Full Name |
Vera Marshall |
Race |
Female human Rogue (Unchained) 1/ Investigator 4 |
Classes/Levels |
|
About Vera Marshall
Description Vera is a slight-framed, lithe woman with brown hair and an olive complexion. She wears spectacles. She dresses in a no-nonsense fashion, typically for action. Her demeanor is fully businesslike, although she can very much turn on the charm when she wants to.
Background Like so many children in Castorhage, Vera was orphaned at a young age and lived a hardscrabble life on the streets. Unlike so many pretty street urchins, she managed to avoid working for a pimp, and instead was taken in by a gang of thieves. She proved herself a quick student, and worked as part of a pickpocketing team for a few years. Eventually, the gang was busted. Still a child, she was taken in by an orphanage ostensibly run by the Church of Sarenrae, but the chuch oversight was minimal. In reality, she and the other children were subject to the petty cruelties of a harsh administration, who saw their charges as both a burden and a source of free labor. At the age of thirteen, Vera ran away from the orphanage; indeed the main lessons she'd learned from her four years there were that the gods were not worthy of worship and how to lie convincingly. She also realized that she has a near-eidetic memory, retaining most bits of information she'd ever come across. After her escape, she returned to the life on the streets. However, instead of working as a thief, she began offering her services as a guide and expert on how to defend against thieves. Still, she managed to keep many of her street connections, and as she grew, her skills increased. Evenually, she was able to establish a reputation as a private investigator, with a knack for finding missing persons... or at least what happened to said missing persons, as those who go missing in Castorhage are seldom seen alive again. She has an insatiable curiosity, and has read extensively on a variety of topics. Her work has fans among the people in the poorer quarters of the city, but she has embarassed the city guards several times by solving crimes and finding people that the guards had gotten wrong or gave up on: Most guards respect her skill but don't like her or her methods.
Inspiration Remaining: 5/5
Vera Marshall
Female human Rogue (unchained) 1/ Investigator 4
N Medium humanoid (human)
Init +11; Senses Perception +14
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
Fort +2, Ref +7, Will +5; +2 bonus vs. poison
hp 33 (5d8+5)[/b]
Defensive Abilities trap sense +1
OFFENSE
Speed 30 feet
Melee +1 mithril rapier +8 (1d6+4/18-20)
Ranged mwk hand crossbow +7 (1d4/19-20 [plus poison(?)]
Special Attacks sneak attack +1d6; studied combat (+2, 3 rounds); studied strike +1d6
Investigator Extracts Prepared (CL 4th; concentration +7)
2nd—invisibility, 1 unprepared slot
1st—cure light wounds (x2), expeditious retreat, keen senses,
Statistics
Str 10, Dex 16, Con 12, Int 16, Wis 12, Cha 12
BAB +3; CMB +3; CMD 16
Feats Brilliant Planner; Fencing Grace, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Traits Poverty-Stricken, Reactionary
Skills Acrobatics +12 (1), Appraise +7 (1), Bluff +9 (5), Craft (alchemy) +10 (4), Diplomacy +8 (4), Disable Device +15 (5), Disguise +7 (1), Escape Artist +7 (1), Heal + 5 (1), Intimidate +5 (1), Knowledge (arcana) +7 (1), Knowledge (dungeoneering) +7 (1), Knowledge (engineering) +7 (1), Knowledge (geography) +7 (1), Knowledge (history) +7 (1), Knowledge (local) +11 (5), Knowledge (nature) +7 (1), Knowledge (nobility) +7 (1), Knowledge (planes) +7, Knowledge (religion) +7 (1), Linguistics +7 (1), Perception +14, Sense Motive +9 (5), Sleight of Hand +7 (1), Spellcraft +7 (1), Stealth +16 (5), Survival +10 (5) [+15 to track], Swim +4 (1), Use Magic Device +9 (5)
Languages Common, Aklo, Draconic, Elvish, Necril, Varisian
SQ inspiration (5/day), poison lore, trapfinding +2
SPECIAL ABILITIES
Brilliant Planner (Ex) (1/day) Use gold set aside to fund unexpected plans (250 gp)
Fencing Grace (Ex) Use Dexterity on rapier damage rolls.
Inspiration (Ex) (+1d6, 5/day) Use 1 point to add +1d6 to a trained skill or ability check. Use 2 points to add to attack roll or saving throw.
Intelligence Inspiration (Ex) Can use Inspiration for free on Knowledge, Linguistics, or Spellcraft checks.
Keen Recollection (Ex) Can attempt any Knowledge check untrained. Note: Vera has at least 1 rank in all Knowledge skills, so this ability is moot.
Poison Lore (Ex) Can use Knowledge to identify poisons after 1 minute of study; can attempt to neutralize poison after an additional minute with a Craft (alchemy) check; no chance of accidentally poisoning self when applying poison to a weapon.
Sneak Attack (Ex) +1d6 precision damage when attacking a flat-footed or flanked opponent.
Studied Combat (Ex) (+2, 3 rounds) As a move action, study foe to gain attack & precision damage bonus.
Studied Strike (Ex) (+1d6) As a free action on a melee hit, end studied combat to add precision damage.
Trap Sense (Ex) +1 bonus on Reflex save and AC vs. traps
Trapfinding (Ex) +2 bonus to find or disable traps, inlcuding magical ones.
Combat Gear acid, alchemist's fire (2), antitoxin, smoke pellet, 2 doses blue whinnis poison, 1 dose greenblood oil; Other Gear mithril chain shirt, +1 mithril rapier, mwk hand crossbow w/ 10 bolts, 5 silver bolts, lenses of detection, boots of elvenkind, cloak of elvenkind, handy haversack, 1 sunrod, alchemy crafting kit, formula book, belt pouch, concealable thieves' tools, crowbar, disguise kit (10 uses), footprint cast, magnifying glass, mirror, tindertwtigs (10), tracking powder, portable alchemy kit, 9 pp, 19 gp, 20 sp, 5 cp. Gear not carried Alchemist's lab (at home)
Formula Book Contains the following alchemical formulas: 2nd level invisibility, see invisibility, spider climb; 1st level anticipate peril, cure light wounds, endure elements, expededitious retreat, firebelly, identify, keen senses