Conall Abel | |
Aliases: | None |
Age: | 18 |
Hair: | Brown |
Eyes: | Blue |
Height: | 6'2'' |
Weight: | 180 lbs |
Race: | Human - Offworlder |
Class: | Bard 4 |
Alignment: | Neutral |
Deity: | None |
Level: | 4 |
Experience: | 7,679 |
Hit Points: | 28/28 |
Gold: | 6,530 |
Silver: | 9 |
Current Status: | Active |
Played by Scathien |
- Description
- Stats & Combat
- skills
- Feats
- Class Abilities
- Race
- Equipment
- Spells
- Adventures
- Background
- Questionaire
Stats |
STR | DEX | CON | INT | WIS | CHA | |
Score | 12 | 16 | 12 | 16 | 10 | 21 |
Bonus | +1 | +3 | +1 | +3 | +0 | +5 |
Score | 12 | 16 | 12 | 16 | 10 | 21 |
Bonus | - | - | - | - | - | - |
Combat |
Initiative | +3 | BaB | +3 | Graple | +4 |
Conditional defense Modifiers Here |
Defense | Ttl | Bonuses | Save | Ttl | Bonuses | |
AC | 16 | 10+3(Armor)+3(Dex) | Fortitude | 2 | 1(Bard)+1(Con) | |
Flat | 13 | 10+3(Armor) | Reflex | 6 | 4(Bard)+3(Dex) | |
Touch | 13 | 10+3(Dex) | Will | 3 | 4(Bard)+0(Wis) |
Conditional offense modifier Here |
Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
Masterwork Rapier | +4 | 1d6+1 | Piercing | 18-20/x2 | 2#1d6+1 | Melee |
Masterwork Light Crossbow | +6 | 1d8+0 | Piercing | 19-20/x2 | 2#1d8+0 | 80 ft |
Ammo | Qty |
Bolts, Crossbow | 20 |
Spells per Day | conditional DC modifier here |
Class | Lv0 | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Lv6 | Lv7 | Lv8 | Lv9 |
DC | 15 | 16 | 17 | - | - | - | - | - | - | - |
Spells | 3 | 4 | 1 | - | - | - | - | - | - | - |
Jack of All Trades: Can use any rank as if Conall had 1/2 of a rank in that skill |
Bardic Knack: Can choose to use 1/2 Bard level (rounded up) in place of the number of ranks in a skill |
Decipher Script/Spellcraft Synergy: +4 to Use Magic Device Checks involving Scrolls |
Knowledge (Geography) Syngergy: +2 to Survival checks to avoid getting lost or avoiding hazards |
Bluff Synergy: +2 to Disguise checks to act in character |
Use Magic Device Synergy: +2 to Spellcraft checks to decipher scrolls |
C | U | Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
X | U | Climb (Str) | 0 | + 1 | + 0 | + 2 | + 0 | 3 |
X | U | Jump (Str) | 0 | + 1 | + 0 | + 2 | + 0 | 3 |
X | U | Swim (Str) | 0 | + 1 | + 0 | + 2 | + 0 | 3 |
X | U | Balance (Dex) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
X | U | Escape Artist (Dex) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
X | U | Hide (Dex) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
X | U | Move Silently (Dex) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
- | - | Open Lock (Dex) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
- | U | Ride (Dex) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
X | - | Sleight of Hand (Dex) | 0 | + 3 | + 2 | + 2 | + 0 | 7 |
X | - | Tumble (Dex) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
- | U | Use Rope (Dex) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
X | U | Concentration (Con) | 7 | + 1 | + 0 | + 0 | + 0 | 8 |
X | U | Appraise (Int) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
X | U | Craft (Int) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
