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Mithral Scarab

Rohara Acharya's page

381 posts. Alias of Songdragon.


Race

- AC 26 (T 15, FF 22)

Classes/Levels

- F +8, R +5, W +11

Gender

HP 90 of 90

About Rohara Acharya

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Conditions in Effect

Human, Cleric of Desna 9
Chaotic Good, Medium Humanoid (human)
Initiative +3 (+2 dex +1 luck); Senses Perception +9 (+13) (+5 ability +2 improvisation +2 competence (+4 sacred))
Languages: Auran, Celestial, Common, Draconic, Sylvan

Hit Points: 90 (8+5+8+8+7+8+6+8+5 +18 con +9 favored class)

Armor Class: 24 = 10 +2 dex +7 armor + 3 shield +1 deflection + natural
Armor Class Touch: 13 = +10 +2 dex +1 deflection
Armor Class Flatfooted: 21 = +10 +6 armor +3 shield +1 deflection +1 natural

Fortitude: +8 = +6 class +2 con
Reflex: +5 = +3 class +2 dex
Will: +11 = +6 class +5 wis (+2 vs fear)

Damage Reduction: none
Spell Resistance: none

----------------------- Combat -----------------------
Speed 30 ft (40 ft base, medium load)

BAB: +6/+1
CMB: +6 = +6 BAB +0 str
CMD: 18 = 10 +6 BAB +0 str +2 dex

Melee
morningstar +1, +7/+2 (1d8+1 /20, x2)
mw starknife, +7/+2 (1d4 /20 x3)
dagger +6/+1 (1d4 /19-20)

Ranged
Darkwood Light Crossbow, +8 (1d8 /19-20) (30 bolts)
MW Starknife, +8 (1d4 /20 x3)
Dagger, +8/+2 (1d4 /19-20)

Other Abilities
Cleric Spells Prepared (CL 9th; concentration +14)
Domains Luck and Travel

• 5th (1+1+d) (DC 20) - breath of life, summon monster 5, teleport(d)
• 4th (2+1+d) (DC 19) - blessing of fervor, dimension door(d), spiritual ally.
• 3rd (3+1+d) (DC 18) - searing light, dispel magic, fly(d), magic circle against evil, prayer.
• 2nd (3+1+d) (DC 17) - aid(d), bull's strength, grace, consecrate, spiritual weapon.
• 1st (4+2+d) (DC 16) — bless, bless, burning disarm, liberating command, longstrider(d), protection from evil, shield of faith.
• 0th(4) (at will) (DC 15) — create water, detect magic, guidance, stabilize

• Channel Positive Energy (DC 16, 7d6 (8 of 8 uses remaining)
• Bit of Luck (8 of 8 uses remaining)
• Good Fortune (1 of 1 uses remaining)
• Agile Feet (8 of 8 uses remaining)
• Dimensional Hop (90 ft of 90 ft remaining)

----------------------- Ability Score -----------------------
Strength 10 (+0) 0 points
Dexterity 14 (+2) 5 points
Constitution 14 (+1) 3 points +1 level 8
Intelligence 14 (+2) 5 points
Wisdom 20 (+5) 7 points +2 racial +1 level 4 +2 Headband
Charisma 14 (+2) 5 points

----------------------- Skills -----------------------
Skill points 54 = (+2 class +2 int +1 racial +1 favored class)x9

