Allister Tain



Human (P), Cleric (P) 20th
Medium Humanoid (Human) 
Alignment: Lawful Neutral [Hieronious]
Hit Dice: 20d8+100 (229 hp)
Initiative: +2
Speed: 20' (4 sq) (light enc.)
Space/Reach: 5 ft./5 ft.

AC: 41 (+14 Armor, +6 Shield, +1 Dex, +5 Natural Armor, +5 Deflection), 
Touch 16, Flat-Footed 40

Saves: Fort +22, Ref +13, Will +32

Abilities: Str 20, Dex 14, Con 20, Int 14, Wis 38, Cha 22

Base Att/CMB/CMD: +15 / +20 / 37

Single Attack:
Axe of Heiroious: +25 melee (1d8+10+2d6 Holy/20/x3)
Battleaxe: +20 melee (1d8+5/20/x3)

Full Attack:
Axe of Heiroious: +25/+20/+15 melee (1d8+10+2d6 Holy/20/x3)
Battleaxe: +20/+15/+10 melee (1d8+5/20/x3)

==| FEATS |==
Extra Channel, Selective Channeling, Quick Channel, Craft Wondrous Item, 
Leadership, Armor Proficiency (heavy), Craft Staff, Divine Interference, Reach Spell, 
Indomitable Faith Trait.

==| SKILLS |==
Acrobatics -5-4, Appraise +7, Bluff +6, Climb -2, Diplomacy +29, Disguise +6, Escape Art -5, Fly -5, 
Heal +22, Intimidate +6, Perception +31, Ride -5, Sense Motive +37, Spellcraft +22, Stealth -5, 
Survival +14, Swim -2, Cr:Armorsm +4, Kn:Religion +20, Kn:History +6, Kn:Nobility +6, 
Pro:Soldier +18, Kn:Planes +7.

Spells per Day: (4/8+1/8+1/7+1/7+1/7+1/7+1/6+1/6+1/6+1; save DC 24+spell level): 

----¦ Cleric (P) Level 0 +----Create Water, Detect Magic, Stabilize, Light. 

----¦ Cleric (P) Level 1 +----Comprehend Languages, Divine Favor, Air Bubble, Command, 
Protection from Evil, Remove Fear, Liberating Command, Shield of Faith x2. 

----¦ Cleric (P) Level 2 +----Hold Person, Spiritual Weapon, Remove Paralysis, Delay Poison, Silence, 
Ant Haul (Communal), Status x2, Shield Other. 

----¦ Cleric (P) Level 3 +----Resist Energy (Communal), Protection from Energy, Bestow Curse, 
Blessing of the Mole, Searing Light, Magic Circle against Evil, Nap Stack, Protection from Energy. 

----¦ Cleric (P) Level 4 +----Freedom of Movement, Death Ward, Restoration x2, Dimensional Anchor, 
Blessing of Fervor, Protection from Energy (Communal), Spell Immunity. 

----¦ Cleric (P) Level 5 +----True Seeing, Flame Strike, Spell Immunity (Communal). 
Reach Freedom of Movement, Air Walk (Communal), Life Bubble, Breath of Life, 
Righteous Might. 

----¦ Cleric (P) Level 6 +----Cold Ice Strike, Dispel Magic (Greater), Heroes' Feast, Heal x3.
Reach Breath of Life, Antimagic Field. 

----¦ Cleric (P) Level 7 +----Destruction, Restoration (Greater), Ethereal Jaunt, Holy Word, Regenerate. 
Reach Healx2, Repulsion. 

----¦ Cleric (P) Level 8 +----Spell Immunity (Greater), Fire Storm, Stormbolts x2, Dimensional Lock, Mind Blank. 
Empowered Heal

----¦ Cleric (P) Level 9 +----Heal (Mass) x2, Implosion x2, Overwhelming Presence, Gate, 
Spell Immunity (Greater) - Communal

==| Racial Traits: Human (P) |==
Cleric favored class: Add +11 on CL checks vs the spell resistance of outsiders
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level

==| Class Features: Cleric (P) 20th |==
Weapon & Armor Proficiency: Clerics are proficient with all simple weapons, light armor, 
medium armor, and shields (except tower shields). Clerics are also proficient with the 
favored weapon of their deity
Concentration check: 1d20+34
Cannot cast spells of opposed alignment
Spontaneous Casting: Replace spell by a healing spell of the same level
Orisons (Sp): Cast prepared 0-level spells at will
Channel Energy (Su): Wave of positive energy in a 30' burst
   • 11/day   < OOOOOOOOOOO >
   • 12d6 healing to living creatures -OR-
   • 12d6 damage to Undead; Will DC28 for ½ damage

==| Honor |==
Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, 
granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) 
effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. 
This power only affects effects that allow a save. If you fail a save against such an effect, you can 
use this ability as an immediate action to grant yourself an additional save. Once the target (either 
you or a touched creature) has made one additional save per effect, this ability has no further effect 
on that particular enchantment effect. You can use this ability a number of times per day equal to 
3 + your Wisdom modifier.                                                                                                                                                                                     

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of 
rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects 
of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds 
do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or 
makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and 
your allies.

