You feel safe and secure in urban environments, even in cities whose laws you find unjust—it is the physical fact of the city that you take solace in.
Benefit In any settlement, you gain a +2 trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all allies within your aura of courage.
Spirits in the Stone (Human)
You have an almost instinctive ability to sense danger and peril in ruined structures.
Benefit Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.
Racial:
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.
Weapon Training: Humans are proficient with any one
martial weapon of their choice, in addition to those granted
by class proficiencies. This weapon must be chosen at 1st
level and cannot be changed.
Languages: Humans begin play speaking Common.
Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as
Druidic).
Favored Class: Humans can choose any one class as
their favored class at 1st level. Once made, this choice
cannot be changed [/spoiler]
Equipment:
Druid’s Kit: This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
50 ft silk rope
5 Darkflares
2 Moonrods
Chalk
Tindertwig 5
Fish hooks (2)
Whetstone
Worn Magic Gear: Feet: Roofrunner boots(+5 to acrobatics checks while on structures made as part of a city or fortification, even ancient ruined ones, may treat terrain as one category smoother for movement while on structures, may grant wearer the benefits of the feather fall spell once per day)
Shoulders: Urban cloak(+10 to stealth checks when outdoors in a city)
Hands: Spiderskin gloves(grants user +5 on climbing attempts and 5 minutes of spider climb as per the spell per day)
Background:
To say that Amira was tied to the land in which she was born would be quite the understatement. Born of a family line that existed well before the fall of the Crimson Throne, Amira’s genuine Azlanti blood manifested in the midst of the recent chaos in her transforming nation, awakening old ties to the land itself, enabling her to commune with her city and her nation as a whole, drawing strength from it, while at the same time being granted the gifts she would need to protect her community.
A promising trainee for the Korvosan Guard, Amira surprised those who knew her when she abruptly decided against joining. Her secret reason was her recruitment and initiation into the Nightwatch, a secretive group of Urban Druids sworn to protect the inhabitants of the city from all threats, with no regard to class or current rulership.
As part of a network throughout the Great Cities, Amira felt the pull, “hearing the voice” of her home city of Korvosa. Convinced by the combination of the Azlanti blood laying dormant in her veins, and the eerie perfection of her birthmark, her mentor advised her to travel the city, connecting with this complex and ever evolving community in an effort to discover her roots and answer the call of the land. As a result, she spent much of the recent turmoil working on a street level to save average citizens from the fallout of political turmoil.
Personality:
Sharp and intelligent, Amira scrutinizes both people and situations intently. Once past her initial analysis, most people would find her both amicable and quite caring if somewhat intense.
When working, she is unrelenting in her efforts to eliminate anything that would harm the general population or those she has sworn to protect, and considers the safety of both the city and the land itself, to be of the utmost priority.
Amira’s appearance is exotic to say the least, a unique blend of Taldane, Shoanti and recessive Azlanti traits that give her a memorable appearance. Her olive skin contrasts sharply with snow white hair, yet her most arresting quality is her violet eyes.
To those granted the opportunity to see it, her unusual birthmark, a perfect representation of the old holy symbol of Aroden is perhaps the most convincing detail tying her to the legends and history of ancient Varisia. The pattern on her back between her shoulder-blades standing out as an unmistakable sign of her having been marked by something great and ancient.
Her quiet confidence, focus and unique appearance carry a sense of the greatness of those who once walked the land.
Wealth:
Gold:+200 (+200 Cassandra) GP Silver:
Gems:
Details:
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Spontaneous Casting:
An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
Defiant Luck (Human)
You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.
Prerequisites: Human.
Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
Special: If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.
Inexplicable Luck (Human)
Others are often dumfounded by your luck.
Prerequisites: Defiant Luck, human.
Benefit: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.
Harrow pts:2
Spoiler:
1 - Constitution Rerolls: Spend a Harrow Point to reroll any one Fortitude saving throw, Concentration check, or other Constitution-based d20 roll. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).
2 - Fast Hit Point Recovery: Spend a Harrow Point after resting for a minute to catch your breath and recover from your recent ordeals—you heal a number of hit points equal to your class level and 1 point of ability damage (but not ability drain) each time you do so. You may spend a Harrow Point in this manner once after each encounter.
3 - Damage Reduction: Spend a Harrow Point to gain damage reduction 3/—. This damage reduction persists for the duration of the encounter in which you spent the Harrow Point.