Bloodrager

Zedna Lark's page

24 posts. Alias of John Gs.


Race

CG Angel Born Aasimar Brawler 1 / Ranger (Urban) 1

Classes/Levels

| HP 22/22 | AC 16 (T 12/FF 14) | CMB 6/CMD 18 |F +5, R +6, W +0; (+2 vs blinded/dazzled) | Init +2 | Per +4 / SM +4(betrayed) | marital 4/4

About Zedna Lark

Her picture: https://www.artstation.com/artwork/2x065g

Zedna Lark
Female angel-blooded aasimar (angelkin) brawler 1/ranger (urban ranger) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Advanced Player's Guide 129, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +2; Senses Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 22 (2d10+2)
Fort +5, Ref +6, Will +0; +2 circumstance vs. blinded or dazzled
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+4/19-20) or
. . mwk cold iron ranseur +7 (2d4+6/×3) or
. . silver waveblade +6 (1d6+3/18-20) or
. . unarmed strike +6 (1d6+4)
Ranged sling +4 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron ranseur)
Special Attacks favored enemy (evil outsiders +2), martial flexibility 4/day, mythic power (5/day, surge +1d6)
Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—halo
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Statistics
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Str 18, Dex 14, Con 12, Int 12, Wis 10, Cha 15
Base Atk +2; CMB +6; CMD 18
Feats Dirty Fighting, Improved Unarmed Strike
Traits faithful artist, stolen fury, trustworthy
Skills Acrobatics +5, Bluff +2 (+3 to fool others), Diplomacy +8, Disable Device +8, Handle Animal +6, Intimidate +6 (+8 circumstance vs. evil creatures), Knowledge (geography) +5, Knowledge (local) +5, Knowledge (planes) +2 (+4 to identify evil outsiders or items or effects created by evil outsiders), Perception +4, Perform (sing) +8, Sense Motive +4, Stealth +6, Survival +4 (+6 to avoid becoming lost)
Languages Celestial, Common, Dwarven
SQ betrayed, brawler's cunning, celestial crusader[ARG], halo[ARG], martial training, track +1, wild empathy +3
Other Gear mwk chain shirt, buckler, dagger, mwk cold iron ranseur, silver waveblade, sling, sling bullets (10), ioun torch ioun stone[APG], backpack, bedroll, belt pouch, compass[APG], filter scarf[UW], fishhook (2), flint and steel, hat[UE], masterwork thieves' tools, mirror, mug/tankard, pathfinder chronicle[ISWG], sewing needle, signal whistle, string or twine[APG], trail rations (7), waterskin, whetstone, wooden holy symbol of Desna, 136 gp, 5 sp
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Special Abilities
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Betrayed When use Sense motive to gain hunch, roll twice (take low, can't reroll).
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Her picture: https://www.artstation.com/artwork/2x065g

In short: a warrior(brawler/ranger) with disabling skills (urban part of that ranger bit) who doesn't look as much like your typical brawler (angel born with a good charisma) with glowing hair (halo alternative racial trait). Stolen fury as her campaign trait. Betrayed as her drawback giving her 'faithful artist', a minor drawback for a minor benefit (since perform sing offers nothing much for beating in faces). But happy to remove it or consider another. Lastly central time zone.

fluffy longer bits:

Beauty, Blood, and the Bad. Three things that define Zedna Lark.
Beauty... A beautiful woman of average height and build with graceful curves and blonde hair so luminous it shines honey-gold in the darkness. Her face is soft with full lips and stunning blue eyes. Even marred with scars from a life not meant for her face, she is still breathtaking.
Blood...As an angel born, the blood of a heavenly warrior courses through her. Fighting and righting wrongs is etched into her ancestry to such a degree, she feels it burn at just the passing thought of turning a blind eye. Also, it grants her strength way beyond her smallish frame suggests. Resulting in a simple fact: she gets into a lot of fights.
The Bad... she doesn't know where she came from, because her 'Parents' were cultists who took her from probably Ulfen lands as a baby. They raised her with fear and hate, making her a fertile sacrifice to defile and... well the good is that the ritual was broken up by knights, and the fortunate teenager never did find out the end goal. Confusion, nightmares, and a deep rage still linger insider her about that day.

Description: She is an approachable beauty who does not look like she should be nearly as strong as she is. Shoulder length gold hair that glows like dawn's light and blue eyes as bright as a clear day combined with her inhuman strength tells anyone with half a brain that she is a much more than normal.
Her face and body are dotted with small scars. Some from her seemingly constant brawling since that day. Some deep from the ritual that still ache like something is willing it to be finished. Her clothing choices run to blues and steel. Weapons are rarely far from her person.

Personality: Zedna is a warrior born with the emotional scars of an abusive and near-fatal childhood. She will die for any child and wade through blood for a good cause. She has a hard time trusting but has an easy smile when that trust is gained. She also does her best to be normal.

Life Til Now: After work in various bars(barmaid and bouncer all in one), attempts at being muscle for the not so good (which always turned into saving the Okay from those not so good employers), and one brief attempt at being a soldier, she has made her way to the Worldwound. If her blood wants her to break demons, so be it.

Goals: She'd love one day to do nothing more than be left alone, humming with a book in front of a fire with a dog as her only company. Retirement in a world where all the bad things are left broken and whimpering.