws: Dexterity, 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: 18(16), Half Plate, Shield, Initiative: +0, Speed: 30 Feet Hit Points: 38, Hit Dice: 1d8, 5d6 |
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.
Feats
- Feat(Observant): +1 to Int , Read lips, +5 to Passive Perception and +5 to Investigation,
- Feat(War Caster):
- Advantage on Constitution Saving throws to maintain concentration.
- Use somatic components when you have weapons or a shield in one or both hands.
- When a hostile creatures movement provokes an attack of opportunity - Cast a spell.
- Feat(Resilient-Dexterity): +1 Dexterity, Proficiency with Dexterity Saving Throws.
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
- Shocking Grasp: Bonus: +7, Damage & Effects: 2d8
Resources
Adventuring Equipment
Money: Copper 4 Silver 2 Toals: 0 Gold 17 Platinum: 1
Gems:
- Banked:
Carried Equipment: Holy Symbol, Staff(Mage tool), Mystran Vestments, Chalk (5 pcs), Gaming Set(Cards), Javelin x4, Adventures Kit, Half Plate
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
For Sale: Scale Mail +1, Evendur’s Lesser Glyph Monograph (8 Pages, Sturdy Cloth Cover) x3
Material Components: Crystal(Read Magic), Pearl(100 GP)
Magic Items
Attunment: 3/3 (Pearl, Helm, Tower)
Magic Items:
- Pearl of Power: Attuned
- Helm of Teleportation: Attuned 3/3 Charges, regains 1d3 charges at dawn. Casts teleport as per the spell. Evendurs Teleport Library
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
Evendur's study has Arcane Lock cast on the door, and the entire room has been marked with the runes for Teleport Object.
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:
Lifestyle
Comfortable, 0/month.
- Evendur lives in the Deeds House most of the time, but still maintains his room at BlackStaff Tower. He knows he will have to give it up if Khelben ever needs the extra space.
- Income: 5.5 GP (2 GP Kept in Style + 1.5 GP House Husteem Faction + 2GP House Husteem Heir)
- Expense: 4.6 GP
- Lifestyle: Comfortable(2 GP)
- Payroll: 2.6 GP (Skilled (2GP) + Unskilled(2 SP) x3)
Library
- Lore Library:
- Arcane: 0 gp + 340 gp (special collections) • +2% metamagic/the Weave
- History: 0 gp + 320 gp (special collections) • +5% Waterdhavian history • +3% drow history
- Nature: 0 gp + 120 gp (special collections) • +2% serpents
- Religion: 0 gp + 200 gp (special collections) • +3% Mystra
- Formula Library: 0 gp
- Schema Library: 0 gp
Special Collection Tomes
- Ancient Practices of the Religion of Mystril in the Empire of Netheril: Lore (Religion), 100 gp. A tome detailing many ancient practices of the cultus that formed the early foundations of worship for the goddess who eventually became Mystra. Special Collection: In addition to providing its full cost to a Lore (Religion) library, this book also provides its full cost to a Lore (Arcane) library.
- The First Skyships: Lore (History), 90 gp. A treatise that looks at early settlers in Halruaa from the ancient empire of Netheril, up to the early days of the first skyships. It is bound in apple-wood, with a small circle of silkstones embedded in the cover, and written in Halruaan. Special Collection: In addition to providing its full cost to a Lore (History) library, this book also provides its full cost to a Lore (Arcane) library.
- Serpents of the Northlands: Lore (Nature), 120 gp. An old tome bound in snakeskin and edged in copper, it is a well-preserved treatise on serpents and other ophidian creatures throughout the North, focusing on the threats at the edge of the old Netherese empire. It is written in Netherese. Special Collection: In addition to providing its full price to a Lore (Nature) library, it also provides a +2% on Nature researches dealing with serpents.
- The Deepwater Plateau & Nimoar's Hold: A Waterdhavian History: Lore (History), 100 gp. Bound in copper-edged snakeskin, and set with small cabochon andar, this book was written within the last century. Authored in Chondathan, it looks at a great portion of Waterdeep's history, up to just before its establishment by the First Masked Lord. Special Collection: In addition to providing its full price to a Lore (History) library, a History library with this tome in it grants +5% to all History researches involving Waterdeep's history.
