Kutholiam Vuere

Father McKinley's page

145 posts. Organized Play character for djdust.


Full Name

Father Desmond McKinley

Race

Human

Classes/Levels

INACTIVE

Gender

Male

Age

40

About Father McKinley

Background:
Father Desmond McKinley was born and raised in Boston, MA, USA within a strongly Catholic family. His involvement with the church helped him to stay out of trouble as a youth and kept him disciplined in his studies. He was a Honors student at Northeastern University where he studied Philosophy and Religion, and entered into seminary at St. John's where he earned a Master of Divinity. He entered into priesthood at the age of 27 in the Archdiocese if Boston. His penchant for research and investigation did not go unnoticed, and at age 30, he was recruited by the Vatican to investigate the legitimacy of religious artifacts and holy relics and claims of the occurrence of miracles. Desmond soon learned that the agenda of the church was suppression. His primary task was to find enough evidence to disprove claims, then confiscate the evidence for the Vatican's vaults. Eventually gaining access to these vaults himself, Desmond began secret, private research of occult, mystical, and esoteric knowledge. Desmond had to hide his fascination and learned the art of secrecy. He never lost his faith, instead it deepened and expanded as he poured through Gnostic scrolls and Medieval grimiores. He deepened his prayer with yogic meditation techniques and Hermetic rights. His stance is that the esoteric has great value, but it needs to be protected and remain esoteric, while the exoteric is meant for the masses.

Father McKinley was sent to the ruins as the official investigator/liaison of the Vatican. His orders were the usual, disprove any and all claims that delegitimize the authority of the Church. His personal agenda is to find and collect, possibly smuggle out, all esoterica for his private research.

Father McKinley received a thorough dossier on the project to date including information on Dr. Diamond and his theories. Personally he is intrigued but professionally he stands opposed to such notions. During his first week on site, McKinley was invited on a helicopter tour of the ancient city by a delegate from the UN. From this aerial vantage point, the father couldn't help but notice a geometric precision to the site's layout. One thought stood out in Father McKinley's mind, "intelligent design". He had visited a few biblical sites during his travels, and they were usually a cluster of buildings arranged in a haphazard circle, a quick defense against roving tribes. But this city was magnificent, it's layout reflected the kind of design usually attributed to the Masons of the Rennaissance and Enlightenment, that of Rome, Paris, Washington DC. He requested printouts of aerial photographs and satellite shots of the ruins, and in his quarters began mapping out the geometries connecting significant sites. Somehow word of his activities reached Dr. Diamond (was he being surveiled?), and the Doctor approached him and asked to see these charts. Reluctantly McKinley handed them over, and the Doctor personally asked him to investigate the arrangement of circles at the mysterious wall.

At the time if the incident at the wall, Father McKinley was studying the arrangement of circles themselves, finding in them details not unlike alchemical sigils found in Hermetic texts.

Father Desmond McKinley
Male Human Expert 7
LG Med Humanoid
Init +1; Senses Normal; Perception +7
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Defense
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AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex, +0 natural)
hp 63 (7d8+7)
Fort +3, Ref +3, Will +8
Resist None
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Offense
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Speed 30 ft.
Ranged None
Melee
Unarmed Strike +6 (1d3+1/x2)
Shortspear +6 (1d6+1/x2)
Special Attacks None
Spell-Like Abilities None
Cleric Spells Prepared (CL 0):
Level 0 (3/day) Guidance stndrd actn, V,S, touch, 1min, creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
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Statistics
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Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 15 (+2), Wis 17 (+3), Cha 12 (+1)
Base Atk +5; CMB +6; CMD 17
Feats Piety, Fast learner, Amateur Investigator, Insightful Advice, Meditation Master
Traits Trait Name, Trait Name
Skills Acrobatics +1, Appraise +11, Bluff +7, Climb +1, Diplomacy +10, Disable Device +0, Disguise +1, Escape Artist +1, Fly +1, Handle Animal +0, Heal +3, Intimidate +1, Kn. Arcana +9, Kn. History +10, Kn. Planes +9, Kn. Religion +12, Kn. Linguistics +12, Perception +7, Perform Oratory +6, Profession Clergy +9, Ride +1, Sense Motive +9, Sleight of Hand +7, Spellcraft +0, Stealth +1, Survival +3, Swim +1, Use Magic Device +0
Languages English, Latin, Hebrew, Sanskrit, Aramaic

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Special Abilities
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Piety +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill. Once per day before attempting an attack roll, saving throw, ability check, or skill check, can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak.
Amateur Investigator You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night’s sleep.
Insightful Advice You can attempt a skill check to aid an ally within 30 feet with a skill in which you are trained. This takes 1 minute, and during that time, you need only speak and be heard by your chosen ally to offer this aid. The bonus you grant is +2, regardless of any other effects that would alter your aid another bonus. This bonus applies to all checks the ally attempts with that skill for 1 day and does not stack with any other aid another bonus. Whether you succeed at or fail the skill check to aid another, you can attempt to use this ability only once per day for each ally.
Meditation Master After meditating, you gain a +1 insight bonus that you can apply to any d20 roll over the course of the next 24 hours without using an action. The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once the bonus has been used for the day, you cannot use it again until after you meditate again after another 8 hours of rest. An unused bonus fades after 24 hours.

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Gear
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Priest's Robes, Haz-Mat Suit, Holy Symbol (Crucifix + Rosary), Pen and Charcoal Pencil, Notebook (including notes on the archeological site, rubbings of the circle runes with notes, a rough map of the portal complex with notes, Flask of Irish Whiskey, Wristwatch(analog)