X | - | Decipher Script (Int) | 7 | + 3 | + 0 | + 0 | + 0 | 10 |
- | - | Disable Device (Int) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
- | U | Forgery (Int) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
X | - | Knowledge (Int) | 7 | + 3 | + 0 | + 0 | + 0 | 10 |
- | U | Search (Int) | 0 | + 3 | + 0 | + 2 | + 0 | 5 |
X | - | Spellcraft (Int) | 7 | + 3 | + 2 | + 0 | + 0 | 12 |
- | U | Heal (Wis) | 0 | + 0 | + 0 | + 2 | + 0 | 2 |
X | U | Listen (Wis) | 7 | + 0 | + 0 | + 0 | + 0 | 7 |
X | - | Profession (Wis) | 7 | + 0 | + 0 | + 0 | + 0 | 7 |
X | U | Sense Motive (Wis) | 7 | + 0 | + 0 | + 0 | + 0 | 7 |
- | U | Spot (Wis) | 0 | + 0 | + 0 | + 2 | + 0 | 2 |
- | U | Survival (Wis) | 0 | + 0 | + 0 | + 2 | + 0 | 2 |
X | U | Bluff (Cha) | 7 | + 5 | + 0 | + 0 | + 0 | 12 |
X | U | Diplomacy (Cha) | 0 | + 5 | + 4 | + 2 | + 0 | 11 |
X | U | Disguise (Cha) | 0 | + 5 | + 0 | + 2 | + 0 | 7 |
X | U | Gather Information (Cha) | 0 | + 5 | + 0 | + 2 | + 0 | 7 |
- | - | Handle Animal (Cha) | 0 | + 5 | + 0 | + 2 | + 0 | 7 |
- | U | Intimidate (Cha) | 0 | + 5 | + 2 | + 2 | + 0 | 9 |
X | U | Perform (Cha) | 7 | + 5 | + 0 | + 0 | + 0 | 12 |
X | - | Use Magic Device (Cha) | 7 | + 5 | + 0 | + 0 | + 0 | 12 |
X | - | Speak Language | + 0 |
(Note: 10 Skill points per Bard Level)
Skill Points | 70 |
-U = usable untrained
-C = class skill
* = Main Specialty
Craft | Knowledge | Language | Perform | Profession | Skill Trick | |
- | Arcana(*), Geography | Common, Literacy, Trade Tongue, Axios | Sing(*),String Instruments | Astrologer(*) | - |
Level 1 - Melodic Casting: You can weave your music and magic together into a single perfect voice.
Level 3 - Song of the Heart: Your songs have a little extra tug to them.
Level 6 - Feat: Desciption
Level 9 - Feat: Desciption
Level 12 - Feat: Desciption
Level 15 - Feat: Desciption
Level 18 - Feat: Desciption
Human - Jack Of All Trades: You have picked up a smattering of even the most obscure skills.
Bard 4
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score, see: Bonus Spells. When the above table indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on the below table. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on the table below are fixed.)
Bard Spells Known |
---|
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th |
---|---|---|---|---|---|---|---|
1st | 4 | — | — | — | — | — | — |
2nd | 5 | 2(*) | — | — | — | — | — |
3rd | 6 | 3 | — | — | — | — | — |
4th | 6 | 3 | 2(*) | — | — | — | — |
5th | 6 | 4 | 3 | — | — | — | — |
6th | 6 | 4 | 3 | — | — | — | — |
7th | 6 | 4 | 4 | 2(*) | — | — | — |
8th | 6 | 4 | 4 | 3 | — | — | — |
9th | 6 | 4 | 4 | 3 | — | — | — |
10th | 6 | 4 | 4 | 4 | 2(*) | — | — |
11th | 6 | 4 | 4 | 4 | 3 | — | — |
12th | 6 | 4 | 4 | 4 | 3 | — | — |
13th | 6 | 4 | 4 | 4 | 4 | 2(*) | — |
14th | 6 | 4 | 4 | 4 | 4 | 3 | — |
15th | 6 | 4 | 4 | 4 | 4 | 3 | — |
16th | 6 | 5 | 4 | 4 | 4 | 4 | 2(*) |
17th | 6 | 5 | 5 | 4 | 4 | 4 | 3 |
18th | 6 | 5 | 5 | 5 | 4 | 4 | 3 |
19th | 6 | 5 | 5 | 5 | 5 | 4 | 4 |
20th | 6 | 5 | 5 | 5 | 5 | 5 | 4 |
(*) = Provided the bard has a high enough Charisma score to have a bonus spell of this level he can learn the spells.
