- Jerkin of the Brazen Rogue: Leather Armor +3, grants +1 Competence Bonus to Attacks
- Indep Earring: +1 Deflection Bonus to Armor Class and Saving Throws; +1 additional Luck Bonus to spells and spell-like effects; Immunity to Confusion and similar effects
- Mark of the Savant: this odd Swiss Army Tool of Doom can either unfold into a series of superior Thieves' Tools or, properly manipulated, unlock into a pair of deadly punch daggers made of an unusual and powerful metal; in either form, as long as the owner is using/equipping/wielding the Mark, she gains a +1 enhancement bonus to Dexterity and a +2 luck bonus to Armor Class; as Punch Daggers, they do 1d6 instead of 1d4 damage, +4 enhancement bonus; as Thieves Tools, they provide the user a +5 competence bonus to Open Locks and Disable Device. This object is usable only by Rogues; unsuccessful attempts to use it by non-rogues usually results in the lost of several fingers.
OR if those punch daggers are too powerful for you:
Punch Daggers of Shar (pair): +3, +2 luck bonus to all saving throws, spell resist 15
- Chained Teeth Earrings: These items are not magical, but merely a cleverly designed set of Masterwork Thieves' Tools
Annah grew up in the Hive, i.e. the Slums of Sigil, fostered by the rapscallion corpse-collector Pharod, who took her in when she was but a wee child wandering the streets of Sigil alone. Pharod used and trained Annah's natural grace and agility to his advantageshe was probably one of the best looters he had. Pharod used Annah but also treated her without much cruelty, and sadly, the bastard was probably the only one who ever showed her anything close to kindness in her life. At least until, perhaps, when she met the dark-fated "immortal" called the Nameless One. Annah fell in love with the Nameless One, perhaps because so heavy was his torment that even her hard heart felt pity for him, or perhaps because he refused to let his torment defeat him. Annah hates authority and is uncomfortable expressing any feeling other than anger; those who know of her adventures with the Nameless One know, however, that perhaps her fiercest quality is her sense of loyalty (to those that deserve it, of course). She feels most comfortable where most don't: the crime-ridden streets of the Hive. She knows the Hive, and Sigil as a whole, as well as she knows how to strike a killing blow with her punch daggersand that's pretty damn good. Like many natives of Sigil, she belongs to a faction, namely, the Free League (or Indeps). She rarely speaks of it, but she certainly lives up to the Indeps' motto: "Truth? There is no truth. Just live free or die."
I gave Annah standard Tiefling abilities; she doesn't have the Darkness spell in the game, but it's also something she wouldn't feel the need to use, as so many denizens of Sigil probably have Darkvision anyway. The only change from standard I might actually do is shift her resistances to Cold 10 and Fire 5, as that is closer to her natural resistance in the CRPG. Annah is described several times in Torment's narrative as very fast and very quiet, so I focused skills and feats very much to reflect this; other skills and feats were included to reflect her "career" as a scavenger as someone who has managed to navigate the Hive both "socially" and combatively. I imagine some might want to take advantage of her expanded weapon proficiency options and give her heavier weapons, but the punch daggers are so part of Annah's character it just seems wrong to do so. I simply pulled the "suggested item" list from her inventory at the end of the game one of the times I played itshe was approximately the same level (perhaps a little higher).