Acrobatics +1 (+2 jump) = +0 rank +2 ability +2 improvisation -3 acp (-2 vs jump)
Appraise +4 = +0 rank +2 ability +2 improvisation
Bluff +4 = +0 rank +2 ability +2 improvisation -3 acp
Climb +0 = +0 rank +0 ability +2 improvisation -2 acp
Craft (any) +4 = +0 rank +2 ability +2 improvisation
Diplomacy +14 = +9 rank +3 cs +2 ability
Disable Device +3 = +0 rank +2 ability +2 improvisation -3 acp +2 MW tools
Disguise +4 = +0 rank +2 ability +2 improvisation
Escape Artist +1 = +0 rank +2 ability +2 improvisation -3 acp
Fly +3 = +0 rank +2 ability +2 improvisation -3 acp +2 competence
Handle Animal +4 = +0 rank +2 ability +2 improvisation
Heal +7 = +0 rank +5 ability +2 improvisation
Intimidate +4 = +0 rank +2 ability +2 improvisation
Knowledge (Arcana) +6 = +1 rank +3 cs +2 ability
Knowledge (Dungeoneering) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Engineering) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Geography) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Local) +15 = +9 rank +3 cs +2 ability +1 trait
Knowledge (History) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Nature) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Nobility) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Planes) +11 = +6 rank +3 cs +2 ability
Knowledge (Religion) +14 (+16) = +9 rank +3 cs +2 ability (+2 to Knowledge to ID Undead)
Linguistics +7 = +2 rank +3 cs +2 ability
Perception +9 = +0 rank +5 ability +2 improvisation +2 competence
Perform (any) +4 = +0 rank +2 ability +2 improvisation
Profession (any) +7 = +0 rank +5 ability +2 improvisation
Ride +1 = +0 rank +2 ability +2 improvisation -3 acp
Sense Motive +17 = +9 rank +3 cs +5 ability
Sleight of Hand +1 = +0 rank +2 ability +2 improvisation -3 acp
Spellcraft +14 = +9 rank +3 cs +2 ability
Stealth +1 = +0 rank +2 ability +2 improvisation -3 acp
Survival +7 = +0 rank +5 ability +2 improvisation
Swim +0 = +0 rank +1 ability +2 improvisation -3 acp
Use Magic Device +4 = +0 rank +2 ability +2 improvisation

----------------------- Feats -----------------------

Deific Obedience: Obedience to Desna takes no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the following benefit: Obedience: Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future.

Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.

Extra Channel: You can channel energy two additional times per day.

Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Improvisation: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.

Saving Shield: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding an actual shield to use this feat.

Selective Channeling: 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 -----------------------
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.

Benefit: Knowledge (local) You gain a +1 trait bonus to that skill, and it is always a class skill for you.

Stoic Optimism You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair. You receive a +2 trait bonus on saving throws against fear effects.

----------------------- Racial Abilities -----------------------
• +2 to One Ability Score
• Medium
• Speed: Base 30 feet.
• Bonus 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.

----------------------- Class Abilities -----------------------

Weapon and 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 deities.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Good: Strong)

Spells: 4 0-level (DC 15), 4+2+d 1st-level (DC 16), 3+1+d 2nd-level (DC 18), 2+1+d 3rd-level (DC 18), 4th-level 1+1+d (DC 19)

Channel Energy (Su): 4d6 (DC 15) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (7 times/day)

Domains:

~ Luck: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (8 times per day)

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

~ Travel: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (8 times per day)

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

----------------------- Equipment -----------------------

Breastplate (agile) +1 (25) / 1550g
Darkwood Heavy Shield +1 (5) / 1257
Ring of Protection +1 (0) / 1000g

Morningstar +1 (6) / (party treasure)
Darkwood Light Crossbow (2) / 375g
- 10 bolts (x3) (1) / 1g
Masterwork starknife (3) / 324
Dagger (1) / 2g

Silver Holy Symbol (Densa) (1) 25g
Spell Component Pouch (2) / 5g

Belt Pouch (1) / 2 g
- ioun torch (3rd level continual light) (0) / 125g

Harversack (5) / 2000g
rucksack (backpack) 2 2g
- Waterskin (4) / 1g
- Silk Rope (50 ft) (5) / 10g
- Masterwork Thieves' Tools (2) / 100g
- Bedroll (5) / 1sp
- Chalk (10) (0) / 1 sp
- Flint and Steel (0) / 1g
- Rations (4 days) (4) 2g
- Explorer's Outfit (8) / 10g
- Wooden Holy Symbol (Desna) (0) 1g
- 10 bolts (x2) (2) / 2g

