Tiefling expert 1/fighter 1/witch 2
NE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5


AC 16, touch 12, flat-footed 14 (+4 armour, +2 Dex)
hp 22 (1d8+1+1d10+1+2d6+2+2)
Fort +3, Ref +2, Will +5
Resist cold 5, electricity 5, fire 5


Speed 30 ft.
Melee masterwork rapier +5 (1d6-1, 18-20/x2)
Ranged light crossbow +4 (1d8/19–20)
Spell-Like Abilities (CL 4, concentration +2)

  • 1/day—darkness

Witch Spells Prepared (CL 4, concentration +4, 20% arcane spell failure)

  • level 1—charm person, cure light wounds, unseen servant
  • cantrips—detect magic, guidance, mending, stabilize

Str 8, Dex 15, Con 12, Int 14, Wis 10, Cha 7
Base Atk +2; CMB +1; CMD 13
Feats Additional Traits (armour expert, magical knack)APG, Precise StrikeAPG, Weapon Finesse (Malatina intends to take Arcane Armour Training as her next feat.)
Skills Acrobatics +11, Bluff +4, Disable Device +10, Escape Artist +6, Perception +5, Sense Motive +5, Spellcraft +7, Stealth +9 (Malatina intends to put a rank into Profession (sailor).)
Expert Class Skills Acrobatics, Appraise, Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Perception, Sense Motive, Stealth
Languages Chelish, Halfling, Infernal
SQ hex (fortune, healing)
Gear masterwork chain shirt, masterwork rapier, short sword, light crossbow, 40 bolts, dagger, ring of mind shielding, masterwork thieves’ tools, cloak worth 2 gp, iron holy symbol of Asmodeus, potion of cure light wounds, 20 gp
Experience Points 7 558
Favoured Class witch (hit point)

Special Abilities

Armour Expert You have worn armour as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armour wasn’t the real thing as far as protection, but it did encumber you as much as real armour would have, and you’ve grown used to moving in such suits with relative grace. When you wear armour of any sort, reduce that suit’s armour check penalty by 1, to a minimum check penalty of 0.

Fortune (Su) The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing (Su) A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has been affected by the hex, it cannot be affected by it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Magical Knack You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Combat Quick Reference

Default Tactics

First Choice: Malatina tries to flank her opponent opposite someone else with the Precise Strike feat. When flanking like this she has +7 to hit with her masterwork rapier, which does 1d6-1 piercing damage plus 1d6 precision damage.

Second Choice: Malatina tries for a clear shot and shoots her opponent with her crossbow. She has +4 to hit with her light crossbow, and it does 1d8 piercing damage.

Last Choice: If she can’t flank and she can’t shoot, Malatina will hit things with her masterwork rapier, fighting defensively. She has +0 to hit in this situation, doing 1d6-1 points of damage, and her armour class increases to 20.

Fee the Monkey

Malatina’s Familiar

Witch Spells Known

  • level 1—charm person, comprehend languages, cure light wounds, mount, unseen servant
  • cantrips—arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink APG, read magic, resistance, spark APG, stabilize, touch of fatigue

Sidhe Who Hides From the Sun

Malatina’s Patron

While living in the Hagwood, Malatina on several occasions believed she came in contact with a powerful fey of some sort. The first time was on the only occasion when she met the Mother of Flies, but after that she thought that she encountered this being more than once. After her time in the Asmodean Knot, Malatina came to believe that she had attained a better understanding of the shadowy existence between this world and the First World.

Her patron holds influence over shadows.


Malatina fled Egorian (the imperial capital) soon after she reached puberty and started growing horns. The realization that she was a tiefling shattered her dream of following in her father’s footsteps and becoming a hellknight.

For most of her teen years, Malatina lived in the Hagwood. There, she spent a great deal of time with Colleen, a korred. Colleen was very supportive, but Malatina never stopped thinking of herself as a city girl and resisted attempts to help her adapt to forest life. Eventually she moved to nearby Westcrown, where she was soon recruited by the late Palaveen into his new gang.

Malatina is now one of the leaders of the Bastards of Erebus street gang, answering directly to its leader, Dravano. She is currently the boss of the night excursion team, and so is responsible for acquiring whatever is needed for the gang to survive (often including food). The current members of her squad are (in order of seniority) Zuka, Ramgara, and new recruit Cinzia.

On Wealday, Arodus 12, Malatina played cards with Coraline and Morgram. On Sunday, Arodus 16, she played cards with Coraline, Morgram, Aremcesca, and Zimberchem. On Moonday, Arodus 17, she entered the Asmodean Knot in the attic of the mayoral manor (at Coraline’s invitation). In exchange for being allowed to live when she left, she had to swear to a priest of Asmodeus that she would never remove her ring of mind shielding. She is under the impression that she and Coraline were bonding, though since that expedition they haven’t spoken to each other.

On Moonday, Lamashan 5, Malatina took her squad on a secret mission, accompanied by Dravano and Fredo. The mission was a success, and quite lucrative.

On Fireday, Lamashan 9, Malatina sailed for Magnimar with the rest of the Bastards of Erebus.

Play History


April 7: Dale
May 5: Dale
May 19: Corey
June 2: Monique
June 16: Corey
June 30: Corey
August 4: Corey


February 22: Cedric


Yeah, Yeah, Aroden, Whatever tbug tbug