Consortium Agent

Brendan Hightower's page

26 posts. Alias of Vanulf Wulfson.


Full Name

Brendan Alexander Hightower

Race

Human

Classes/Levels

Cleric 1

Gender

Male

Size

Medium

Age

32

Special Abilities

Aura; Channel Energy (DC 11; 1d6; 4/day); Domains (Law & Nobility); Orisons

Alignment

Lawful Neutral

Deity

Abadar

Location

Taldor

Languages

Common

Strength 10
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 16
Charisma 13

About Brendan Hightower

Height: 6' 1" Weight: 185 Hair: Black Eyes: Green

Background:

Brendan Hightower was born the third son of a wealthy merchant family. Much to his family's joy, he joined the priesthood of Abadar at an early age. After serving his apprenticeship at the temple Brendan, much to his families dismay, joined the city guard as many priests did. An intelligent and affable young man Brendan rose quickly through the ranks of the guard to the rank of Lieutenant-Chaplain. It was then that he came to the attention of Baron Redwyrm and was asked to join the baron's household as his personal chaplain. Delighted at the opportunity to help advise the Baron, Brendan accepted. He has served the Baron for several years now becoming a trusted councilor and confidant.

Favored Class:

Cleric
Level 1= +1 Skill Point

Experience: 0
Hit Points: 8

Initiative: +1

AC: 15 Touch: 11 FF: 14
Armor/Protective Item: Chain Shirt (Armor Bonus: +4; Max Dex: +4; Armor Check: -2; Weight: 25 lbs.)
Shield/Protective Item:

Speed: 30'

Saves:
Fortitude: +2
Reflex: +1
Will: +5

BAB: +0
CMB: +0
CMD: +11

Weapons:

Crossbow, light
Attack: +1 Damage: 1d8 Critical: 19-20/x2 Range: 80' Type: P

Morningstar
Attack:+0 Damage: 1d8 Critical: x2 Range: 0' Type: B/P

Dagger
Attack: +0 Damage: 1d4 Critical: 19-20/x2 Range: 10' Type: P/S

Skills:

Acrobatics: -2
+Appraise: +2
Bluff: +1
Climb: -3
+Craft: +0
+Diplomacy: +5
Disable Device*:
Disguise: +1
Escape Artist: -2
Fly: -2
Handle Animal*:
+Heal: +7
Intimidate: +1
+Knowledge (arcana)*:
Knowledge (dungeoneering)*:
Knowledge (engineering)*:
Knowledge (geography)*:
+Knowledge (history)*: +6
Knowledge (local)*:
Knowledge (nature)*:
+Knowledge (nobility)*:+6
+Knowledge (planes)*:
+Knowledge (religion)*: +6
+Linguistics*:
Perception: +4
Perform: +1
+Profession*:
Ride: -2
+Sense Motive: +3
Sleight of Hand*:
+Spellcraft*: +6
Stealth: -2
Survival: +3
Swim: -3
Use Magic Device*:

+ Class Skill / * Trained only

Racial Traits:

+2 to One Ability Score: 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 skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats:

Combat Casting: You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Selective Channel: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Traits:

Eyes and Ears of the City (Abadar): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Chaplain (requires a divine spellcaster): You serve Baron Redwyrm and his household as an advisor and guardian in religious and spiritual matters. Often called upon to counsel the Baron and other members of the household on personal matters you hold a position of great trust and respect. Not only do you officiate at regular services at the Baronial castle’s chapel, but you join the Baron and his retinue when he travels, and even when he goes to war. You conducted weddings, funerals, and baptisms, bless new constructions and freshly planted crops, and also provide healing and medical services for those in need. You begin play with a fine set of cleric’s vestments, as well as a signet ring bearing the symbol of your faith, in addition to your normal starting funds. Your connection to your particular flock is a strong one: whenever you use a form of divine healing (whether as a divine spell or through the use of a class ability) on a member of the Baron’s household you heal an additional point of damage; your status as a religious authority within the household also grants you a +1 bonus to either Intimidate or Diplomacy (your choice at chargen) when used against members of the household.

Gear & Money:

Gear:

Money:
CP:
SP:
GP:
PP:

Gems & Jewelry:

Magic Items:

Domains & Spells

Spoiler:

Domains:
Law: Touch of Law (Sp)-You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Nobility: Inspiring Word (Sp)- As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Spells:
0 level:
Guidance
Light
Stabilize

1st level:
Bless
Magic weapon
Divine favor [D]