Here is the build, let's start with the visual.
Now let's get to why.
As this is a Velka the Pardoner roleplaying build, there is no dispute over gear, what he wears, is what he wears after all... however one -can- dispute my choice of stat distribution, and so it's my job to tell you why I'm right and your wrong, and then have you counter-argue why I'm still wrong.
So let's go over the hyper inflated intelligence first.
I have 99 intellect on this build. This comes at the expense of low HP, and low Endurance. The problem is made worse by how I felt oblidged to have a small armada of spells, and 20 faith. However I have a good reason for -both- choices here.
Velka was the god that ruled over sin, and if I'm going to roleplay him properly, I need to use his talisman, this scales with Faith. Velka used no intellect skills, even though his stats highly scale with intellect, and so it only seems natural, right? I believe this represented the inherrent flaws in our thinking, and demonstrated that Velka thinks outside the box, and beyond our level of comprehension. Of course if my theory on that is correct, it also means it's wrong... yet this leads me to how, physically, Velka get's more out of 99 intelligence then he'd get out of 50 intelligience and 50 faith... even if using the proper, darkmoon talisman. This is because his weapon looses a lot of potential from the loss of those 49 points, and his tuft of hair is not much weaker then the darkmoon talisman either.
Velka used only 20 faith for his -only- miracle, and I've expanded his bank of miracles a bit, but I tried to keep in line to miracles that feel to be his style. Karmatic Justice and Magic Barrier are both defensive spells that would assist Velka in laying down the laws he's inscribed, force and emit force are basic faith skills I'd expect any god to know, Tranquil Walk of Peace would be a great torture method for the worst of his sinners, and healing is a viable miracle that any god would be likely to own. This build might loose the Magic Barrier if I discover KJ and MB can't stack however. In that case, the 3 points will be placed into vitality.
Karmatic Justice will do 930 damage upon explosion versus an opponent in "ganker greg" gear. This -assumes- the almost garentee'd counter bonus, on the few weapons where this is not received, you do 680 damage.
Karmatic Justice lasts much longer with the lingering dragoncrest ring, and it's "poise" regenerates faster, but is smaller in total. 2 hits from a washing in rapid succession sets me off. This usually takes 4 blows. Karmatic Justice seems to be the only skill I've ever used that appears to loose from it's total "on" time via the ring.
Tranquil Walk of Peace lasts 18 seconds, instead of 10 seconds, with lingering online. The distance it is active seems to be reduced by roughly 15%, this permits a spear user to poke you from outside your miracles effective range, do be warned.
Emit Force does 540 damage and seems to be unblockable. Most opponents will dodge and backstab though. Might scrap the skill.
Heal restores 870 HP. Lingering Dragoncrest ring, strangely enough, makes you recover the HP over 2 seconds, rather then 1... this could be the death of you.
Force is funny as hell, use it like you would Wrath of Gods, and most people still dodge like hell. Far more casts, and free hits with your rapier when it connects... the Rapier hurts more then Wrath of Gods.
Not much stamina is needed to keep up with the combat style of Velka. if recovery is neccesary, use force to keep them off while stamina recovers. Force is also a great defense measure versus another players TWoP.
Use "Well What is It" when people bow, and "Well What is It" when people die. If they can't understand the cosplay and get mad, they aren't worth dealing with most likely... but feel free to explain you're Velka, the guy you -learn- that gesture from. Some might understand it's not out of rudeness.