Jozan

Connell Rickard's page

64 posts. Alias of Deylinarr.


Full Name

Connell Rickard

Race

Human

Classes/Levels

Bard 1 / Cleric 4

Gender

Male

Size

Medium

Age

25

Alignment

LN

Deity

Abadar

Languages

Common, Infernal

Strength 10
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 16

About Connell Rickard

History:
As a young man, Connell wanted little more out of life than to perform, to sing. No one said he was greatly talented but he certainly made up for that with enthusiasm and drive. His parents were merchants in the city of Belde with a thriving business importing rare lumbers from the Barrowood to cities all over Cheliax. He never expressed any interest in the family business but he certainly enjoyed the benefits that came with being successful merchants – they were far from wealthy but he never wanted for much. Connell spent his days pretending to learn the trade and spent his nights bouncing from tavern to inn. Before long he found himself on many a stage singing along with whatever traveling minstrel happened to be performing that night.

When he was 17 years old Connell found himself on stage with a grizzled old man playing and even ore grizzled old mandolin. Having been doing this for a while, young Connell was able to tell that the song sounded more beautiful than that instrument had any right to sound. The minstrel, Alexlee Peartsen by name, ended up staying in the city for several days and Connell spent quite a bit of time with him. The day before he was scheduled to leave Alexlee told Connell that the young man was more than just a singer, that he had gifts he was just beginning to understand. Connell did not believe him at first but over the course of a few hours the old bard made him realize the power that his voice could achieve.

Not long after Alexlee left the city Connell did what so many young people have done for years: he set out to seek his fortune. And like so many before him, it did not go well. Finding a few other would-be adventurers was easy enough, but the hardships of the road took their toll on the spoiled city boy. The cold and the rain, sleeping on the ground, scrounging for food……he was simply unprepared for it all. Then there was the fighting for their lives. The threats were small since they were still so close to populated areas but for the naïve travelers they were quite intense. Connell quickly learned that his skill at arms left a lot to be desired. He began trying to find ways to improve his combat skills, eventually learning how to use the minor arcane gifts he had discovered to improve his weak combat skills.

Within the week Connell found himself and his ‘adventuring party’ back on the road toward Belde. Returning home was literally a religious experience for the young man. The city walls came into view as he came over a ridge, just as the sun was cresting the forest and bathing the towers in a bright golden light. The light reflecting off the windows created a bright glare in the shape golden key shimmering in the air above the city. Connell had seen that key before, in several motifs around his father’s house, but had never made the connection between his father’s casual worship of the Master of the Vault and the strength and security that civilization had to offer. He stood there on that ridge for several moments before moving, and when he finally entered the city he was a much different man than when he left.

Connell spent the next several years learning what he could about the teachings of Abadar. He started spending more time with his father’s business, meeting people in the city and learning what he could of trading, ledgers, and keeping accounts. It was through those connections that he was able to meet the Adabar clergy in Belde. Like most cities in Cheliax, Belde had a small shrine to the Gold-Fisted Judge but did not support a large clergy or following. At least not publically. The young man soon discovered that there were several priests being trained throughout the city to carry out Abadar’s works.

The church had begun taking a stronger interest in the House of Thrune. Cheliax was a vast and thriving kingdom, but civilizations were meant to be organic things, growing and developing dynamically as its rulers made choices and its people lived their lives. The ruling House and its devotion to Asmodeus had taken away that freedom to grow and blossom, and the church of Abadar had begun training agents and sending them to each major city hoping to find like-minded souls to join in the fight against this tyranny.

Connell attacked his studies with the drive and enthusiasm he once had for singing and was quickly selected to be trained as one of those agents. He learned the tiefling language, strengthened his stomach against the horrors he would face, and of course trained in Abadar’s symbolic crossbow. Over time he even got used to traveling outside the city and “roughing it”. Got used to it, but will probably never truly love it.

After six long years the church finally gave him an assignment. With his experience as a singer they sent him hundreds of miles south to Westcrown’s growing theater culture. Alone but with a mission, Connell must first begin to find allies amid the decadence and tyranny of the once great capital city.

Statistics:
Connell Rickard
Male Human Bard (Arcane Duelist)1 / Cleric of Abadar 4
LN Medium Humanoid (Human)
Favored Class Cleric
Init +4; Perception + 11
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Defense
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AC 18, touch 13, flat-footed 16 (+4 armor, +1 enhancement, +1 shield, +2 Dex)
hp 30 (5d8 +0Con +2 favored)
Fort +5 (+4 +1domain +0Con)
Ref +6 (+3 +1domain +2Dex)
Will +10 (+6 +1domain +3Wis);
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Offense
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Speed 40 ft.
Melee
Morningstar +3 (1d8/x2)
Dagger +3 (1d4/19-20/x2)
Ranged
MW Light Crossbow +6 (1d8/19-20/x2) range 80 (+1/+1 within 30 ft)
Ranged Dagger +5 (1d4/19-20/x2) range 10
Cleric Spells per Day (CL 5):
0 (at will) 4 prepared
1 (4+1/day) DC14
2 (3+1/day) DC15

