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Wen Histani

Rohini Soni's page

568 posts. Alias of Voomer.

Full Name

Rohini Soni




Cleric of Desna 8

HP 45/45; 7/9 channels; 6/9 bit of luck; Init +0; Perception +9; AC 18/11/18; F+8, R+4, W+14; CMB +4, CMD: 15







Special Abilities

Luck and travel domains. FEATS: selective channeling; extra channeling; mother's gift (SR 14); alignment channel (evil).






Abyssal, Elven, Celestial, Vudrani, Common

Strength 7
Dexterity 10
Constitution 10
Intelligence 12
Wisdom 22
Charisma 18

About Rohini Soni

AC 18, touch 11, flat-footed 18 (+1 deflection, +2 natural)
hp 45
Fort +8, Ref +4, Will +14 (+2 versus fear)
Init. +0
Speed 40 ft

BAB: +6/+1
Melee: +1 Silver Spear +5/+0 (1d8-2; x3)
Ranged: Crossbow, Light +6/+1 (1d8; 19-20/x2)
Silver Crossbow bolts x50

Cleric Spells: (DC = 16 + spell level)
CL: 8 (vs. SR: +8, Concentration: +14)
Melee Touch +4 Ranged Touch +6
Maximum Cleric spells per day: 4/*x0; 6+1x1; 5+1x2; 4+1x3; 3+1x4
Cleric 0: Mending, Detect Magic, Guidance, Stabilize, Purify Food & Drink, Create Water
Cleric 1: Remove Fear, Shield of Faith, Hide from Undead, Sanctuary (DC 16), Bless Water, ______________, True Strike (D)
Cleric 2: Calm emotions, Consecrate, Protection from Evil (Communal), Surmount Affliction, Aid (D)
Cleric 3: Dispel Magic, _______, Summon Monster III, Prayer, Fly (D)
Cleric 4: Blessing of Fervor (DC 19), Planar Ally (Lesser), Freedom of Movement, Dimension Door (D)

Special Abilities:
- Agile Feet (9/day) (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.
- Cleric Channel Positive Energy 4d6 (9/day) (DC 18) (Su)
- Darkvision (60 feet)
- Bit of Luck (9/day)(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.
- Good Fortune (1/day) (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.

Skills: Acrobatics +6; Appraise +5; Bluff +4; Climb +1; Diplomacy +8; Disguise +5; Escape Artist +1; Fly +2; Heal +10; Intimidate +5; Knowledge (Nature) +6; Knowledge (Planes) +6; Knowledge (Religion) +5; Linguistics +6; Perception +9; Perform +7; Ride +1; Sense Motive +10; Spellcraft +6; Stealth +4; Survival +7; Swim -1

Magical Gear: +1 Alchemical Silver Spear; +1 Mithral Chain shirt; Amulet of natural armor +1; Cloak of resistance +2; Ring of protection +1; Rope of Climbing; Handy haversack; Pearl of power (1st level); Pearl of power (2nd level)x2; Pearl of power (4th level) x 2 [one on loan from Drovya]; Boots of elvenkind; Coin with continual flame cast upon it

Mundane Gear: Light crossbow; Scroll case x 4; Rations and water; holy water x 10; Bedroll; Soap; Compass; Mirror; Silk rope; Pair of platinum rings for shield other spell; Misc cheap spell components (straps of leather, copper wire, forked metal rods attuned to the material plane and Abbadon, etc); 100 GP in Scroll Scribing supplies

Consumable Gear: Scroll of Neutralize Poison (CL 7); Scroll of Delay Poison, Communal; Scroll of Nap Stack; Scroll of Neutralize Poison (CL 5); Scroll of Neutralize Poison (CL 7); Scroll of Stone Shape; Scroll of Remove Fear x4; Scroll of Remove Sickness x4; Wand of Cure Light Wounds (13 uses); Wand of Lesser Restoration (20 uses); Wand of Protection From Evil (44 uses); Scroll of align weapon x12; Silver crossbow bolts x 49; Elemental breath x 6; Antiplauge x 3; Antitoxin x 3; Smelling salts x 4; Stillgut x2; Ungent of revivication x 2; Tanglefoot bag x4

Gear Provided by Tikhade: 5 potions of Cure Moderate Wounds;
a very old scroll of Restoration; 8 flasks of holy water; a scroll of Neutralize Poison (CL 7); 3,200 gp worth of diamond dust; a scroll of Breath of Life

Lullaby Wizard's Flute:
The Flute:

This metallic green flute occasionally crackles with energy.
The bearer of this flute obtains a +2 unnamed bonus to their WIS score after possessing it for 24 hours, though this bonus leaves if the wearer no longer possesses the flute. The instrument is considered masterworked.

Playing the flute has varying effects depending on the skill of its flautist:
Performance check of:
0:The flautist goes blind and deaf for 1d6 rounds
less than 10 (but not 0): The flute behaves as a normal and noissome instrument.
11-15:The wearer gains truesight out to 30 ft for as long as he plays the flute.
16-20:The wearer gains truesight out to 60 ft for as long as he plays the flute.
20-25:The flautist gains truesight out to 120 ft and access to nearby surface thoughts, as per Detect Thoughts, CL 10, as long as the flute is played.
25-30:The performer can leave his body behind playing the flute for 1d8 rounds and travel up to 250ft from it in spirit form with all the aformentioned senses in place around the travelling consciousness. However, this leaves the abandoned body helpless until the owner returns. Destruction of the traveling spirit or the body result in death.

