Skip to content
CreatePricing
Zel Ryder von Rapun - AI-generated fantasy Character

Zel Ryder von Rapun

Human · Fighter (Battle Master) · Level 6 · Soldier

Zel Ryder von Rapun

Zel is precise, commanding, and outwardly unshakable.
AC14
HP58/58
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 58 · 30 ft.
AlignmentLawful EvilGenderFemaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set,
Navigator's tools,
Vehicles (land)

Languages

Common,
Auran

Features

24 features

Bonus action

  • Second WindLevel 1

    When On her turn

    Zel regains 1d10 + 6 hit points as a bonus action.

  • Maneuver: Commander's StrikeLevel 3

    Zel can use a bonus action to command one friendly creature within 30 feet that can see or hear her to make one weapon attack. She expends one superiority die, and the creature adds the die to the attack's damage roll.

Always on

  • Commander's Strike

    When After Zel takes the Attack action

    Zel makes one weapon attack and directs a nearby ally to strike instead, adding a superiority die to the ally's damage.

  • Menacing Attack

    When When Zel hits with a weapon attack

    Zel lashes a target with radiant hair and adds a superiority die to the damage, potentially frightening it.

  • Precision Attack

    When When Zel makes a weapon attack roll

    Zel adjusts the angle of her lash at the last instant, adding a superiority die to an attack roll.

  • Trip Attack

    When When Zel hits with a weapon attack

    Zel hooks an enemy's legs or weapon with her radiant hair, adding a superiority die to damage and potentially knocking it prone.

  • Action SurgeLevel 2

    When On her turn

    Zel takes one additional action on her turn.

  • Fighting Style: DefenseLevel 1

    Zel chooses Defense. While wearing armor, she gains a +1 bonus to Armor Class.

  • Martial Archetype: Battle MasterLevel 3

    Zel chooses the Battle Master archetype. She gains superiority over combat tactics and learns four maneuvers. Her superiority dice are four d8s, expended when using maneuvers and regained after a short or long rest. Her maneuver save DC is 16.

  • Student of WarLevel 3

    Zel gains proficiency with navigator's tools and learns one language, Auran.

  • Combat SuperiorityLevel 3

    Zel gains four d8 superiority dice. She can expend a die to fuel a maneuver, adding the die to the maneuver's effect. She knows Commander's Strike, Menacing Attack, Precision Attack, and Trip Attack.

  • Maneuver: Menacing AttackLevel 3

    When Zel hits with a weapon attack, she can expend one superiority die to add it to the damage roll and force the target to make a Wisdom saving throw. On a failure, the target is frightened of Zel until the end of her next turn.

  • Maneuver: Precision AttackLevel 3

    When Zel makes a weapon attack roll, she can expend one superiority die to add it to the roll. She can use this maneuver before or after rolling, but before any effects of the attack are applied.

  • Maneuver: Trip AttackLevel 3

    When Zel hits with a weapon attack, she can expend one superiority die to add it to the damage roll and force the target to make a Strength saving throw. On a failure, the target is knocked prone.

  • Ability Score ImprovementLevel 4

    Zel increases her Dexterity score by 2, raising it from 16 to 18.

  • Extra AttackLevel 5

    Whenever Zel uses her action to Attack, she can make two attacks instead of one.

  • Ability Score ImprovementLevel 6

    Zel increases her Constitution score by 2, raising it from 14 to 16.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment, though Zel is Lawful Evil.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language, Auran.
  • Military RankSoldier

    Zel retains her military rank and can invoke the authority and respect associated with her former service. Soldiers loyal to her old command may recognize her, provide basic aid, or offer access to military camps and establishments, though her reputation may also attract enemies.

Gear

10 items

Weapons

  • 2×
    Whip
    A flexible martial weapon used to represent one of Zel's radiant hair-whips.
  • Light crossbow
    A light crossbow suitable for ranged attacks from an airship deck.