==| Protection Domain (P) |==
Granted Power: +5 resistance bonus on saving throws
Resistant Touch (Sp): 17/day   < OOOOOOOOOOOOOOOOO >
   As a std action, touch an ally to transfer him your resistance bonus on saves for one minute
Aura of Protection (Su): 20 rounds/day   < OOOOOOOOOOOOOOOOOOOO >
   You can emit a 30' aura of protection. You and your allies within this aura gain a +4 deflection 
bonus to AC and resistance 10 vs all elements

==|  Conditional Skill and Synergies  |==
-4 on Acrobatics checks made to jump [Base Speed]

ARMOR WORN: Full Plate Armor.
SHIELD: Buckler.
Cleric's Vestments, Silver Holy Symbol, Wooden Holy Symbol, 
3xSpell Component Pouch, 3xInk, Inkpen, 20xParchment, Basic Equipment List, 
Potion Belt, Scroll Organizer, Scroll Organizer, Bandoleer, Diamond Dust 
Silk Pillows Heavy Mace, Battleaxe, Axe of Heiroious, Handy Haversack, Efficient Quiver, 
Ioun Torch, Elixar of Invisability Purge Elixar of Teleport Ioun Stone, Orange Prisim 
2xPearl of Power (1st, Cleric), Pearl of Power (2nd, Cleric), 
2xRod of Metamagic: Lesser Extend Rod of Metamagic: Greater Empower Rod of Metamagic: 
Reach Rod of Metamagic Echo Malleable Symbol, 6xIncense of Meditation

Headband of Mental Prowess CHA/WIS +6
Phylactery of Positive Channeling
Cape of the Mountebank
Boots of Teleportation
Ring of Freedom of Movement
Ring of Delayed Doom (3 stone)
Belt of Physical Might CON/STR +6
Mantle of Faith
Bracers of Ultimate Defense
Tome of Understanding +5

==| Languages (x3) |==
Common, Draconic, Celestial

==| MONEY |==
Platinum:0   Gold:334   Silver:9   Copper:99.

711,419 gp.

Dexterity bonus to AC reduced because of your Full Plate Armor
Has the Honor and Protection Domains. (Glory is listed so I 
have Quick access to what the sub-domain power is.

See Separate Spreadsheet - For All Magical Items and

Tain page 001


Priority Trigger Effect Spell Level Caster Level Cost in Gold
1 Target Hit Points pass 3 and would continue down Cast Cure Critical Wounds on Self 4 7 1400
2 Target Hit Points pass -3 and would continue down Cast Cure Critical Wounds on Self 4 7 1400
3 Target is Grappled Cast Free Action on Self 4 7 1400
4 Target Dies Cast Breath of Life on Self 5 9 2250
5 Target fails a will-based save to an ongoing non-paralytic effect Cast Resurgence on Self 1 1 50
6 Target fails a will-based save to an ongoing paralytic effect Cast Resurgence on Self 1 1 50
7 Target is the target of an instant death effect Cast Death Ward on Self 4 7 1400
8 Target is targeted with any vesion of Dispel Magic Cast Dispel Magic as a counterspell 3 12 1800
9 - - - - -
10 - - - - -
11 - - - - -
12 - - - - -
13 - - - - -
14 - - - - -
15 - - - - -
16 - - - - -
17 - - - - -
18 - - - - -
19 - - - - -
20 - - - - -

Allister was born to the Tain family in the city of Veluna, while not a politically powerful family they are noted as staunch bannermen to the church of Heironeous, every member of the Tain family for the last 23 generations have earned the name Paladin. The Shinning One’s light seems to grace the Tain’s at birth.

It was no suprise that Allister took up the causes of Heironeous and as his fathers and grandfathers before him seemed destined for the path of the Paladin…

A fortnight before he was to take his sacred vows, Allister was on patrol near the border of Ket. His unit was attacked by a band of brigands and a brutal combat ensued, the battle went badly for the brigands and near the end Allister’s childhood friend Jochim called for the remaining brigands to throw down thier weapons and surrender. The brigands complied and the Heironians went about administering aid to the wounded.

As Jochim went to lay his hands on a wounded brigand, the brigand produced a hidden dagger and cut Jochim’s throat. The brigand promptly threw the weapon down, fell to his knees and called out his surrender. Allister rushed to the aid of his fallen friend to no avail, the brigands dagger had done its savage work… Jochim was dead.

Allister looked at the brigand and saw the mirth in his face, a rage took hold of Allister and he drew the longsword from Jochim’s fallen body and cut the brigands head off. His remaining comrades were stunned and did not know what to do. Allister surrendered himself to the units commander and was taken into custody.

On the day he was to take his vows he instead stood at tribunal, and was judged not guilty of murder, because the brigand would have been put to the sword however he was expelled from the order of the Paladin and asked to resign from the Velunian military.

Everything was different after that, his family relations was strained and his relationship with the church was shattered. Allister spent the next three years praying for forgiveness and independently working for the cause of Heironeous. On one of these missions he came upon an elderly man being attacked by Hobgoblins, Tain rushed to the man’s aid and they won the day. The elderly man was terrible wounded, the hobgoblins blades had some type of poison rubbed on them; Tain tended to him the best he could but the man who named himself Braylor, a paladin of Heironeous was dying, the wounds were to severe. Tain carried the knight on his back and marched for three days and nights straight to get Braylor aid, they talked much of the time and Tain told the knight of his shame.

By the time Tain got Braylor to the town, Braylor had fallen into unconsiousness, Tain left Braylor in the care of an adept of Heironeous and waited. Sir Braylor died two nights later, Tain never had the chance to talk to Braylor.

After the funeral, the adept gave Allister a scroll; Braylor had penned it hours before his death. The scroll stated an account of what happened and expressed his dying wish that Allister be allowed to take the cloth and serve as a cleric of Heironeous. The church of Heironeous of course honored the dying request of the fallen paladin.

Allister often works to recruit men to the banner of Heironeous and understands that not all men can live up to the shinning ones ideals, but they can strive to as he does.

Allister Tain

A Manifestation of Chaos Leonidas300