Svetocher

Anna Lee Starburn's page

37 posts. Alias of loc.


Full Name

Anna Lee Starburn

Race

Dhampir

Classes/Levels

1 swashbuckler | HP 11/11 | AC: 19, T: 15, FF: 14| Fort: +0, Ref: +6, Will: +0 | BAB: +1, CMB: +7, CMD: 17, | Init: +6 | Perception: +6 Panache 3/3 |

Gender

Female

Size

Medium

Age

25

Alignment

CG

Deity

Desna

Strength 12
Dexterity 18
Constitution 11
Intelligence 10
Wisdom 10
Charisma 16

About Anna Lee Starburn

Anna Lee Starburn
Dhampir swashbuckler (whirling dervish) 1 (Pathfinder Player Companion: Advanced Class Origins 23, Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 2 89)
CG Medium humanoid (dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6 (+4 when furthen than 10 feet from a fallen ally)
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Defense
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AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 11 (1d10+1)
Fort +0, Ref +6, Will +0; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee scimitar +5 (1d6+1/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—charm person (DC 14), command (DC 14)
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Statistics
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Str 12, Dex 18, Con 11, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 17
Feats Dodge
Traits chance savior, merciful scimitar, undead slayer
Skills Acrobatics +2 (+0 when furthen than 10 feet from a fallen ally), Appraise +0 (-2 when furthen than 10 feet from a fallen ally), Bluff +5 (+3 when furthen than 10 feet from a fallen ally), Climb -1 (-3 when furthen than 10 feet from a fallen ally), Diplomacy +7 (+5 when furthen than 10 feet from a fallen ally), Disguise +3 (+1 when furthen than 10 feet from a fallen ally), Escape Artist +2 (+0 when furthen than 10 feet from a fallen ally), Fly +2 (+0 when furthen than 10 feet from a fallen ally), Heal +0 (-2 when furthen than 10 feet from a fallen ally), Intimidate +3 (+1 when furthen than 10 feet from a fallen ally), Perception +6 (+4 when furthen than 10 feet from a fallen ally), Ride +2 (+0 when furthen than 10 feet from a fallen ally), Sense Motive +4 (+2 when furthen than 10 feet from a fallen ally), Sleight of Hand +6 (+4 when furthen than 10 feet from a fallen ally), Stealth +2 (+0 when furthen than 10 feet from a fallen ally), Survival +0 (-2 when furthen than 10 feet from a fallen ally), Swim -1 (-3 when furthen than 10 feet from a fallen ally); Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ dawnflower's mercy, dervish finesse, heir to undying nobility, overprotective, resist level drain, swashbuckler finesse
Other Gear chain shirt, scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), medium chest[APG], mess kit[UE], soap, torch (10), trail rations (5), waterskin, 46 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Dawnflower's Mercy (Ex) Doesn't gain panache for reducing foe to 0 hp if not an evil outsider or undead. Gain penache for causing an evildoer (HD at least 1/2 level) to surrender.
Deeds
Dervish Finesse (Ex) Treat scimitars as one-handed piercing melee weapons for swashbucker's finesse and all abilities that refer to such as weapon.
Heir to Undying Nobility Can use command and charm person each once per day.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

story:
What lead her to her place in life.
She had a good relationship with her father, who was a vampire. He was the one who first taught her how to use a sword. She knew from a young age that her father was a monster but he never once harmed her or even scared her any more then a father should.

Mother was killed by bounty hunters trying to kill her father for a reward. She tried to warn her husband before the men broke into their home in the country side and was murdered for it.

Father actively fought evil creatures as well as undead, causing the call for his bounty. He was not a saint, simply siding against those who wished to harm others, but his family helped to keep him grounded and human. Anna never knew who put the bounty out on her fathers head, but the fact that both good and evil people would look to harm him leaves many potential masterminds.

After the attack her father was forced to leave her with a band of Varisian travelers. He knew it was to dangerous for Anna to be around him and so left him with a old friend who was leader of the travelers. From that day she considered the caravan her new family. It could never replace the one she had, but she took great pains to try and make sure they were protected as they traveled the country. It was also here she was taught some fighting techniques by a group of Sarenites passing through on their way to the worldwound.

One day when the caravan was traveling they were attacked by a group of ghouls while they set up camp near a abandoned home. The professor had been traveling with the caravan on his way to a city and was able to direct the fighters and helped to kill the undead. He even saved Anna after she had been paralyzed by one of the beasts. After that she looked up to him like a hero, talking with him until he eventually left the caravan to continue his studies. After that she looked up to him like a hero, looking to emulate his fight as well as her fathers against the forces of darkness.

Her goals

Her first goal is to track down her father so she can finally see him again, and help to stop what ever force is trying to destroy him.
Her second goal would be to track down the bounty hunters who killed her mother and bring them to justice.

Those important to her.

Ludvic Starburn: Anna’s missing Vampire father.
Erin Lee: He is the leader of the caravan, a cleric of desna in his late 60’s.
Yoric Silversheen: He was Anna's first love as well as being the caravans black smith. He was the most important love during her flirty teenage years.
Yanera Lin: She was Anna’s best friend in the group until her family left to settle down at one of the cities the caravan visited.

Her secrets and fears

Her personal secret is that once when she was young, after her best friend was hurt, Anna helped mend the wound. After though, she tasted a bit of the blood from her friend that was left on her hands and found that she enjoyed the taste. More so then any candy she had every had before or since. She does her best to forget that memory and the craving she may find herself having every now and again.
What she also does not know is that Erin has known all along where her father fled and is currently living. He did not tell her even after she left the caravan for the funeral.
Her biggest fear in life is of anything long and slimey. Seed weed, slugs, leeches, worms, anything with that texture makes her dazed and disgusted. Ever since a playful swim in a pond ended up with her covered in leeches she could never look at anything like them again.

Her memories

Her strongest memory if of her father and their flight from their home as the bounty hunters ransacked it.
Her second strongest memory would be the day Lorrimor saved her and the caravan. It is what inspired her to go on to help protect those in need no matter the threat.
Finally her last strongest memory would have been the first time she defended her new family from some wild animals attacking. She will never forget the pride and happiness when she realized she had the power to protect the things she cared about.

Her looks
Anna does take great pride in her appearance, having grown to appreciate the Varisian's flair as she grew. Her hair is dark with red streaks she dyes into it to help remind her of her mothers own red hair. She often dressed to match, wearing dark red and black dresses during relaxation. Her combat gear matches the motifs. She often wore a dark shirt over her chain shirt with red lace that has been stitched over it all. It helped that she had a figure that complimented the more tightly fitting attire she enjoyed, though she was much more lithe than full when compared to most women. Even though she is partly undead she takes any prejudice against her race in stride, having grown used to outsiders simply not understanding. She does not look to hide her heritage, knowing anyone who could not accept her for her nature as no one worth having in her life.