[Eberron][CoC]Ex Oblivion, Eberron!

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.)

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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GentleGiant said:
If you're still looking for alternates I'd be happy to fill up a slot, just in case someone has to jump ship. As for a character, I've been thinking of a Changeling Rogue perhaps (sort of an ambassador/negotiator type), but it depends on the make up of the rest of the group... should I get a chance to participate, of course.
GentleGiant, you've been added as an alternate. Post when you can and we'll see what happens. Thanks for your interest (which, added with the others' has quite frankly overwhelmed me).

nonamazing said:
Note: I spent about 50 gp more than the character was supposed to start out with. 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.
nonamazing, I feel that you're well within the bounds of what I was looking for, and have more than fully explained the whys to go with the whats. As for the oaths, it's almost as if you've taken a Flaw from Unearthed Arcana; restricting your character in a game like D&D (which almost forces you to focus on some level of combat ability) almost requires a boon to make your character 'viable'. As such, I'd be tempted to give you a small reward to 'balance' it all out. This is why I feel you're within bounds for your character.

Everyone, I'm working right now to get all of the information needed to make your characters (GP, HP, variants allowed, books allowed, etc.). Expect it up in the next couple of hours or so; it will be repeated on the first post of this thread as well.
 

Malthian Lockwood
Male Human Warlock 1
Alignment: Chaotic Neutral
Religion: The Sovereign Host (nominally; little faith)
Size: M; 6'1", 145 lbs
Age: 23
Speed: 30ft.

Abilities:
Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 14 (+2)

AC: 16; touch 16, flat-footed 14
Hit Points: 7
Initiative: +3
Action Points: 5
Sanity: 50

Saves:
Fort: +1
Ref: +3
Will: +2

BAB: +0
Grapple: -1

Quarterstaff -1 Melee (1d6)
Eldritch Blast +4 Ranged Touch (1d6), range 60'

Skills:
Bluff +6 (4 ranks, 2 cha)
Concentration +5 (4 ranks, 1 con)
Intimidate +6 (4 ranks, 2 cha)
Knowledge (Arcana) +7 (4 ranks, 3 int)
Search +5 (2 cc ranks, 3 int)
Sense Motive +4 (4 ranks)
Use Magic Device +6 (4 ranks, 2 cha)

Languages: Common, Draconic, Elven, Orc

Racial Traits:
Quick to master

Class Features:
Eldritch Blast (1d6)

Feats:
Weapon Focus (Ranged Spell)
Investigator

Invocations:
Least:
Darkness (DC 14)

Equipment:
Quarterstaff
Hooded Lantern
3 pints Oil
5 tinderwigs
2x Potion of Cure Light Wounds
Scroll Case
Scroll of Alarm
Scroll of Charm Person
Scroll of Comprehend Languages
Scroll of Detect Secret Doors
Scroll of Disguise Self
Scroll of Endure Elements
Scroll of Silent Image
Scroll of Unseen Servant
35gp
7sp

Appearance: Malthian is darkly handsome, with something of a Mephistophilean air lent to him by his dark complexion, black hair, and his well-trimmed goatee beard. He has very dark brown eyes that seem tinted with the slightest tinge of red. He dresses in simple but elegant clothes and always carries a long staff of wood that he leans on slightly when standing still.

Background: Malthian doesn't know the truth about his family background, though he is intensely curious. He knows that his family were influential nobles in Sharn at one time, but that they feel from grace after some dreadful scandal two generations ago. He also knows that he has no memories whatsoever of his father. His mother brought him up, and all she would tell him was that he had left shortly after his birth. She refused to go into any detail on him whatsoever. As a child Malthian was curious about his family history simply because it was clear that the subject was not open to discussion. Eventually he gave up trying to find out - but shortly after that he began to relaise that he had certain powers, and as he came into a realisation of the dark power that dwelt within him he redoubled his efforts ot uncover something about his past.

Malthian has never really felt like he fits in anywhere, and he's certainly never felt like he wants to get a steady job and settle down. As such, he's drifted around for most of his life living however he can and spending most of his time and whatever money he has managed to gather on delving into arcane mysteries, hoping to find some inkling of an explanation for his powers. A few years ago disturbing visions and dreams began coming to him, and he quickly associated this with the mysteries of his heritage. It wasn't long before he realised that these visions sometimes coincided with real-world events - sometimes cryptically, sometimes graphically, always disturbingly. This, combined with his natural deductive skills, has led him recently to do some work for the City Watch. He has resisted entering permanent employment, not wishing to tie himself down, but has often acted as an advisor to the Watch.
 
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Okay, that's my character then. I'm just waiting to find out how much I had to spend so I know what I have left and if it's enough to buy a couple of minor scrolls or anything. Also, what is sanity? I'm familiar with the concept in Call of Cthulhu, but I don't know the way it's done under UA rules. Could somebody explain this to me please?
 