Armor

  • Leather armor
    Flexible black leather armor reinforced with hidden plates and brass fittings.

Gear

  • 20×
    Crossbow bolts
    Bolts for the light crossbow.
  • Explorer's pack
    A compact explorer's kit containing practical equipment for overland travel and field operations.
  • Insignia of rank
    A military insignia marking Zel's former rank and command authority.
  • Trophy
    A trophy taken from a defeated enemy officer.
  • Bone dice
    A set of ordinary dice used for gambling and military games.
  • Common clothes
    A set of common clothes suitable for travel away from uniformed service.

Purse

  • 10×
    Gold pieces
    A pouch containing 10 gold pieces from Zel's accumulated military pay.

Appearance

Zel is a lean, sharp-featured human woman with bronze skin, pale violet eyes, and extraordinarily long silver-gold hair that glows with warm radiant light. Her hair is bound into two reinforced, rune-threaded braids that she wields like flexible whips. She wears fitted black leather armor beneath a weathered navy officer's coat, decorated with brass insignia from a vanished airship regiment. Her gloves, boots, and belt are built for climbing rigging and fighting on unstable decks.

Mannerisms

Zel speaks in clipped, formal commands even during casual conversation. She unconsciously measures rooms as if they were airship decks, noting exits, high ground, and escape routes. When irritated, she braids and unbraids one glowing lock of hair while maintaining intense eye contact.

Personality

Zel is precise, commanding, and outwardly unshakable. She values competence above charm and loyalty above kindness. She treats every encounter as a tactical problem, assigning people roles before they realize they have accepted them. Beneath her severe discipline is a guarded desire to protect others from the chaos and abandonment she witnessed in the wildlands.

Ideals

Order. Freedom without structure is merely a slower form of disaster. The capable must command, and everyone else must learn to follow.

Bonds

She keeps the cracked brass compass of the civilian convoy's last navigator and intends to find the admiral who gave the fatal order. She is fiercely protective of disciplined soldiers and crew members abandoned by incompetent commanders.

Flaws

Zel mistakes obedience for virtue when she is in command, and she reacts to dissent as though it were mutiny. She is vindictive toward incompetence, secretly terrified of making another fatal decision, and will rationalize almost any cruelty if she believes it preserves order.

Quirks

She gives every ally a temporary military nickname.
She taps twice on metal before boarding any airship or entering a new building.
Her radiant hair brightens when she is angry and dims when she is afraid.
She records the names of defeated officers in a small waterproof logbook.

Background

Zel Ryder von Rapun was born in the magipunk wildlands, where airships crossed storm belts, spell-smog valleys, and untamed territories ruled by whoever controlled the sky. As a young woman, she enlisted aboard a military skycutter and rose through the ranks through discipline, precision, and a ruthless understanding of command. She became an airship officer responsible for boarding actions, aerial formations, and keeping frightened crews functional while arcane engines failed around them. Her radiant hair, once treated as a family oddity, became a weapon after a battlefield artificer taught her to braid conductive sigils into it. With practice, she could lash enemies from across a deck, hook rigging, disarm officers, and herd combatants exactly where she wanted them. Zel's career ended when her commanding admiral ordered her to abandon a civilian convoy during a disastrous retreat. Zel obeyed the order, and the convoy was destroyed in the clouds below. She has never forgiven the admiral, the institution that rewarded obedience over judgment, or herself for following orders. Now she travels as a mercenary officer, building a private network of soldiers, smugglers, and artificers. She believes the world is safest when controlled by someone competent enough to impose order, and she intends to become that person. Her enemies call her a tyrant in waiting. Zel considers that an accusation only because they have not yet learned to appreciate good administration.

“Her radiant hair, once treated as a family oddity, became a weapon after a battlefield artificer taught her to braid conductive sigils into it.”
From their backstory
Background
Soldier

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Zel Ryder von Rapun into a sheet

A high-res, share-ready sheet you can post or print.