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Wandering bards learn more mundane skills and less esoteric knowledge on their travels. If you select this class feature, you have done a little bit of everything; maybe you spent a few months as a wilderness guide, and you also had a cousin in an ambassador's retinue who regaled you with tales of courtly intrigue.
The bardic knack class feature makes you more capable of accomplishing simple tasks with a wide variety of skills. You don't need to dabble in noncritical skills (unless you want to be considered trained in their use), freeing up your skill points to focus on a small range of crucial skills.
When making any skill check, you can use 1/2 your bard level (Rounded up) in place of the number of ranks you have in the skill (even if that number is 0). You can't take 10 on checks when you use bardic knack (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
When you play your healing hymn, your allies can cast curative spells more effectively. Furthermore, everyone around you feels rejuvenated and more fully rested when your hymn becomes a lullaby. If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing. To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you're good or neutral) or profane (if you're evil) bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items. In addition, if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hitpoints). If the music is interrupted, the magic of the song is lost. Either use of healing hymn counts as one daily use of your bardic music ability. This is a spell-like ability.
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Human
Offworlders:
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon | Damage | Crit | Range | Type | Notes |
Masterwork Rapier | 1d6+0 | 18-20/x2 | Melee | Piercing | Masterwork |
Masterwork Light Crossbow | 1d8+0 | 19-20/x2 | 80 ft | Piercing | Masterwork |
Ammo | Qty |
Bolts, Crossbow | 20 |
Protective Item | AC | Type | MD | ACP | SF | Move | Notes |
Masterwork Studded Leather Armor | 3 | AC | 5 | 0 | 15% | 30 ft | Masterwork Quality |
Slot | Item | Description |
Head | Item Here | Description Here |
Face | Item Here | Description Here |
Neck | Item Here | Description Here |
Shoulders | Item Here | Description Here |
Torso | Masterwork Studded Leather | A specially crafted set of studded leather armor |
Arms | Item Here | Description Here |
Hands | Item Here | Description Here |
Right Ring | Item Here | Description Here |
Left Ring | Item Here | Description Here |
Waist | Item Here | Description Here |
Feet | Item Here | Description Here |
Pack | Item Here | Description Here |
List of Items Here:
Masterwork Studded Leather Armor
Masterwork Rapier
Masterwork Light Crossbow
Bolts, Crossbow (20)
Backpack
Bedroll
Flint & Steel
50' Silk Rope
Musical Instrument, Common (Lute)
Cure Moderate Wound Potions (x3)
Statistics of Items Here:
Total Weight: 43 lbs
Bard Spells
Bard Level 0 Spells
Prestidigitation - Performs minor tricks.
Read Magic - Read Scrolls and Spellbooks.
Detect Magic - Detects spells and magic items within 60 ft.
Ray of Hope - Subject gains +2 bonus on attacks, saves, and checks.
Dancing Lights - Creates torches or other lights.
Light - Object shines like a torch.
Bard Level 1 Spells
Cure Light Wounds - Cures 1d8 damage +1/level (max +5).
Comprehend Languages - You understand all spoken and written languages.
Inspirational Boost - The bonuses granted by your inspire courage ability increase by 1.
Bard Level 2 Spells
Cure Moderate Wounds - Cures 2d8 damage +1/level (Max +10)
Bonefiddle - Spectral fiddle bow deals 3d6 damage/round.
