nonamazing
Explorer
Velious ir'Mendyrian, Shepherd of the Living (long post)
Well, here's my character (pending approval, of course). While I do really like Shifters, it seemed like this group could use a cleric-type, so I changed concept. Please tell me what you think. Cinematically, he most resembles a stern (and creepy) version of the Shadow.
(Kind of a long post...sorry.)
Note: The livewood items don't do anything special--they're more for flavor--but they are kind of expensive. The only questionable thing would be his mask--a very minor magic item. I was hoping I might use the Right of Counsel feat as an explanation of his higher than normal resources. If not, however, I can always get rid of the magical property of the mask.
The oaths are an optional thing I decided to add to make the character a more interesting. If anyone has any ideas for more oaths or vows that Veilous could take, please let me know. I was thinking that at level two he might take an oath to never accept a reward for any good deeds he does.
Well, here's my character (pending approval, of course). While I do really like Shifters, it seemed like this group could use a cleric-type, so I changed concept. Please tell me what you think. Cinematically, he most resembles a stern (and creepy) version of the Shadow.
(Kind of a long post...sorry.)
Velious ir'Mendyrian
Male Elven Favored Soul 1
Alignment: Chaotic Good
Religion: The Undying Court
Size: Medium, 5'5", 115 lb.
Age: 122
Speed: 30 ft.
Abilities:
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 10 (0)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 16 (+3)
Armor Class: 18 = 10 + 2 (dex) + 4 (defense bonus) +2 (heavy livewood shield)
Hit Points: 8
Spell Points: 4
Initiative: +2 (dex)
Speed: 20 (due to medium load)
Action Points: 5
Sanity: 57/60 [penalties from knowledge (forbidden lore) and knowledge (arcana)]
Saves:
Fortitude: +3 = +0 (con) +2 (base) +1 misc (Passionate trait)
Reflex: +4 = +2 (dex) +2 (base)
Will: +3 = +1 (wis) +2 (base) -1 misc (Passionate trait)
Base Attack Bonus: +0
Attack: Scimitar +1, 1d6+1 slashing damage, 18-20/x2
Attack: Livewood Cudgel +1, 1d6+1 bludgeoning damage
Attack: Livewood Longbow +2, 1d8 piercing damage
Skills: (check penalty = -5)
Concentration +4 (4 ranks, +0 Con)
Craft (woodworking) +5 (3 ranks, +2 Int)
Diplomacy +4 (2 ranks, +3 Cha, -1 magic)
Intimidate +6 (2 ranks, +3 Cha, +1 magic) - cross class
Knowledge (forbidden lore) +3 (1 rank, +2 Int)
Knowledge (arcana) +4 (2 ranks, +2 Int)
Listen +3 (+1 Wis, +2 racial)
Search +4 (+2 Int, +2 racial)
Spot +3 (+1 Wis, +2 racial)
Languages: Elven (Aerenal dialect), Common, Halfling
Racial Traits:
Immune to magical sleep effects
+2 racial saving throw bonus against enchantment spells and effects
Low-light vision
Elven weapon proficiencies
+2 racial bonus on Listen, Search, and Spot checks (noted above)
Feats:
Right of Counsel
Gear: (total value = 350 gp / total weight = 56 lb. [medium load])
minor mask of Mendyrian (grants +1 bonus to Intimidate checks but -1 penalty to Diplomacy checks; cost 100 gp / weight: 1 lb. / worn)
black leather explorer's outfit (includes leather gloves and boots; cost: 10 gp [x2] / weight: 8 lb. / worn [extra change of clothes in backpack])
ancestral blackened scimitar "Retribution" (cost: 15 gp / weight: 4 lb. / belt, right side)
livewood cudgel "Mercy" (cost 18 gp / weight: 3 lb. / belt, left side)
livewood longbow "Farreach" (cost: 120 gp / weight: 3 lb. / strapped across back)
40 livewood arrows (cost: 3 gp / weight: 6 lb. / quiver)
heavy livewood shield "Security" (cost: 12 gp / weight 10 lb. / carried)
long black hooded cloak (cost: 4 gp / weight: 3 lb. / worn)
black leather belt w/h several pouches (cost: 3 gp / weight: 2 lb. / worn)
slim black leather backpack w/h attached quiver (cost: 3 gp / weight: 3 lb. / worn)
woodworking tools (cost: 5 gp / weight: 5 lb. / backpack)
3 Aerenal minted platinum coins
13 Brelish gold pieces
60 Brelish silver pieces
Spells Known:
0th level (6/day) - detect magic, guidance, living light*, purify food and drink
1st level - divine favor, cure light wounds, shield of faith
*as light, but works only on living objects
Traits (from Unearthed Arcana):
Relentless
Passionate
Background:
All living things suffer. No one knows this better than the elves, whose civilization is among the oldest on Khorvaire. The ancient elves of Aerenal know that only in the embrace of Death can freedom from suffering be obtained. The Undying Council, the mysterious power to whom the elves pay homage, stands apart from the world, understanding Death and eschewing suffering. They understand that few are worthy to join their ranks, so they carefully guard their secrets.