”The song was composed by a man named Pelynn Obleyth – a wizard with a fairly magical musical ear. He had a granddaughter – one of several, but she was the youngest, and very dear to him, though the tale when I heard it never mentioned her name. She was kidnapped and, in the end, murdered awfully. Obleyth wouldn’t believe it, wouldn’t acknowledge that she was dead, said she was just wandering, lost and alone, trying to find her way home.”

”The story goes that the little girl was afraid of storms, more so than other things, and more than most little girls are. On stormy nights, Obleyth would stand on the balcony of his tower, wind and rain whipping around him and thunder shaking the heavens. He would call his beloved granddaughter’s name, and play the flute, play this very song, to try to guide her home. This went on for quite some time, and the girl never did make her way back to him. But folks heard the haunting song, and it carried on, even after his death. And that’s the truly odd and sad part of the tale, is he was found murdered also, though I never did hear how he was supposed to have been killed.”

"True Seeing: You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance."

Background: Rohini was born in Vudra from the union of a green hag and a low caste Vudrani. Through disguise and trickery, the hag convinced Rohini’s adoptive parents (who had been unable to have a child) that the infant (unusually light skinned for a low caste Vudrani) was high caste, the result of a secret scandalous extramarital affair. Despite Rohini’s father’s reluctance at taking in a child of uncertain provenance, Rohini’s parents took her in and presented her to the world as a child of their own blood. Rohini’s adoptive father was a wealthy merchant, and the family soon moved to Jalmeray, leaving behind in Vudra the few loyal servants who knew of Rohini’s adoption. It was expected that at puberty Rohini would be married into a suitable high caste family and live a life of luxury, but shortly before then her true nature began to emerge. Through divinations, Rohini’s father discovered the truth and he condemned Rohini to death by immolation.

However, before that occurred, Rohini’s mother helped Rohini escape and paid a bodyguard to take Rohini and the mother’s maid back to Vudra, where the maid would arrange shelter for Rohini in a monastery. Unbeknownst to the mother, this took Rohini back into the clutches of the green hag, who fell on the group once they returned to the region of Rohini’s birth. The hag killed the bodyguard and the maid.

Despite the lure of the hag’s call, Rohini had the wherewithal to flee from the hag, deep into the swamp. It is inconceivable she would have escaped had Rohini not had the good fortune of falling upon a shrine to Desna constructed long ago by a cleric-explorer of the deity (“most locations dedicated to the goddess being no more than roadside shrines erected in her honor; her faithful often leave markings and dedications in newly discovered areas and secluded locales”). Desna saw the girl’s potential and bestowed fortune and guidance on the girl, allowing her to escape the hag and find her way out of the swamp.

Several nights later, Desna came to Rohini in a dream, and made known her intervention. The next day Rohini dedicated herself to the goddess. She spent the next decade gaining in competence, knowledge of the goddess’ ways, and traveling back to the inner sea. Rohini is a wanderer like many of Desna’s clerics, and unconventional for a cleric of Desna in her dress and other details due to her origins in a place where the worship of Desna is little known. The focus of her service to Desna has been tracking down and rededicating forgotten shrines, as well as establishing shrines in newly explored areas.

Appearance: Rohini is tall and slim, with long black hair. Due to the darkness of her biological father's skin tone, she is quite dark for a changeling, with copper skin. There is an elegant beauty to her features, as well something unusual that is mysteriously compelling but hard to place. She has the different colored eyes that mark her as a changeling to those familiar with her kind, although hers are black and brown rather than the more common blue and green. She is always found wearing well-made dark purple traveling robes with subtle stylistic notes that give hints at her Vudrani roots, as well as a scarf of matching color around her head. The robes conceal her armor and equipment underneath. Because she does not wear the white robes typical of followers of Desna, and because her starknife lies under her robe, her affiliation and occupation are not immediately clear.

Personality: Rohini has a detached air, reflecting first her upper class upbringing in Jalmeray, and second her decade of solitary traveling since her escape from her mother hag. However, due to her training in manners, natural magnetism, and instincts for dealing with people, she has always found it very easy to work with others (when the occasions arise) or to get whatever she needs. Her propensity for luck, attributable to her relationship to Desna, has allowed her to proceed through life in a relatively free an unplanned manner, confident that, with Desna's blessings, all will work out in the end. She is kind, quiet, and inclined to let others take the lead. In battle, she feels most comfortable supporting and sustaining her allies, well aware of her natural deficiency in strength.

Spells Used Today: (1) Shield of Faith; bless water (converted to CLW) (2) Communal protection from evil. Cure moderate wounds (using surmount affliction slot). Aid. One of the 2nd level pearls of power.; (3) _____; (4) Blessing of fervor. Used one of the 4th level pearls of power.

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