Standard Spells Prepared
0 Enhanced Diplomacy, Guidance, Mending, Stabilize
1 Bless, Magic Weapon, Stone Shield, Weapons Against Evil, shield(dom)
2 Web Shelter, Protection from Evil (Communal), Shield Other, locate object (dom)

Bard Spells per Day (CL 1):
0 (at will) Known Detect Magic, Light, Resistance, Read Magic
1 (2/day) DC14 Known Moment of Greatness, Liberating Command

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Statistics
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Str 10, Dex 14 (13+1 lvl4), Con 10, Int 12, Wis 16, Cha 16 (14+2 human)
Base Atk +3; CMB +3; CMD 15
Feats Selective Channeling(H), Arcane Strike(B1), Point Blank Shot (L1), Scribe Scroll (L3), Alignment Channel-Evil (L5)
Traits Reactionary (+2 Initiative), Sacred Conduit (channel save DC +1)
Skills 26 ranks: 6 (bard x1) + 8 (cleric x4) + 5 (INT) +5 (human) +2 (favored)
+7(+9) Diplomacy: 1(rank) +3(CHA)+3(class) +2(trade domain)
+8 Heal: 2(rank) +3(WIS)+3(class)
+7 Intimidate: 1(rank) +3(CHA)+3(class)
+7 Knowledge (planes): 3(rank) +1(INT) +3(class)
+9 Knowledge (religion): 5(rank) +1(INT) +3(class)
+11 Perception: 5(ranks) +3(WIS) +3(class)
+9 Perform (sing): 3(ranks) +3(CHA) +3(class)
+8 Sense Motive: 2(ranks) +3(WIS) +3(class)
+8 Spellcraft: 4(ranks) +1(INT) +3(class)

Languages Common, Infernal

Special Abilities:

Bardic Performance: He can use this ability 7 rounds per day (4 + 3CHA). Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action.
Rallying Cry (Su): Make an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check.
Distraction (Su): Make an Performance check. Any ally (including the bard) within 30 feet affected by Illusion (pattern or figment) may use this check if after the saving throw is rolled the Perform check proves higher. in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check.
Fascinate (Su): One creature within 90 feet able to see/hear bard, DC 14 or sit quietly and observe, -4 on all skill checks made as reactions (perception). Potential threat allows new save.
Inspire Courage (Su): All allies (including the bard) receive +1 morale bonus on save vs charm/fear and +1 competence bonus on attack and damage rolls.
Protection Domain, Defense Subdomain: +1 resistance bonus to all saves, Deflection Aura (Su): Once each day, emit a 20-foot aura for 4 rounds (cleric level). Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. DOMAIN SPELL: Shield, Barkskin
Travel Domain, Trade Subdomain: Increase base speed by 10, Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check you can, as a free action, grant yourself a +2 bonus on the roll (1/2 your cleric level). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. DOMAIN SPELL: Floating Disc, Locate Object
Aura: Lawful
Channel Positive Energy: 2d6, 6 times per day (3 +3CHA), DC 16

Worn/Carried:
(Total Weight: 33.5 lbs)
Traveler's Outfit (5 lbs)
Mithril Chain Shirt +1 (10 lbs)
Buckler (5 lbs)
Holy Symbol of Abadar (1 lb)
MW Light Crossbow (4 lbs)
-20 bolts (2 lbs)
-10 Bolts w Silver Weapon Blanche (1 lb)
Morning Star (6 lbs)
Dagger (1 lb)
Belt Pouch (0.5 lbs)
-Healer Kit (1 lb)
-Vial Holy Water (1 lbs)
-Scroll Case: Delay Poison, Lesser Restoration, Ant Haul
Spell Component Pouch (2 lbs)
-Pair platinum rings (shield other)
Wand of Cure Moderate Wounds (26 charges)
Wand of Cure Light Wounds (25 charges)

MW Backpack (kept back at rooms unless traveling) 19.0 lbs loaded
-10 Bolts (1 lb)
-Dagger (1 lb)
-Bedroll (5 lbs)
-50 ft silk rope (5 lbs)
-Vial Holy Water (1 lb)
-Flint and Steel
-5 days Trail Rations (5lbs)

Coins: 18 cp, 22 sp, 24 gp

Personality:
Connell feels truly blessed to live in a city that can provide anything and everything he could want. He feels that his role in the service of Abadar is to also be a provider whenever he can. His first actions in any situation are to make sure he does what he can for his teammates. He is quick with a joke or an anecdote, and even though he prefers the life of the city sophisticate he has no issues getting his hands dirty when its required. While not usually the first person to speak in a situation he usually has something to say about almost every topic.

Appearance:
Even when Connell is on the road it is pretty clear he is from the city. Well kept travelling clothes, neatly trimmed goatie, he looks like one of the last people you would expect to see camping out underneath the stars. His dark hair and eyes make him fairly nondescript but there is certainly an intensity in his gaze and an ease to his gait that tell an observer there is more than meets the eye here.