Madge Blossomheart

Annalise Khonda's page

No posts. Organized Play character for Zero the Nothing.


Full Name

Annalise Viperina Khonda

Race

Vishkanya

Classes/Levels

Empty Hand Nornkith 2|Swashbuckler 8

Gender

Female

Special Abilities

XP: 29 / 30, GP: 123

Alignment

Chaotic Neutral

Deity

Nalinivati

Location

Zom Kullan, Nagajor

Languages

Taldane, Tien, Vishkanya, Nagaji, Draconic, Aklo

Occupation

Personal Assistant

Strength 10
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 8
Charisma 20

About Annalise Khonda

Thank you LaserDanger for going along with this.

A tall pale green woman with fine scales dressed professionally with black hair in a bun, eyeglasses, and an inkpen and clipboard, Annalise or Anna is a personal assistant(and sometimes bodyguard) to Ssssandra, the noble Nagaji Sorceress Venture Captain of the Pathfinder Society and founder of the VIPs(Very Important Pythons).

Anna fights using the "Hidden Serpent" style(which focuses on using items found in your vicinity as weapons) and commonly uses inkpens, parasols, fans, and most often her red bottom stiletto heels.

Hidden Serpent Techniques:

Venom Charm: Regained by defeating targets and from Gungnir attacks. (Panache)
--- Abilities ---
Snake Charmer: Perform incredible feats of agility. (Derring-do)
Dragon Roll: Expertly dodge incoming attacks. (Dodging Panache)
Lillend's Charm: Use grace and charm to resist the effects of opponents' attacks. (Charmed Life)
Coiling Viper: Instantly spring back up onto your feet after being knocked down. (Kip Up)
Diamondback: Attacks inspire fear in opponents. (Menacing Swordplay)
Dance of the Marilith: Focused training grants an increased chance of successful Gungnir attacks. (Swashbuckler Weapon Training)
Pirouette: Ballet inspired grace allows for acrobatics skills to be used at full speed. (Swashbuckler's Grace)
--- Attacks ---
Stiletto: A brutal kick with a stiletto heel.
◇-◆ Main-Gauche: Deflect incoming attacks with Stiletto kicks by spending Venom Charm. (Opportune Parry)
◇-◇-◆ Cobra Counter: Rapid counterattack with a Stiletto after a successful Main-Gauche attack. (Riposte)
Sidewinder: After charging towards a foe, deliver a viscious Stiletto attack.
◇-◆ Orochimaru: Quick series of Stiletto kicks. (Flurry of Blows)
Estoc: Stiletto attack empowered with Venom Charm. (Precise Strike)
◇-◆ Claymore: Use Estoc after charging towards a foe.
Coatl: Throw a devastating piercing attack at a foe.
◇-◆ Quetzalcoatl: Quick series of Coatl attacks.
Gungnir: Perfectly timed attacks deliver substantially more damage to their targets. Gungnir can restore Venom Charm. (Critical Hit)
◇-◆ Ragnarok: Perform a Gungnir attack during Orochimaru, Quetzalcoutl, or Jörmungandr.
Ouroborus: Sacrifice accuracy to deliver more powerful Stiletto attacks. (Piranha Strike)
◇-◆ Jörmungandr: Rapid series of Ouroborus attacks empowered with Venom Charm.
Red on Black: Feinting attack that confuses opponents. (Superior Feint)
Black Mamba: Use precise attacks to target specific body parts. (Targeted Strike)
◆→ Numbing Agent: Deals damage and confuses the target. (Head)
◆→ Heartbreaker: Deals damage and staggers the target. (Torso/Wings)
◆→ Cold Hearted: Target drops a handheld item.(Arms)
◆→ Anklebiter: Deals damage and knocks target to the ground(Note: Opponents with four or more legs aren't effected). (Legs)

