Envoy of Balance

Serrahlia's page

9 posts. Alias of Evriani.

Full Name



HP 9/9 | AC 15 / T 11 / FF 14 | F +3, R +1, W +7


Perception +9 | Init +5 |


Human Urban Druid 1

Strength 7
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 20
Charisma 13

About Serrahlia

Female Human Urban Druid 1
NG Medium humanoid (Human)
Init +5; Senses: Perception +9
AC 15 (+1 Dex, +4 Hide Armor), touch 11, flat-foot 14
Hp: 9/9 (8 base, +1 con)
Fort: +3 Ref: +1, Will +7
Speed: 20 feet

Str 7, Dex 13, Con 12, Int 14, Wis 20, Cha 12 (+2 to Wis from human racial)
BAB +0; CMB -2; CMD 9
Class Abilities
Weapon and Armor Proficiency: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. May also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Proficient with shields (except tower shields) but must use only wooden ones.
Spontaneous Casting:An urban druid can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This ability replaces the ability to spontaneously cast summon nature’s ally spells.
Nature Bond: An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.
Nature Sense:A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy:A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. 1d20 + druid level + Charisma modifier to determine the wild empathy check result. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Knowledge Domain: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your druid level + your Wisdom modifier.
Spells Prepared
Detect Magic
1st Level (DC16)
Cure Light Wounds
Produce Flame
(Domain) Comprehend Languages
Spells Per Day
1st Level: 3 (plus domain)
Concentration Checks +6 (lvl + WIS modifier)
Enduring Stoicism: Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn’t feel like it’s worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.
Gregarious: Once per day, when you attempt a Diplomacy check to improve a creature’s attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.
Level 1: Improved Initiative
Human bonus feat: Cosmopolitan
8 ranks/level, (4+int modifier+skilled[human]+favored class bonus)
2 points for background skills/level
+1 Acrobatics
+2 Appraise
+1 Bluff
-2 Climb*
+2 Craft*
+3 Diplomacy
+1 Disable Device
+1 Disguise***
+1 Escape Artist
+1 Fly*
+5 Handle Animal*
+5 Heal*
+2 Intimidate
+6 Knowledge (arcana)**
+6 Knowledge (dungeoneering)**
+6 Knowledge (engineering)**
+6 Knowledge (geo)*
+4 Knowledge (history)**
+4 Knowledge (local)**
+8 Knowledge (nature)*
+4 Knowledge (nobility)**
+2 Knowledge (planes)**
+2 Knowledge (religion)**
+2 Linguistics
+9 Perception*
+1 Perform
+5 Profession*
+1 Ride*
+9 Sense Motive***
+2 Sleight of Hand
+2 Spellcraft*
+1 Stealth
+11 Survival*
-2 Swim*
+1 Use Magic Device

* base class skills
** class skill due to domain
***class skill due to Cosmopolitan
(2 bonus from INT, 2 from Cosmopolitan, Druidic free)
Common, Druidic, Elven, Orc, Dwarven, Necril (studied it, growing up in Ustalav and all)
Hide Armor
Serrahlia was discovered in the burnt out wreckage of a caravan after a couple days of exposure to the elements, by some poor folks headed to Caliphas. Whatever had attacked and killed her kin had overlooked the five year old, who’d been hidden away during the attack. Her rescuers couldn’t afford to adopt her, but knew her odds would be better in a city than in the wilderness. And so, alone in the world, she grew up on the streets..

She soon learned knowledge was power. People would pay urchins for information they overheard, and so she learned as many languages as she could in order to become a better informant. Knowing what was safe to eat and what wasn’t, being able to sense if a person was too dangerous to get involved with, understanding a bit of cartography in order to map out the sewers she lived in to better get around, all of these things drove Serra to learn like her life depended on it – because it did.

Despite her harsh upbringing, or perhaps because of it, the young woman maintains a cheerful and laid back demeanor. You catch more flies with honey, after all, and there’s no point in worrying about things that can’t be helped.

Of course, beyond her name, Serrahalia knows none of this. She has no idea how she got here, who she is, or what’s going on. No need to panic, though. Certainly, together, you’ll be able to sort it out.