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Cashguard Basher Edvidge, is a human member of the Cashguard located in The Counting House in the Lower City of Baldur's Gate. He can be found deep in the high security vaults, on the lowest floor.
..I hope this won't affect my bonus?

Involvement edit

Upon entering the high security vaults, MinscMinsc reveals himself and a fight breaks out between members of the Cult of Bhaal and the Counting House staff. Edvidge allies with the party alongside the rest of the Cashguard and Rakath GlitterbeardRakath Glitterbeard.

Combat edit

Attacks and abilities edit

BackbreakerBackbreaker (Action)   –  Maul
Damage: 5~8
1d4 + 4BludgeoningBludgeoning

Put extra force behind your strike to possibly knock your enemy Prone Prone.

STR SaveSTR Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Blinding SmiteBlinding Smite (Action + Bonus Action + Level 3 Spell Slot)
Damage: 3~24
Normal weapon damage
+ 3d8RadiantRadiant

Evoke a heavenly flare and possibly Blind Blind your target

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Concussive SmashConcussive Smash (Action)   –  Maul
Damage: 6~16
2d6 + 4BludgeoningBludgeoning

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Divine SmiteDivine Smite (Action + Level 1 Spell Slot)
Damage: 3~24
Normal weapon damage
+ 2d8RadiantRadiant
+ 1d8RadiantRadiant

Your weapon deals an additional 2d8RadiantRadiantDRS damage, increased by 1d8RadiantRadiant damage when attacking Fiends or Undead.

Range: Normal weapon range Range: Normal weapon range
Lay on Hands: Greater HealingLay on Hands: Greater Healing (Action + 2 Lay on Hands Charge)
Healing:
4 × (Paladin level)HealingHealing

Imbue your hands with divine power to heal an ally.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Main Hand AttackMain Hand Attack (Action)   –  Maul
Damage: 6~16
2d6 + 4BludgeoningBludgeoning

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Mobile ShotMobile Shot (Bonus Action)   –  Hand Crossbow
Damage: 2~7
1d6 + 1PiercingPiercing

Make a Ranged Attack while moving. Prerequisite: Must have Dashed Dashed or Disengaged Disengaged this turn.

Range: 15 m / 50 ft Range: 15 m / 50 ft
Recharge: Short rest Recharge: Short rest
Piercing ShotPiercing Shot (Action)   –  Hand Crossbow
Damage: 2~7
1d6 + 1PiercingPiercing

Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks.

Undead and Constructs can't receive Gaping Wounds.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Ranged AttackRanged Attack (Action)   –  Hand Crossbow
Damage: 2~7
1d6 + 1PiercingPiercing

Make a ranged attack with your equipped weapon.

Range: 18 m / 60 ft Range: 18 m / 60 ft
TenacityTenacity (Reaction)   –  Maul
Damage: 4

When you miss an attack, deal BludgeoningBludgeoning damage equal to your Strength modifier anyway (minimum of 1).

Notable loot edit

Allies edit