Cressida

Anna Dunsany's page

2,646 posts. Alias of Stalwart.


Full Name

Anna Dunsany

Race

Human

Classes/Levels

Rogue 12

Gender

Stats:
HP 81/81, AC 29* touch 17, flat 23*, CMD 25, F+5 R+14 W+7 (+12 vs ench); heavy crossbow +15 (1d10+1 19-20/x2) (pbs), sap +14 (1d6+1 nonl), +2 dagger +16/+11 (1d4+7 19/20/x2), SA 6d6, CMB +8, CMD 26, Init +11, Per +20

Size

Medium

Age

19

Alignment

CG

Location

Ustalav, River Kingdoms

Languages

Common, Hallit, Orc, Skald, Varisian

Occupation

Grifter, Con Artist

Strength 12
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 13
Charisma 14

About Anna Dunsany

female Human Rogue 12
CG Medium humanoid (human)
Init +11*; Perception +20
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DEFENSE
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AC 25, touch 17, flat-footed 19
(armor +6*, Defl +1, Dex +5, Dodge +1, Nat.A +2)
hp 88 (12d8+14)
Fort +5 , Ref +14, Will +7
Evasion, Danger Sense +4, Uncanny Dodge, Improved Uncanny Dodge, +5 vs enchantment, Slippery Mind, *vs. undead AC +2 & DR 2/-
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OFFENSE
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Spd 30 ft.
Melee: Sap +13/+8 (1d6+1 nonlethal)
Melee: +2 Dagger +16/+11 (1d4+7 19-20/x2)
Melee: +1 cold iron rapier +15/+10 (1d6+6 18-20/x2)
Melee: Light mace +14/+9 (1d6+1)
Ranged: Secret Crossbow +15 (1d4+1 19-20/x2)
Ranged: +1 Heavy Crossbow +15 (1d10+1 19-20/x2)
Ranged touch: ray of frost +14 (1d3 cold) CL 12
Combat Options: Sneak Attack 6d6, Point-Blank Shot, Opportunist, Double Debilitation
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STATISTICS
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Str 12 (+1)10, Dex 18 (+4)20 (+5), Con 12 (+1)., Int 16 (+3), Wis 13 (+1), Cha 14 (+2)
Base Atk +9; CMB +10; CMD 27
Feats Dodge, Extra Rogue Talent x3 (Offensive Defense and Major Magic), Improved Initiative, Iron Will, Point-Blank Shot, Alertness
Skills:
Acrobatics +22, (+5 Dex, +11 Rank, +3 Class, +3 Familiar)
Bluff +19, (+2 Cha, +11 Rank, +3 Class, +3 Competence)
Climb +15, (+1 Str, +11 Rank, +3 Class)
Diplomacy +5 (+2 Cha, +3 Competence)
Disable Device +21*, (+5 Dex, +11 Rank, +3 Class, +2 Equip)
Disguise +13, (+2 Cha, +5 Rank, +3 Class, +3 Competence)
Escape Artist +19, (+5 Dex, +11 Rank, +3 Class)
Intimidate +16, (+2 Cha, +8 Rank, +3 Class, +3 Competence)
Knowledge (dungeoneering) +11, (+3 Int, +5 Rank, +3 Class)
Knowledge (Local) +17, (+3 Int, +11 Rank, +3 Class)
Knowledge (Religion) +10, (+3 Int, +2 Rank, +3 Class, +2 trait)
Linguistics +7 (+3 Int, +1 Rank, +3 Class)
Perception +19, (+1 Wis, +11 Rank, +3 Class, +4 Alertness)
Sense Motive +24, (+1 Wis, +11 Rank, +3 Class, +5 competence, +4 Alertness)
Stealth +19, (+5 Dex, +11 Rank, +3 Class)
Swim +8 (+1 Str, +4 Rank, +3 Class)
Use Magic Device +19 (+2 Cha, +11 Rank, +3 Class, +3 Competence)