Although the members of the Undying Council, exisiting in a state of near-perfection, are free from the suffering caused by life, they recognize what their people must live through, and apply their wisdom and power to ease strife and conflict. Once in a generation, the Council chooses and empowers a Shepherd of the Living to protect and to punish, to strike at the darkness from its very heart, to deal harshly with those who would add to the suffering of others.
The most recently chosen Shepherd is Velious, youngest member of the royal Mendyrian house. He grew up stifled under the frequently strict rule of the Council and his family. He was frequently rebellious, and as he grew older, often spoke out against the growing corruption among the Aerenal nobles and the static rigidity of the Council. But he sank into a deep depression after his mother was murdered by a House Thuranni assassin. Velious felt powerless and alone. Shortly thereafter, to everyone's surprise (none more so than Velious himself), he was chosen by the Undying Council to become the next Shepherd of the Living.
Velious has since embraced the Council's power with righteous fervor. He is a dark Shepherd, using fear and intimidation to cower the wicked, his blade and fury to punish the evil, and his holy power to protect the suffering. He wears a frightful dark mask, stained red near one eye in a teardrop shape, a parting gift from his mother. A hooded cloak and black leather armor complete his unnerving look. He bears two weapons: an ancestral scimitar with which to punish the unredeemable, and a living club with which to subue those gone astray.
Velious is a grim man, obsessed with his vengeful quest and blinded by the Council's opressive worldview. He will go to great lengths to punish those he sees as criminals and protect those he sees as weak. But although his obsession is his driving motivation, he still has a spark of goodness and hope in his heart. He is willing to work with good aligned groups, but cares little for overly organized and rigid types (read: lawful characters). Velious understands the value of teamwork and cooperation, and is respectful to those in whom he recognizes strengths he does not possess. He is very distrustful of the Dragonmarked Houses, particularly of House Thuranni.
The Shepherd of the Living must adhere to several holy vows in order to maintain the respect and empowerment of the Council. At the moment, Velious has taken the following oaths: to never wear or carry worked metal (druid weapon and armor restrictions); to harness and respect the sacred livewood (considers livewood items to be sacred and treats them accordingly); to cause suffering only to those who have caused suffering (will not attack nonagressive beings who are not guilty of any obvious crime); to respect the wishes of the Council (follows all orders from the Council without question); and to never allow an evil to escape his sight (will use all possible means to follow and punish evil foes). As the Shepherd grows in strength and skill, the Council will recognize his strength and reward him with an increasing portion of their power. But as they do so, they demand that he renew his devotion to them with new vows (character must take a new oath/restriction at each level).
Veilous came to Sharn after the end of the Last War to aid the elven community of Shae Lias. He recently tracked down the hideout an elven rogue who appeared to be a House Thuranni spy. The rogue managed to escape, but among the spy's possessions, Velious found what may be a clue: a ripped flyer mentioning something called the Morgrave Gambit...
Note: The livewood items don't do anything special--they're more for flavor--but they are kind of expensive. The only questionable thing would be his mask--a very minor magic item. I was hoping I might use the Right of Counsel feat as an explanation of his higher than normal resources. If not, however, I can always get rid of the magical property of the mask.
The oaths are an optional thing I decided to add to make the character a more interesting. If anyone has any ideas for more oaths or vows that Veilous could take, please let me know. I was thinking that at level two he might take an oath to never accept a reward for any good deeds he does.
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