Lady Origena Devy

Eliza Yarrow's page

131 posts. Alias of inara14.


Full Name

Eliza Yarrow

Race

F:+9 R +12* W +10 | +1s Rapier +13 2d6+2[+2d6], Crossbow +11 d8| Hero Point: 2/3

Classes/Levels

Skills:
Library Lore +11, Acrobatics +9, Arcana +11, Dark Tapestry Lore +11, Diplomacy +8, Medicine +10, Occultism +13, Performance +8, Religion +8, Society +11, Stealth +10, Thievery +13

Gender

Female Human Investigator 4 |Perc +8| AC 22 HP 40/58 |

About Eliza Yarrow

Eliza Yarrow
Human investigator 5 (Advanced Player's Guide, 55)
NG, Medium, Human, Humanoid
Heritage versatile heritage
Background teacher
Perception +10 (+11 when using Pursue a Lead, +9 to find traps)
Languages Common, Dwarven, Elven, Halfling, Infernal, Sylvan, Thassilonian, Undercommon
Skills Library Lore +11, Acrobatics +10, Arcana +11, Dark Tapestry Lore +11, Diplomacy +8, Medicine +10, Occultism +13, Performance +8, Religion +8, Society +11, Stealth +10, Thievery +13
Can take trained actions untrained, proficiency in all skills equal to 1/2 level when if not otherwise proficient.
Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 18 (+4), Wis 12 (+1), Cha 12 (+1)
Items studded leather armor, +1 striking rapier, crossbow, backpack, bedroll, chalks (10), flint and steel, healer's tools, rations (1 week)s (2), rope (foot)s (50), soap, thieves' tools, infiltrator thieves tools, torchs (5), waterskin, purse, +1 striking rapier (22 gp, 5 sp)
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AC 22; Fort +9; Ref +12; Will +10; +1 circumstance bonus vs. traps
HP 58
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
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Speed 25 feet
Melee [1] +1 striking rapier +13 (disarm, deadly d8, finesse, magical), Damage 2d6+2[+2d6] P
Ranged [1] crossbow +11 (range increment 120 feet, reload 1), Damage 1d8 P
Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action.
Expeditious Inspection [F] (investigator) Frequency once per 10 minutes Effect You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.
Ancestry Feats Natural Ambition, Clever Improviser
Class Feats Known Weakness[APG], Shared Stratagem[APG], That's Odd[APG], Trap Finder[APG], Ongoing Investigation
General Feats Prescient Planner[APG], Untrained Improvisation
Skill Feats Battle Medicine, Experienced Professional, Forensic Acumen[APG], Multilingual, Continual Recovery, Ward Medicine
Other Abilities empiricism

Background:
Eliza is an unusual soul even by Kintargo's relatively lax standards. Eliza always has an answer to everything, but it is rarely the answer that anybody expects. Therefore most people who meet Eliza are not quite sure if her current theory is serious, or just her having a joke at someone's expense.

Having spent a lot of her life investigating the unexpected, Eliza decided to take a step back, now she is past her prime, and slow down. For the last ten years, Eliza has ridden out the turmoil in Kintargo in an academic position at the Alabaster Academy where she has had a not-so-steady stream of pupils to teach the art of "creative empiricism" (Yes, she will adamantly tell you that this subject exists, no matter how much 'narrow-minded fools' proclaim otherwise).

She has luckily just inherited a house from a long-lost relative (who she has never actually heard of) and thinks that she is, maybe, ready for her retirement.