Brought to the world of THE REALM by the powerful wizard DUNGEON MASTER, Eric - dubbed "The Cavalier" - set off with his friends to stop the Warlock VENGER and save the multiverse from the dread NAMELESS ONE. Their adventures continue, with Eric complaining every step of the way.
Personality
Eric is a grumbling complainer with the heart of a true hero, who masks his concern for friends and others behind the shield of being a complete and utter curmudgeon about most things. If you repel people and don't let them in, after all, they can never hurt you.
Background
Eric, AKA "The Cavalier", AKA "Shut up Eric" was one of a group of friends who traveled to an alternate world thanks to an enchanted Dungeons & Dragons roller coaster ride at a carnival - what was the name of that carnival? Witchlight... something. There they became the agents of an OBNOXIOUS LITTLE GNOME in his struggle against a terrifying Warlock, where they had a number of adventures, made a lot of friends and even more enemies.
What they never did get to do was go home.
The thing is, as much as he complains otherwise? Eric's not really sure he wants to go home. Here, he's a hero with friends. There, he's the friendless rich-boy son of a father who neglects him.
Ugh.
SKILLS
Endurance - Competent Level
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Leadership - Novice Level
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Perception - Expert Level
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Swimming - Competent Level
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Warrior - Competent Level
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Weakness Identification - Competent Level
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ABILITIES
Item: Bag of Holding - Enhanced Level
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Eric's Bag of Holding is an enchanted item capable of holding considerably more items than its satchel size might indicate. The bag can hold up to 500 pounds of items, and Eric himself has hidden in it from time to time when trying to avoid a really gross monster. The only annoying thing about the bag is finding the one thing Eric needs out of it. He can turn the bag inside out and dump everything out, but that's a huge mess.
Item: Cloak of Resistance - Enhanced Level
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Eric's cloak is an enchanted Cloak of Resistance that protects him from harmful magic. Its effect subtly adds to the defensive power of his armor. If need be, he can also unfurl the cloak and give it to others as a protective item, though he would really like that back, please.
Item: Elven Chain - Enhanced Level
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One of Eric's magical items is a set of Elven Chain Mail. This chain mail was made by elves (thus the name) and enchanted for both superb durability and extreme light and ease of wear - it's only half the weight of other chainmail. The magical enchantment on it offers a powerful degree of supernatural protection - the chain armor is actually the equivalent of a suit of full plate armor in terms of its protective ability, while being much lighter.
Item: Gauntlets of Ogre Power - Enhanced Level
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Another of Eric's magic items are his Gauntlets of Ogre Power, a pair of enchanted gauntlets that make him as strong as - well, an ogre - while he wears them. Thankfully they bestow all of the strength, and none of the smell. Yech!
Item: Griffon Shield - Supreme Level
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This large yellow shield is emblazoned with the crest of a black and white griffon. It acts as a focus for all of Eric's Paladin powers and is indestructible, even withstanding direct gouts of Tiamat's breath weapons. The ultimate power of the shield is that when Eric is acting in defense of another, it can project a barrier that combines the effects of an Otiluke's Resilient Sphere spell, and a Globe of Invulnerability - this combined effect protects Eric (and those he's protecting) from physical harm and all but the most powerful of magic spells.
Magic: Paladin - Enhanced Level
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Eric is a "Cavalier" (Actually, a Paladin) - and though he wouldn't know it if you ask him, he follows the Oath of the Crown, an oath about following the rules, loyalty to his friends, courage in the face of danger, and responsibility even if you'd rather it be someone else's problem.
He has the following abilities:
Divine Sense - Eric can sense the location of any Celestial, Fiend or Undead within sixty feet of himself, by concentrating. He can discern what type of creature he's sensing but not its specific identity. He can also sense the presence of any consecrated or desecrated location. Eric generally interprets this ability as a deep-rooted sense of suspicion and mistrust that almost always turns out to be right.
Lay on Hands: Eric can restore the life-force and vitality to an injured being with a touch. When this happens, Eric is usually in a full-on panic, shaking or slapping them frantically because everyone's about to be eaten.
Fighting Style: Protection - Eric has a knack for interposing between monsters and his friends, using his Griffon Shield to deflect blows.
Divine Smite: Eric has the ability to charge a weapon he's wielding (including his shield) with the power of his Paladin's spirit, giving it the ability to momentarily deal devastating damage to a target. He usually only uses this power when he's desperate. Which is actually fairly common.
Divine Health: Eric is immune to disease. He doesn't usually notice, since he tries to avoid gross stuff anyway.
Channel Divinity: Eric has the following powers conferred upon him by the Oath of the Crown:
Champion's Challenge: Eric has the ability to supernaturally make himself a target for enemies near him. He usually does this by saying something really obnoxious or cutting.
Turn the Tide: Eric can restore the vitality of allies around him, usually with a horrified shriek, though sometimes by planting his Griffon Shield and setting a courageous example.
Warrior: Though he doesn't think of himself as one, Eric has become a highly skilled warrior, both with his trusty broadsword Ol' Rusty and his Griffon Shield.
Magic: Spellcasting - Basic Level
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Though Eric doesn't think of himself as a spellcaster, he has some Paladin spells available to him. They usually take the form of Eric just being Eric.
Command: This spell compels a target to do something in a single action.
Compelled Duel: This spell compels a target to single Eric out and attack him. It usually takes the form of an insult or other barb.
Detect Evil and Good: What it says on the tin. Usually takes the form of Eric being INCREDIBLY suspicious of others, and often being right.
Heroism: By touching someone, Eric can make them immune to fear and give a small magical bump to their vitality. Usually involves him jumping on someone or shaking them and yelling about how they're all going to die.
Protection from Evil: Uses Eric's Gryphon shield as a focus, protecting himself or another from the powers of evil creatures.
Shield of Faith: A glowing magical field of protection, that uses Eric's Griffon Shield as a focus.
Aid: Eric gives a bump to the health and vitality of his allies, usually by setting a courageous example even when he really doesn't want to.
Magic Weapon: By picking up an unenchanted weapon, usually in defense of another while mentally consigning himself to a messy demise, Eric can imbue that weapon with a temporary enchantment, increasing its effectiveness in battle and giving it the ability to harm supernatural beings.
Warding Bond: Usually by grabbing someone when they're being chased by something horrible, Eric can create a bond with that individual that protects them in combat and reduces the amount of damage they take... by splitting it with Eric. Great.
Zone of Truth: Eric projects an aura that compels beings to speak only truth. Usually takes the form of him being EXTRA infuriating when questioning someone until they get so angry, they blurt out the truth.
ADVANTAGES
In addition to his magic items, Eric carries an adventurer's kit, which contains useful items he's acquired during his travels, including food, a mess kit, lantern, and other items. Since he doesn't like carrying a heavy backpack (ugh) he usually keeps his gear stashed in his Bag of Holding until he needs it.
WEAKNESSES
If something embarassing is going to happen, it'll probably happen to Eric. It's like some cosmic council of obnoxious authorities pointed down from on high and said 'Punish that guy for being sarcastic and observant'. So he tends to fall in the mud a lot. Which makes him miserable. Which starts him complaining...
Eric's not a stoic. If he's tired, if his feet hurt, if he thinks an idea is dumb, if there's anything at all to complain about, he will complain about it. Often, his complaints are studied and prescient, which just makes them all the more tooth-grindingly annoying. Sometimes, people will do dumb things, just because Eric was complaining so much that they stopped listening to him.