Special Abilities:
------------------------------------------

Archetypes: Monk - Monk of the Empty Hand, Nornkith, Swashbuckler - None
Traits: Surprise Weapon(Combat), Deathtouched(Race)
---Monk---
Level 1: Shears, Flurry of Blows, Forewarned, Unarmed Strike, Conviction of Fate - Steadfast Personality
Level 2: Bonus Feat(Catch Off-Guard), Evasion
---Swashbuckler---
Level 3: Deeds, Panache, Swashbuckler Finesse - Graceful Athlete
Level 4: Charmed Life 3/day
Level 5: Deeds, Nimble +1 - Improvisational Focus
Level 6: Bonus Feat(Weapon Specialization(Improvised Weapon))
Level 7: Swashbuckler Weapon Training +1 - Piranha Strike
Level 8: Charmed Life 4/day
Level 9: Deeds, Nimble +2 - Improvised Weapon Mastery
Level 10: Bonus Feat(Combat Reflexes)
Level 11: Swashbuckler Weapon Training +2 - Extra Panache or Musketeer's Sidestep
Level 12: Charmed Life 5/day

Note: The Improvisational Focus feat counts as Weapon Focus for improvised weapons and allows taking feats that specifically select a weapon, such as Weapon Specialization.

------------------------------------------
-Have-
Plume of Panache 1000
Ring of Protection +1 2000 [Ring]
Swordmasters Flair 2500 [None]
Pirate's Eyepatch 2600 [Eyes]
Cloak of Resistance +2 4000
+ Cape of Daring Deeds +5000 [Shoulders]
Belt of Incredible Dexterity +2 4000 [Belt]
Headband of Alluring Charisma +2 4000 [Headband]
Gloves of Improvised Might +1 Agile 16000 [Hands]
Circlet of Persuasion 4500 [Head]
Wand Key Ring(Shield) 3000 [None]
+ Bracers of Armor 1000 [Wrists]
-Corsair +5000
Lupine Robe 6800 [Body]
Boots of Speed 12000 [Feet]

-Want-
Quickmetal Bracers 1000/2000/5000 [Wrists]
Charlatan's Symbol(Infernal Healing) 2000 [Neck]
Corset of Delicate Moves 2000 [Chest]
Swordmaster's Shirt 10000 [Chest]
Ring of Resilience 15000 [Ring]

Anna's Story:

- The Ruby Phoenix Tournament -
Once every 10 years, the cosmopolitan city of Goka on the western coastline of Tian Xia hosts the Ruby Phoenix Tournament on an island off the coast. Infamous for its strange spectacles and exciting mix of fighting styles, the contest draws combatants and spectators from all over the world. The tournament’s winner gets his choice of a single item from the legendary treasury of an ancient spellcaster and earns a reputation beyond imagining. But this year, not all who have come to compete do so out of respect for the traditions of battle or even out of greed for the reward. They seek instead nothing so much as red revenge and political domination!

Can Annalise’s team of contestants survive six bouts in the Grand Pavilion arena against the mightiest combatants and cleverest battle mages on Golarion? Can they prove their mettle in tests of mind and body? Can they foil the plans of an evil organization and its powerful allies who hope to destroy the Ruby Phoenix Tournament and see its champions dead? Step into the arena to find out!

- Skulls & Shackles -
The Wormwood Mutiny
Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They’ll have to learn how to survive as pirates if they’re to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it’s up to the new crew to decide whether they’ll remain the pirate’s swabs or seize control and set sail for adventures all their own.

- Rise of the Runelords -
Burnt Offerings
The Rise of the Runelords Adventure Path begins here, in the small coastal town of Sandpoint. Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!

In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.

The Skinsaw Murders
A sudden string of brutal killings terrorizes the town of Sandpoint, and the killer's mark bears a familiar shape. Investigation leads to the Lost Coast's most notorious haunted mansion, a dilapidated ruin that has become the lair of a monstrous murderer. Yet this killer is but one of many, a member of a group of fanatic cutthroats calling themselves the Skinsaw Men. To defeat the cult, the PCs must travel to the bustling city of Magnimar to unravel the sinister source of these murders before they become the Shinsaw Men's next victims!

The Hook Mountain Massacre
The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?

- Grotto of the Deluged God -
When a ship that Venture-Captain Calisro Benarry hired to ferry Pathfinders to the Gloomspires vanished, she called upon diviners to speak to the sailors, only to learn that they had met a watery grave. Benarry has narrowed down the ship’s location to the shoals off the coast of the pirate island of Tempest Cay. While the venture-captain asks some questions on shore and searches for survivors, the PCs must travel out to the shipwreck, uncover the reason why a crew of experienced sailors met their doom, and discover why the nearby ocean has been growing increasingly perilous.

