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: X Languages: x 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.
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
Money: 7 GP 2 Toals 46 SP 10 CP
- Banked:
Carried Equipment: Holy Symbol, Staff(Mage tool), Scale Mail, Mystran Vestments, Component Pouch, Chalk (5 pcs), Gaming Set(Cards), Javelin x4, Adventures Kit,
material Components: Crystal(Read Magic), Pearl(100 GP)
Stored Equipment: Fine Clothing x2, Evendur's Journal(50 Pages, Fine Vellum), Ink(1 Bottle), Ink Pen, Parchment(10 Sheets),
Magic Items: Scatterspray Scroll Attuned Magic Items: (1/3) Blackstaff Tower
Tomes: Ancient Practices of the Religion of Mystril in the Empire of Netheril (Religion DC 20), X (History DC 15)
Lifestyle: Wealthy, 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
Interactions
- Ideals:
- Magic is a great gift that should be used to the benefit of civilization.
- Flaws:
- Reacts with hostility to Bullies.
- afraid of his family
- Evendur is afraid of priests of Loviatar.
- Bonds:
- Alyra - His older sister. She was always Evendur's ally in the family, and encouraged him to stand up to Father. They still keep in touch, and she is the only one of Ven's family he is still in contact with.
- Noumea - Evendur is in love with her.
Other Important Individuals
Family
- 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.
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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