Full Name |
Annak Malvari |
Race |
Tiefling |
Classes/Levels |
Witch (bouda)4/Monk (ZA) 4 (HP:31/31)(AC:17/FF:13/T:17)(F:+6/R:+8/W:+7)(Init:+6)(Perception:+6) |
Gender |
female |
Size |
Ranged Longbow: +7 / Melee:+3 |
Special Abilities |
The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier//DC15 |
Strength |
10 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
16 |
Charisma |
8 |
About Annak Malvari
Annak Malvari
Female Tiefling Witch (Bouda)4/Monk (Zen Archer) 4
LE Medium outsider(Tiefling)
Init +6; Senses darkvision 30 ft.; Perception +6
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Defense
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AC 17, touch 17, flat-footed 13 (+3 Dex)
hp 17 (2d8+4)
Fort +6, Ref +8, Will +7
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Offense
Ranged: +7 Longbow
Melee: +3
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Speed 30 ft.
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Racial
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Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
SLA: Darkness: 1/day
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail: can use them to retrieve small, stowed objects carried on their persons as a swift action.
Forked tongue, Ram-like Horns
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Statistics
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Str 10, Dex 18, Con 14, Int 16, Wis 16, Cha 08
Base Atk +3; CMB +6; CMD 22
Feats: Extra Hex (Prehensile Hair), lvl 1 Hex (Bouda's Eye), Dodge, Point Blank Shot, Precise Shot, Weapon Focus (Longbow), Hex (Evil Eye)
Traits Looking for Work (+1 Perception), High theft (+1 Reflex), reactionary (+2 initiative)
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Witch Abilities
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*Patron: Trickery: 1st-Animate Rope
*Bouda’s Eye (Su): DC:15 A bouda’s gaze can bestow ill fortune on her enemies. This hex can affect a creature within 30 feet that the bouda can see. The target takes a –2 penalty on one of the following (bouda’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. The hex lasts for a number of rounds equal to 3 + the bouda’s Intelligence modifier. A successful Will saving throw reduces the duration of the hex to 1 round. Once per day when the bouda uses this hex, she can impose two different penalties on the target instead of just one. If the bouda takes the evil eye hex, it increases the number of different penalties she can impose on the hex’s target by 1.
*Fetish: A bouda keeps a small fetish: sometimes a carved idol, other times a necklace adorned with teeth or bones. A bouda’s spells come from the will of evil spirits residing in the fetish, and its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by her familiar. The bouda must commune with her fetish each day to prepare her spells and can only prepare spells stored in the fetish.
* Prehensile Hair (Su):Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.
*Evil Eye (Su) (Advanced Player's Guide pg. 66 (Amazon)): DC: 15 The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round.
*Cackle (Su) (Advanced Player's Guide pg. 66 (Amazon)): DC: 15 A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
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Spells
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0 (4)-(DC13)Daze, Arcane Mark, Detect Magic, Message
1 (3+1)-(DC14)Mage Armor, Ill Omen, CLW, Hypnotism
2 (2+1) DC15 *Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.*Glitterdust: Blinds creatures, outlines invisible creatures.Defending Bone: DR 5/bludgeoning. (20 points)
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Gestalt Abilities- Monk (Zen Archer)
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*Flurry of Blows (Ex): Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). +2/+2
*Perfect Strike (Ex): At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow.You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
*AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.
*Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. 1d6 damage
*Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. Long Bow.
*Zen Archery (Ex): At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.
*Point Blank Master (Ex): At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.
*Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. +10 ft
*Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.*Ki Pool (Su): At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
*By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
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Skills: Acrobatics +10, Bluff +1, Diplomacy -1, Fly +3, Heal +7, Intimidate -1, Knowledge (arcana) +10, Knowledge (nature) +10, Knowledge (Planes) +10, Linguistics +2, Perception +9, Sense Motive +4, Spellcraft +7, Stealth +9, UMD +4
Languages: Common, Infernal, Abyssal, Goblin, Draconic, Celestial
Other Gear 0 gp
Longbow, 38 arrows, 20 blunt,
Wand of CLW-15 charges
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Annak was born in Ustalavic from the union of a human father and a female hellspawn. Her father, a once proud soldier, fled their homes after her mother was discovered to be a devil. Spending years as a mercenary caring for the child Annak, her father finally came to The Kingdom of Talingarde living in a remote part of the Kingdom as a shire reeve to a small farming community. Annak grew up learning dark powers inherited from her mother and from a hedge witch who lived nearby. Her father was killed when bandits raided their community but he managed to hide her. Annak was now left alone in the world and was forced to eek out a living in the wilderness by herself communing with dark spirits and practicing her hex magiks. Eventually she travelled near Branderscar and saw the same bandits raiding another small village. Determined to extract revenge she came to the villagers rescue and leapt on a horse to pursue the fleeing bandits but was mistaken for a bandit herself and was captured for attempted theft of the horse and the villages treasury. Beaten by the villagers Annak became bitter at the laws and government of the lands and found a new enemy in her life. After a week of judicial questioning by the local authorities Annak was delivered to Branderscar Prison for sentencing.