Adventure Name | XP Reward | GP Reward | Other Rewards/Notes |
Goblin Adventurers | 820 | 605.2 | Jade (130 gp, sold), Cure Light Wounds Potion (50 gp, sold for 25) |
Naughty Adventures Starring the Grigs | 875 | 75 | Masterwork Rapier, 660 gp of reward spent for heal spell to be cast due to quest events |
We could go into the circus business with quests like this | 720 | 984.3 | Masterwork Light Crossbow |
[[[Lucy the Generous [Pt1]]]] | 1,000 | 500 | - |
The Cry of the Unborn | 837 | 0 | Gold reward of 500 gp donated at end of quest |
Party Wipe | 750 | 1,150 | 3 Cure Moderate Wound Potions |
pH | 1,140 | 750 | None |
Malignant Harvest | 350 | 525 | None |
Dairy Of Doom | 520 | 810 | 50 gp from selling 2 cure light wounds potions |
A Giant Spider and a Forgotten Beast | 667 | 900 | 1000 gp worth of items (not chosen yet) |
Conall first and foremost was an offworlder. When he was fifteen, he was swimming in a lake near his home when a strange undercurrent sucked him under the water's surface and pulled him to the depths of the lake where he passed out. When he awoke, he found himself in an underground cavern that he did not recognize. Finding no way back from where he came, he followed the only pathway out only to find himself stranded in the world of Therafim. He spent the next few years acclimating to the culture, to the people, picking up a smattering of skills fairly quickly. Since he was already talented musically, the path of bard came naturally to the young man. He used his good looks and skilled tongue (among other things) to find a means of survival. Thus, he soon found himself within Avalon. He was given a second chance and a new life, and he was going to enjoy every second of it…
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Conall is a young man in his early 20's, standing at roughly 6 feet, 2 inches, and weighing 180 lbs. He tends to dress "Flashy" wearing a rather brightly colored outfit to go along with his various performances.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Conall has no real distinguishing marks, but it seems pretty clear that hes not from anywhere on Therafim.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Conall is an offworlder, and has maintained his irish accent.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Conall was born in Dublin, Ireland, on July 24th, 1992. Nothing special or unusual occured at this time, except for the fact that it was on earth, and far removed from Therafim's existance.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Father: Niall Abel, Drunkard, Low Class
Mother: Eireen Abel, Seamstress, Low Class
They were married, as for if they are alive Conall does not know, and does not particularly care.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Conall has a sister, Tara Abel. He has no idea what she is doing now since she ran away from home as early as possible. Conall lost all contact with her after that and has not heard from her since.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Conall is not aware of any members of his extended family, nor does he believe he has any at this point in time, being so far removed from Earth.
5) How did you get along with your family?
Conall's relationship with his parents is… well lets not mince words… it was very bad. His father was a horrible and mean person, especially when drunk. His mother never did anything to protect the children, and simply stood by and watched. Conall had a good relationship with his sister, but she ran off, leaving him alone. He currently sees his "departure" from his family as a blessing.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Conall did not serve an apprenticeship to learn how to be a bard, he picked up on things quite swiftly on his own as he wandered about, simply sampling various jobs here and there.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
Conall is a self-taught bard through a combination of guitar practice (from Earth), a smattering of various odd jobs all around Therafim which gave him his Bardic Knack ability, and some time spent watching fencing masters dueling while he hid nearby during one particularly slow summer at a fencing school at Caer Caloth (He had to keep in hiding as he wasnt exactly "invited" to the castle and snuck in one day).
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
N/A
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
N/A
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Conall grew up on earth, where literacy was practically required. He knows that books are an important way or storing knowledge and passing it down to others, but he also understands the importance of people like himself, bards, who can pass that same knowledge down verbally.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Conall is just a wandering bard, and when he is not adventuring he can be found playing in local taverns for patrons.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
Conall only had a few schoolmates as a child, who stuck with him up to the time he vanished from the face of the earth.
2) How many of these people are still alive? How many are you still friends with?
It is currently unknown how many of them are still alive, but since Conall has been missing for the last three years its probably safe to say that they are no longer friends.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
Conall never got close enough to anyone on earth to consider them a "Best friend"
4) What do you look for in a friend?
Conall looks for a sense of adventure, a willingness to explore and do great and wonderful things. These things tend to translate into very nice stories to tell at the next tavern stop.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Conall has never been close enough to anyone prior to arriving in Therafim for anything to be concidered as "love". Conall likes to believe that he has a potential match with a woman by the name of Miyako, though if this feeling is reciprocated tis hard to tell at this time. He has however known various women in a more carnal sense and does consider himself a bit of a "ladies man".