Background Skills
Perform (wind instrument) +18* (+2 Cha, +11 Rank, +3 Class, +2 Equip)
Slight of Hand +19 (+5 Dex, +11 Rank, +3 Class)
*Includes equipment bonus of +2

Spell-like abilities:
At will: ray of frost
5/day: shield

Traits: Teacher's Pet, Exile
Languages: Common, Orc, Hallid, Skald, Varisian
SQ: Finesse Rogue (daggers and rapiers), Trapfinding (Disable Device +27, Perception +29), Evasion, Uncanny Dodge, Canny Observer (+4 on Perception to eavesdrop and to find secret objects), Danger Sense +4, Befuddling Strike, Minor Magic, Major Magic, Offensive Defense, Snap Shot, Opportunist, Slippery Mind, Familiar, Double Debilitation

Skill unlock (Sense Motive):

If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

After 1 minute of conversation, you can read a creature’s surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature’s Bluff check.

Skill Unlock (Acrobatics):

You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

Familiar: monkey (Gilliam):

(Master gains +3 bonus on Acrobatics)
SQ: Alertness, improved evasion, empathic link, speak with master, speak with animals of its kind)

N Tiny animal
Init +2; Senses low-light vision; Perception +12

DEFENSE

AC 20, touch 14, flat-footed 16 (+2 Dex, +2 size +4 nat.)
hp 40 (1d8)
Fort +3, Ref +9, Will +4

OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite +10 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Base Atk +8; CMB +4; CMD 16
Feats Weapon Finesse
Skills Acrobatics +21, Climb +21, Perception +12; Racial Modifiers +8 Acrobatics

Gear: +1 heavy crossbow, hand crossbow, 14 bolts, 27 silver bolts, 3 bolts with adamantine blanch, sap, +2 dagger, +1 mithral dagger, +1 dagger, +1 cold iron rapier, 3 daggers, masterwork silver dagger, light mace, +2 defiant mithral chain shirt, masterwork thieves' tools, explorer's outfit, entertainer's outfit, scholar's outfit and traveler's outfit, Lepidstadt clothes, fine elven dress, 2 sunrods, 2 potions of Cure Light Wounds, 2 potions of Cure Moderate Wounds, 2 flasks holy water, waterskin w/3 doses of holy water, disguise kit (9 uses), 1 dose antiplague, 70 gp, 0 sp
Backpack: 100' rope, grappling hook, block and tackle, bullseye lantern, 4 pts oil.

Satchel:
2 alchemical acid
2 alchemical fire
1 nushadir
3 antitoxin
1 liquid Ice
1 smoke stick
1 bladeguard
2 potion of Cure Light Wounds
3 thunderstones
3 flash powers
2 smoke Pellets
Dust of Tracelessness - 2 doses

Other:
cloak of elven kind, tarnished silver flute, rope of climbing, lesser ring of invisibility, sandals of quick reaction, +1 ring of protection, ring of mind shielding, +2 amulet of natural armor, dust of appearance, +2 belt of dexterity, seducer's bane, secret crossbow, handy haversack
Wand of Acid Arrows (37 charges)

After her spending spree, Anna now has:
Ornate carriage 1,000 gp
Four fine horses 1,600 gp
Driver (paid through the year) 365 gp (Giovanni)
Two attendants (paid through the year) 730 gp (Greta and Elsa)
11 fine dresses 1,100 gp
Jewelry accessories 3,300 gp
3 exquisite music boxes 600 gp
Fine chest 200 gp
Make-up and perfumes 300 gp
Case of fine Chelish brandy 200 gp
Case of exquisite Galtan wine 300 gp
3 bottles of Taldane port 150 gp

Rewards:

120 XP (The Restlands)
350 XP (Research, day 1)
250 XP (Research, day 2)
100 XP (The Tomb of Justin Case)
1,180 XP (Research, day 3)
440 XP (Stirge attack)
120 XP (Scythe)
100 XP (Doors)
120 XP (Skulls)
160 XP (Furnace)
120 XP (Poltergeist)
125 XP (Spiders)
180 XP (Manacles)
160 XP (Straightjacket)
120 XP (Brands)
250 XP (Vesorianna)
160 XP (Slimers)
215 XP (Skeletons)
320 XP (Lopper)
240 XP (Kimgald and the planchette)
240 XP (Headless guard)
200 XP (Thing-that-was-Pyotr)
??? XP (Lots o' traps)
160 XP (Upstairs stirges)
320 XP (Father Charlatan)
??? XP (Piper of Illmarsh)
320 XP (Undead hands)
240 XP (Ooze your daddy?)
960 XP (Splatter Man)
??? XP (Completing Harrowstone)

320 XP (Manticore)
960 XP (Swamp investigation)

Total: 10,280

Anna Dunsany was destined for greatness.
Well, that's what she tried to convince herself every day for the past five years, ever since running away from her rural home at the age of fourteen. She had been the only child of a farmer in a quaint village whose values made Erastil look like a raving liberal. She left town the first chance she got.
On her own, she struggled in poverty, lived hand-to-mouth for years while always moving from town to town to find the next big score. She desired to rise above the rag-tag bands of brigands and toughs who would have her as just another of the gang. She started running with con artists, and assisting in some notable cons across the River Nations.
Eventually, she found herself in Pitax, with its gaudy displays of tacky, kitschy art. Once there, Anna and her gang of cons tried a daring stunt: they rented out a performance hall and advertised the most remarkable display of art imaginable. No one had seen anything like the show they were about to put on. Before long, the advertisements had built up a rather large interest, and the night of the show saw long lines of people shelling out good coin for a chance to see this mystery show.
Anna and her crew actually planned on just taking the money and leaving, but curiosity got the better of her. How would the crowd react? Disguising herself, she slipped amongst the crowd to see.
Her breath caught when she saw who was there: Lord Irovetti, ruler of Pitax himself! After a tense hour or more waiting waiting for the show to begin, the crowd finally realized that they'd been had. However, Irovetti loved it! Minimalism at its finest! Truly, he'd never seen a performance such as the one Anna had staged.
It sparked an artistic fad throughout Pitax. Soon, shows about nothing, empty "air sculptures" and blank canvases were the most sought-after artwork in the city. Anna's troupe was heralded as geniuses, and for a while they enjoyed the adulation of Pitax's cultural elite.
Then, after about a fortnight of fame, Irovetti declared the minimalist movement passe, and had Anna's troupe arrested. Anna fled Pitax's guards and pushed her way into a lecture hall, using her ability to blend into crowds. A visiting professor was addressing the students about his research into various forms of undead and the ways to combat them.
Desperate to evade the guards, rather than slinking about avoiding notice, Anna piped up with a few simple but remarkably insightful questions that caused Professor Lorrimor to take note of her. Perhaps he noticed the Pitax guards moving through the crowds, or perhaps he was simply impressed with her quick grasp of his lesson, but he invited her to join him in further study in a small tutoring group.
Safe for a time, Anna continued to hide out at the college, even after Lorrimor left. She had finally secured safe transport away from Pitax when a letter arrived from the Professor, inviting him to his home in Ravengro, Ustalav.
Anna had little else to do, save escape from Pitax and get far away from Irovetti's influence. Ustalav didn't hold much of a draw for her, but she still felt she owed the professor a debt, and thus she decided it was as good a destination as any.

Personality, Role, and Campaign notes: Anna's father raised her with a core of good values, but the stifling traditions of her village caused her to rebel. She begged and stole at first, but grew out of that as her natural charisma and intelligence developed further, and soon she found it easier (and more rewarding) to fleece people and institutions. She developed a true loyalty to her fellow con artist troupe, and the fact that they've been arrested and likely executed has been gnawing at her. Finding a new group that she can depend on, and help out would likely change her outlook quickly.

In any urban setting, Anna will likely flourish, and step to a leadership role. She has little to no experience with the supernatural, despite Lorrimor's tutoring, so will look to guidance from others in those situations. In a fight, she'll be an opportunist, looking to snipe with her crossbow or aid the front-liners with a well-timed sneak attack.