- Ward Asunder -
The legendary sorceress Hao Jin transferred many abandoned historical sites to her museum demiplane, though even her magic had limits, forcing her to transport only part of an architectural treasure. The half of a temple she left behind in the jungles of Dtang Ma has developed a haunted reputation in the centuries since. Now an unlikely ally has approached the Society with tales of unspoiled historical secrets and hidden treasure left within the shattered sanctuary of Yamatsumi, the mountain god.

- Debt to the Quah -
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits.

- The Daughters' Due -
Beautiful and influential, the Blakros family rose to prominence in part thanks to an ancient pact they at last broke nearly a decade ago, drawing the ire of the sinister Onyx Alliance. Ever since fighting off these foes, though, the Blakroses and Pathfinder Society largely assumed their enemies defeated—at least until spotting Alliance fetchlings wielding treasures stolen from the Blakros Museum. At considerable cost, the Blakros family has hired the Society to identify the thieves and learn of the Onyx Alliance's plans. Can the PCs separate truth from illusion as their investigation takes them to gloom-shrouded Shadow Absalom?

- The Wardstone Patrol -
ll-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border's many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. On one such wardstone patrol, however, the party may find itself facing an enemy of an entirely different nature.

- The Heresy of Man -
The First Heresy
For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed "let no man be beholden to a god." While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum's defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy.

Where Dark Things Sleep
When a Pathfinder team in the godless nation of Rahadoum disappears, the Pathfinder Society sends the PCs to investigate. Deep beneath the sands of the small village of Wadi al-Hesr, a long imprisoned evil—responsible in part for the destruction of an ancient empire—now stirs and threatens the entire region with a deadly plague. Can the Pathfinders survive a sinister game of cat-and-mouse and escape with their lives?

Beneath Forgotten Sands
Beneath the desolate deserts of godless Rahadoum, the Pathfinder Society races against time to beat the traitorous Shadow Lodge to an ancient Jistkan citadel. But their rivals aren't the only obstacle in the PCs' way: the long-lost ruins teem with terrible outsiders set on manipulation and destruction, including a self-proclaimed avatar of the div god Ahriman. Beneath Forgotten Sands brings the three-part Heresy of Man series to a stunning conclusion.

- Drow of the Darklands Pyramid -
A rogue band of drow are plaguing the artifact shipping lanes of Osirion and the Pathfinder Society has sent you to stop them. When the drow capture an entire caravan laden with Society relics, the Decemvirate orders you into the Darklands to track down the drow and their stolen cargo. You'll travel beneath Golarion, fighting through caverns of hideous creatures to reach the fabled Darklands Pyramid—will you survive the journey, or become a slave forever?

- Valley of Veiled Flame -
For years a Pathfinder team has surveyed Qadira’s Zho Mountains in an attempt to reconcile its twisting valleys with a series of old maps recovered years ago on the Silken Way. When the team disappears soon after reporting a strange illusory effect in a mountain pass, the Society sends the PCs—funded by an unusual benefactor—to uncover whatever is hidden in those peaks and rescue the agents.

- Port Godless -
Few are as adept at fighting demons as the Riftwardens, an organization of spellcasters dedicated to protecting the boundaries between the planes. Many are already committed to the Fifth Crusade in Mendev and are unable to assist the Pathfinders directly in the society’s upcoming expedition into the Worldwound, but if the Pathfinders assist the Riftwardens elsewhere, perhaps a small number of the mages might be free to return the favor. Unfortunately, this means entering the godless nation Rahadoum, where several Riftwardens have recently disappeared.

Anna becomes very good friends with Madame Feuer

- Red Harvest - Earned: 6080 + 100 gp
In the naga-ruled nation of Nagajor in southern Tian Xia, the Pathfinder Society finds itself caught between feuding factions in a remote village. Forced to choose a side, the decisions of the agents involved could determine whether or not the Society gains access to a valuable religious artifact considered sacred by the village's nagaji population.

- Wrath of the Accursed - Earned: 8066gp + ??
When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.