- Ancient Rivalries & Glorious Victories: Lore (History), 130 gp. A drow tome written in Deep Drow, this treatise on the civil conflicts between drow in the cities of Eryndlyn, Menzoberranzan, Ched Nasad, and Buirandyn is bound in covers of dried and lacquered giant mushroom planks. Special Collection: In addition to providing its full price to a Lore (History) library, a History library with this tome on it grants +3% to all History researches involving the drow.
- The Hierographs of Adamandar: Lore (Arcane), 150 gp. A spellbook that is also filled with the philosophical and esoteric musings of its author, a mage-cleric of Mystra. Special Collection: In addition to providing the above value to a Lore (Arcane) library, it also provides 100gp value toward a Lore (Religion) library. Additionally, it grants a +2% to Arcane researches dealing with the Weave or metamagic, and a +3% to Religion researches dealing with Mystra.
Spells
- # of Prepared Spells: 4 Cleric / 9 Wizard
- Magic Ability: Wisdom / Intelligence
- Saving Throw DC Total: Wisdom: 14 Intelligence: 15
- (Base DC (8+mod): 8 + Proficiency(3) + Ability)
Cleric Cantrips
- Message (School) - Domain
- Prestidigitation (Transmutation) - Domain
- Light (Evocation) - Weaveglow, this light is always a blueish white light.
- Guidance (School)
- Spare the Dying (School)
Wizard Cantrips
- Shocking grasp
- X
- Mending
- X
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
Domain Spells
- Magic Missle
- Detect Magic
Wizard Spells (9):
- 1 - Feather Fall -
- 1 - Shield (V, S) - reaction + 5 to AC
- Open Slot -
- 1 - Thunderwave (V, S)
- 2 - Evendur's Lesser Glyph
- 2 - Blur - (V) - Attackers gain Disadvantadge to attack me, 1min concentration.
- 3 - Counterspell -
- 3 - Lightning Bolt -
- Open Slot -
Spells Per Day
- 1st: 4/4
- 2nd: 3/3
- 3rd: 3/3
Prayer and Spell Book
Travelling Spellbooks
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: 84/100
- Mage Cantrips: Shocking grasp(3 Pgs), X(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), Agnazzars Scorcher (?, 3 Pgs), Detect Thoughts (Divination, 3 Pgs), Evendur’s Lesser Glyph (Abjuration, 4 Pgs)
- 3rd Level Spells: Sleet Storm (?, 5 Pgs), Phantom Steed (?, 7 Pgs), Counterspell (Abjuration, 4 Pgs), Fireball (?, 5 Pgs), Teleport Object (?, 6 Pgs)
- Magic Item Formula: Pearl of Power (4 pgs)
Darkmantle Spellbook
Unnamed Spellbook: A standard-sized spellbook, covered in silken-soft grey leather of some kind (darkmantle leather), and set with black iron hinges and corners. It bears no title.
- Mage Cantrips: acid splash, chill touch, true strike;
- 1st Level Spells: alarm, longstrider, Tenser's floating disk;
- 2nd Level Spells: crown of madness, levitate;
- 1st Level Spells: blink, dispel magic, glyph of warding, lightning bolt, sending.
It also has the formula for crafting both a dagger of venom (rare) and leather +1 (rare) or studded leather +1 (rare).
Library Spell Books
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
The Aromordant Writings
- The Aromordant Writings: A tattered spellbook given to Evendur by his aunt Audyna.
Familiar
Evendur's Familiar X is a Hawk,
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Interactions
- Ideals:
- Magic is a great gift that should be used to the benefit of civilization.
- Flaws:
- Reacts with hostility to bullies.
- Necromancy is a perversion of Mystra's gift.
- Magical Curiosity - Evendur will try to do something before pausing to ask if he should do something.
- Hero Complex - Evendur has a bad tendency to think that he can save people, even form themselves.
- Bonds:
- Mystra - Evendur is a devout follower of Mystra.
- Alyra - His older sister. She was always Evendur's ally in the family, and encouraged him to stand up to Father. They keep in active touch, and he wants her to stay safely away from the family.