Explorer's Outfit (worn) --
Griffon Mane Cloak (1) / 50g

Diadem of Zosiel (acts as a Headband of Inspired Wisdom +2) (1) (party treasure)

Phylactery of Positive Channeling (--) / 11000g

Amethyst Pyramid (cracked) (0) (150g)
- +2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities
Magenta Prism (cracked) (0) (800)
- +2 competence bonus on checks with any one skill you choose, can be changed once per day

Coins 10 g, 25 sp, 10 cp

Gems:
2 gems worth 1000 gp
2 gems worth 500 gp
10 gems worth 100 gp

Current load: Medium (51)
Encumbrance
33 lbs. or less/ 34–66 lbs. / 67–100 lbs.

----------------------- Description -----------------------

Race: Human (Varisian)
Gender: Female
Age: 27
Height: 5'5"
Weight: 111 lbs
Hair Color: long black hair, pulled back as needed
Eye Color: light grey
Skin Color: slightly dark Complexion
Personality: Strong Willed, soft spoken, devout.

----------------------- Background -----------------------

Rohara while a follower of Desna for most of her life, found her calling as a cleric later than most.

As a young woman Rohara traveled much with her father, Tolis, a traveling merchant. Rohara’s mother, Kandess, died many years previous of a tragic fever that spread throughout their small village. The young woman learned much from her father in persuading others to buy this item or that, or perhaps just being let into a town. She also learned how to spot those who would take advantage of a person.

Rohara traveled with her father into her mid teens, before she fell in love with a traveling cleric, Gaddiel in his mid-twenties. While her father disapproved, he knew there was little he could do to keep her from running off with this charismatic priest of Desna. He spoke to the young man for many evenings after Rohara was asleep of what he hoped for his daughter and hoped that he watch over her. After many reassurances and leaving it in the hands of the gods, he let his daughter go.

Gaddiel and Rohara were constantly traveling from one town to the next after only brief stays from a few days to perhaps a few months. The young man shared in knowledge of Desna and that of the many histories of the lands the past through.

Rohara and Gaddiel formally married six years on the road together. They had simple silver rings made for one another.

The pair would make more than one stop in areas of conflict, offering to aid to the injured in need. If the cause was right they would lend what help they could. They faced many threats on the road but always came out together.

Several months ago Gaddiel woke from some dream yelling "The Ebon Aspect is coming!". He seemed very troubled and could not return to sleep and seemed bothered the rest of the day. The next morning he was gone, having left without saying anything. This brought to mind many questions and concerns as the pair always traveled together over their last 12 years together.

With concern and wanting to know what has happened Rohara has set out to find her husband. It has taken her many months but she finally tracked him down to Diamond Point. But asking those of the town about him no one seemed to have heard or seen of him.

Allustan the mage was named the smartest man in town. Rohara asked of her husband and the Ebon Aspect but the mage had not seen her husband or heard of the Ebon Aspect. The man has promised to help the woman in need in her search. In exchange he has asked Rohara to help a group of others he had assembled to do some investigating in a nearby Cairn. As she was out of coin and clues she accepted.

----------------------- Level Ups -----------------------
Cleric Level 2
Hit Points 1d4 + 4 ⇒ (1) + 4 = 5

Cleric Level 3
Hit Points 1d4 + 4 ⇒ (4) + 4 = 8
Feat: Fast Learner

Cleric Level 4
Hit Points 1d4 + 4 ⇒ (4) + 4 = 8

Cleric Level 5
5th 1d4 + 4 ⇒ (3) + 4 = 7
Feat: Improvisation

Cleric Level 6
Hit Points 1d4 + 4 ⇒ (4) + 4 = 8

Cleric Level 7
Hit Points 1d4 + 4 ⇒ (2) + 4 = 6
Feat: Saving Shield

cleric Level 8
Hit Points 1d4 + 4 ⇒ (4) +4 = 8


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