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Conall grew up in Ireland, he had rather strict and devout parents (when they weren't being abusive) and has his own ideas on religion and the afterlife, however they changed greatly upon arrival in Therafim, where the gods speak directly to clerics and followers and manifest their power in divine ways. That being said, Conall does not follow a particular diety, and his faith in "God" was shattered upon arrival to Therafim.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
These things exist, they all fit into the grand scheme of things in some way or another.
3) What gods, religions, or priesthoods will you have nothing to do with?
Conall enjoys the experience, that being said, he will not rule out anything just yet.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
Kill: If I am attacked I don't have a problem striking back.
Steal: If it is badly needed (not just wanted) and I can't con someone to give it to me of their own free will I -suppose- I could take steps to aquire it through theft… I'd rather not though.
Lie: I'm a bard! It's what we do best! Embellishing on the truth to make a great story!
Violence: See Kill
Magic: Magic is -awesome-
Sex: If given freely, its all good.
Dealing with Evil Beings: Given that most deals end up bad for the one attempting the deal, I think I know enough to stay away from such things, no matter how much power they promise.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
If the reward is good enough I'll carry something on to the end. However if it seems like its simply not worth the risk, and no one else's life is at stake, I don't have an issue walking away.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
On a Scale of 1-10 (10 being highest):
Knowledge: 10
Fame: 9
Love: 8
Friends: 7
Family: 6
Wealth: 5
Honor: 4
Power: 3
Religion: 2
Job: 1
Conall is always on the lookout for interesting knowledge, the more you know, the more stories you can make up. However, again there is always the risk vs. reward thought process. Conall will not risk his life if the payoff for doing so sucks.
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
Conall still has a few dreams of home, but they are tainted my memories of his abusive father
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Conall sees it all as amazing stories waiting to be told…
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
Conall is essentially a jack of all trades in most everything except for playing music and singing. The subject of performance is his specialty though he does pretty good at almost anything he sets his mind to.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Sometimes Conall simply doesn't know when to give up. This is especially true if the risk for obtaining something is particularly low, but the reward keeps slipping out of his grasp.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Conall may have a potential enemy in Yae Saryu, but it is unknown how severe this will be as of yet.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Conall loves a good story.
2) What do you hate? How do you typically react to these hated things?
Conall does not really -hate- anything. Though a bad performance on his part or watching a bad performance from someone else will only push him to work harder on the next one that he does so he does not suck as bad as his last time (or the person before him if that was the case)
3) What do you fear? What is your worst nightmare?
Loosing his voice.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
Conall's first encounter with a non-human monster was shortly after he learned the basics of fencing. He ran across an undead wolf that attacked him. Thankfully his newly gained skill (and a few lucky dodges) were enough to bring the poor thing down for the count (again).
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
Conall knew early on that the path he was walking was granting him some rather interesting abilities. He used them for the first time during a performance in some tavern in the Summerlands, creating little dancing lights that moved and swayed along with his music. It was a hit, and Conall caught the attention of a rather lovely lady that evening.
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
N/A
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
If Conall had any unusual possessions, they would have been from earth. Sadly he kept none of them, instead selling them off one by one as funds grew low during his 3 year trek to gain his skills. He had no sentimental attachment to any of them, as they mostly reminded him of where he came from, and what he had to go back to if he ever had a chance to return (though he would never take such a chance, he likes it too much here).
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Conall first and foremost was an offworlder. When he was fifteen, he was swimming in a lake near his home when a strange undercurrent sucked him under the water's surface and pulled him to the depths of the lake where he passed out. When he awoke, he found himself in an underground cavern that he did not recognize. Finding no way back from where he came, he followed the only pathway out only to find himself stranded in the world of Therafim. He spent the next few years acclimating to the culture, to the people, picking up a smattering of skills fairly quickly. Since he was already talented musically, the path of bard came naturally to the young man. He used his good looks and skilled tongue (among other things) to find a means of survival. Thus, he soon found himself within Avalon. He was given a second chance and a new life, and he was going to enjoy every second of it…