- Noumea - Evendur is in love with her.
- Ahmadar - Evendur considers Ahamdar to be his best friend, even if he is a dirty Necroamncer.
Other Important Individuals
Family (House Husteem)
- Lord Orbos Husteem: Evendur's Father. A stern figure who showed Ven little in the way of love growing up.
- Orlpar Husteem: Evendur's Uncle. He has tormented Ven for most of his life. When Evendur became serious about magic, his uncle began threating to apprentice him to Maaril, once going so far as to bring a dress in Evendur's size. To be fair Evendur had a bad tendency to insult his uncle right back.
- Ilbrost Mythyl. Cleric of Mystra. Evendur's Mentor.
- Alyra Evendur's sister. She is the only one of Ven's family that the is still in regular contact with. While they were growing up they would cover for each other to prevent either one fromgetting into too much trouble with father. They are still close, and Evendur visits with her at least once a tenday.
- Audyna Husteem Evendur's Aunt. When Ven had truly angered his father, she was placed in charge of his punishment.
Household
Pavel Skilled. Pavel is Evendur's Batman. A former mercenary, Pavel was recommended to Evendur's employment by (either Naerond or ). He has never worked directly for House Husteem, having been part of the X Mercenary Company. While Pavel lacks the polish of a typical nobles Valet, he has more then made up for it with his knowledge of mercenary life, having saved Evendur from embarrassing mistakes several time while he served in the Husteem companies. While not always up to date on current trends, Pavel has a real flair for clothing, selecting Evendur's wardrobe in a way that emphasizes his martial pursuits. Pavel himself always dresses as well as he can afford. | |
Morn Dundragon, The Under Butler Unskilled. Morn has a very dry wit with a biting sarcastic edge to it. He has been known to claim to worship Illmater as it is a natural fit for service in the Husteem household. Morn was the member of the house staff that Evendur is most fond of, having acted as something of a mentor during his late teens in the house. | |
Zora, the Cook Unskilled. Zora was one of the Kitchen Maids for Husteem House before Evendur hired her to be his cook. She has a real talent for cooking the simple dishes that Evendur prefers, but occasionally struggles with the fancier foods that Waterdeep society demands. She makes a Strawberry tart that is exceptional, and might just be the reason that Evendur hired her. Zora has a very reserved personality, and Evendur has been trying to get her to open up a bit now that she no longer works in the main house. | |
X, The Housekeeper Unskilled. |
Friend and Acquaintances
Carina Ruldegost Carina is a beautiful woman, with deep raven hair, and an exquisite taste in fashion. Carina is well known as one of the young rising luminaries of the social circuit. She has a sarcastic wit that she freely uses on her rivals in the Waterdeep social scene. She is the youngest sister of the house Matriarch, Kara. Carina was romantically involved with Evendur, they had even talked about seeking their respective houses permission to make a more formal alliance. When he joined the Temple of Mystra as an initiate, and ceased to be Heir to House Husteem, she broke off their relationship. Evendur was deeply hurt by this, and believes that she was more interested in his potential position then himself. | |
Ryany Wavesilver Ryany is Evendur's closest childhood friend. While growing up, Evendur would commonly spend as much time as he could at the Wavesilver Estate. He is now serving as a junior officer on one of his family ships. When he is back in Waterdeep he and Evendur always go out drinking at least once. | |
Reso Ruldegost Athletic, Charismatic, and quick of wit, Reso is Carina's older brother. He is 25 years old and a member of a local adventuring company. His family expects that he will eventually settle down to the family business, after a few years of being sowing his wild oats. Evendur has always admired Reso, |
Projects and/or Downtime
- Evendur is going to begin Researching Undermountain. He is looking for any information he can find on layout, dangers and history. Initially he is focusing on the upper levels, the spell weirs, and Skullport. He will use the following resources while he does so.
- He is going to start by combing Khelben's available library.
- He will then move onto the House of Wonder's Library.
- Eventually, Evendur will start going through whatever he can get access to in the basement records room in the Blackstaff tower.
- He will also talk to patron's of the Yawning Portal, in particular buying drinks for the Deep Delvers and other adventurers.
Experience Points
Earned: 3,620 XP Next: 6500
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