Eluvan said:
Okay, that's my character then. I'm just waiting to find out how much I had to spend so I know what I have left and if it's enough to buy a couple of minor scrolls or anything. Also, what is sanity? I'm familiar with the concept in Call of Cthulhu, but I don't know the way it's done under UA rules. Could somebody explain this to me please?

As I understand it, the UA sanity rules and the Call of Cthulhu rules are very similar. Your starting sanity is equal to 5 times your Wisdom (so your character would have 50 sanity points). This is also your maximun Sanity--you can't have your Sanity raised above this number at any point (unless you increase your Wisdom, I believe). Every time you encounter a horrible monster or stumble across a disturbing object or scene, a Sanity Check is made. The Sanity Check is a percentile roll--if the roll is equal to or less than your current Sanity, you lose either no Sanity points or just a small amount. If the check fails, you lose a potentially large amount of Sanity points. As your points start dropping away, you can go temporarily or even permanantly insane. Some spells can restore Sanity points if the DM allows, which reminds me--I should pick lesser restoration as soon as it becomes available for my character.

adamantineangel said:
nonamazing, I feel that you're well within the bounds of what I was looking for, and have more than fully explained the whys to go with the whats. As for the oaths, it's almost as if you've taken a Flaw from Unearthed Arcana; restricting your character in a game like D&D (which almost forces you to focus on some level of combat ability) almost requires a boon to make your character 'viable'. As such, I'd be tempted to give you a small reward to 'balance' it all out. This is why I feel you're within bounds for your character.

Thank you. I feel that a character without any sort of weaknesses can be kind of boring--just like a character without any sort of strengths. The most interesting characters always have a mix of both.
 

nonamazing said:
As I understand it, the UA sanity rules and the Call of Cthulhu rules are very similar. Your starting sanity is equal to 5 times your Wisdom (so your character would have 50 sanity points).
Correct.

nonamazing said:
This is also your maximun Sanity--you can't have your Sanity raised above this number at any point (unless you increase your Wisdom, I believe).
Exactly.

nonamazing said:
Every time you encounter a horrible monster or stumble across a disturbing object or scene, a Sanity Check is made. The Sanity Check is a percentile roll--if the roll is equal to or less than your current Sanity, you lose either no Sanity points or just a small amount. If the check fails, you lose a potentially large amount of Sanity points. As your points start dropping away, you can go temporarily or even permanantly insane.
Precisely. See my notes on the newly finished Character Options post for more information. Also, please note that I treat Sanity like ability damage in all ways: recovery at level per day, and the use of the restoration spells.

nonamazing said:
Some spells can restore Sanity points if the DM allows, which reminds me--I should pick lesser restoration as soon as it becomes available for my character.
What a great idea! :P

nonamazing said:
Thank you. I feel that a character without any sort of weaknesses can be kind of boring--just like a character without any sort of strengths. The most interesting characters always have a mix of both.
Looks like we're on the same wavelength.

Eluvan said:
Malthian has never really felt like he fits in anywhere, and he's certainly never felt like he wants to get a steady job and settle down. As such, he's drifted around for most of his life living however he can and spending most of his time and whatever money he has managed to gather on delving into arcane mysteries, hoping to find some inkling of an explanation for his powers.
I was thinking, to go along with you Johnny Depp from From Hell concept, you might have been part of the Sharn City Watch, or at least acted as a consultant for them? It would give you the chance to have been part of some investigations into weird stuff, and give you some connections to the city. Most importantly, it would give you more than enough reason to have knowledge of the Morgrave Gambit.
 


I was thinking, to go along with you Johnny Depp from From Hell concept, you might have been part of the Sharn City Watch, or at least acted as a consultant for them? It would give you the chance to have been part of some investigations into weird stuff, and give you some connections to the city. Most importantly, it would give you more than enough reason to have knowledge of the Morgrave Gambit.

I had thought about that... in the end I decided I didn't want to bother taking cross class search ranks and taking the Investigator feat, which I would want to do in that case. But... thinking about it, I don't know why not. I think I'll do this, thanks for the suggestions.
 

Eluvan said:
I had thought about that... in the end I decided I didn't want to bother taking cross class search ranks and taking the Investigator feat, which I would want to do in that case. But... thinking about it, I don't know why not. I think I'll do this, thanks for the suggestions.
Well, you didn't have to be a good Watchman/consultant. With your Charisma and Intelligence (and devilish good looks!) you might have just been winging it.
 

There we go. He is considerably closer to the inspiration of Fred Abberline now, only with kewl occult powers. :D

Ummm... yeah. ^_~

I'm not sure whether I should hold off making him an opium fiend. It would fit the character, but I'm not sure how close you want us to adhere or diverge from the inspiration we use. The character would still be appreciably different to the Deppster's Inspector.

Oh - and how much money do we start off with? Standard? (I hope not, I couldn't find a standard amount for the warlock)
 
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