Zalika Kertes
Zalika Kertes
Sheet
AC 19 · HP 285 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresAction
- Zealous PresenceLevel 10
When When allies need one coordinated push to break the enemy line.
Unleash a commander's battle cry, granting up to ten allies within 60 feet advantage on attack rolls and saving throws until the start of your next turn.
- Extra AttackLevel 5
You can make one additional weapon attack when you take the Attack action.
- TraitAasimarHealing Hands, as an action restore hit points equal to your level to one creature you touch, usable once per long rest.
- TraitAasimarCelestial Revelation, as an action unleash your inner divine energy for 1 minute, once per long rest. As a Protector aasimar, spectral luminous wings appear, you gain a flying speed of 30 feet, and once on each of your turns one attack or spell deals extra radiant damage equal to your level.
Bonus action
- Enter Rage
When On your turn, when combat begins or when a decisive fight is unavoidable.
As a bonus action, enter a rage, gaining rage benefits, resistance to bludgeoning, piercing, and slashing damage, and a +4 bonus to melee weapon damage.
- Mighty CriticalLevel 14
When After a critical hit or reducing an enemy to 0 hit points while raging.
After reducing a creature to 0 hit points or scoring a critical hit while raging, make one weapon attack as a bonus action against a creature within 5 feet.
- RageLevel 1
You can enter a battle frenzy as a bonus action. While raging, you gain advantage on Strength checks and Strength saving throws, a bonus to melee weapon damage, and resistance to bludgeoning, piercing, and slashing damage. You can rage 6 times per long rest, and your rage bonus damage is +4.
Always on
- Reckless AttackLevel 2
When When a powerful or reliable hit matters more than defense.
Make melee weapon attacks using Strength with advantage, accepting advantage on attacks against you until your next turn.
- Rage Beyond DeathLevel 14
When When reduced to 0 hit points while raging.
While raging at 0 hit points, continue acting and making death saves instead of falling unconscious.
- Unarmored DefenseLevel 1
You have advantage on Strength checks made to initiate, maintain, or escape a grapple, and your carrying capacity, including maximum lift, push, drag, and pull, is doubled.
- Fast MovementLevel 5
Your speed increases by 10 feet while you are not wearing heavy armor.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. You do not gain this benefit while blinded, deafened, or incapacitated.
- Brutal CriticalLevel 9
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. At 13th level, you roll two additional dice, and at 17th level, three additional dice.
- Relentless RageLevel 11
When a raging effect would reduce you to 0 hit points, you can make a Constitution saving throw with a DC of 10 or 5 plus the damage taken, whichever is higher. On a success, you drop to 1 hit point instead. Each use after the first increases the DC by 5 until you finish a short or long rest.
- Feral InstinctLevel 7
You have advantage on initiative rolls. If you are surprised at the start of combat and are not incapacitated, you can act normally on your first turn if you enter your rage before doing anything else.
- Persistent RageLevel 15
You can maintain your rage indefinitely unless you fall unconscious or choose to end it.
- Indomitable MightLevel 18
If your total for a Strength check is less than your Strength score, you can use your Strength score in place of the total.
- Primal ChampionLevel 20
Your Strength and Constitution scores each increase by 4, to a maximum of 24.
- Divine FuryLevel 3
Once per turn while raging, one creature you hit with a weapon attack takes extra radiant or necrotic damage equal to 1d6 plus half your barbarian level.
- Warrior of the GodsLevel 3
Your soul is marked for endless battle. Spells such as raise dead can restore you to life without requiring material components.
- Fanatical FocusLevel 6
Once per rage, when you fail a saving throw while raging, you can reroll it and must use the new result.
- TraitAasimarDarkvision, 60 feet.
- TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage.
- TraitAasimarLight Bearer, know the light cantrip, using Charisma as the spellcasting ability.
- TraitAasimarAbility Score Increase, Charisma increases by 2 and Wisdom increases by 1.
- TraitAasimarLanguages, Common and Celestial.
- Military RankSoldier
You retain the respect of soldiers and understand military hierarchy, camps, and procedures. You can recognize military rank and obtain basic aid from soldiers and loyal veterans, though they will not risk their lives for you without good reason.
Spells
1 spellSpellcasting. Zalika Kertes casts with Charisma (spell save DC 17, to hit with spell attacks).
Cantrips (at will):
Gear
9 itemsWeapons
- GreataxeHeavy one-handed martial weapon with a broad chopping blade, used as Zalika's primary bounty-hunting weapon.
- 4×HandaxeFour handaxes balanced for throwing or close combat.
Armor
- Scale mailBattered scale armor worn when she expects prolonged missile fire, though her normal AC is calculated using Unarmored Defense.
Gear
- Insignia of rankGuild-marked military insignia kept inside the left glove.
- Trophy from a fallen foeA trophy taken from a defeated enemy, retained as evidence rather than decoration.
- Traveler's clothesSet of traveler's clothes suitable for military roads and bounty work.
- Explorer's packPack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
- Bone dice setGaming set used to read nervous habits and establish rapport in military camps.
Purse
- Belt pouchPouch containing 10 gp, issued with her soldier's kit.
Appearance
Zalika Kertes is a tall, powerfully built aasimar woman with warm brown skin, close-cropped black hair, and pale gold eyes that brighten when her celestial power stirs. Two faint bands of luminous gold show beneath the skin of her forearms, like sunlight caught under glass. She stands with one foot slightly forward and most of her weight settled through the balls of her feet, as if every quiet moment might become a pursuit. Before she speaks, she draws a slow breath through her nose and briefly presses her tongue to the roof of her mouth. Her voice is low, level, and unexpectedly gentle for someone built like a siege engine. She wears practical hunter's leathers beneath battered scale armor and keeps the insignia of the Bounty Hunters Guild of Askia stitched inside her left glove.
Mannerisms
When waiting, Zalika angles her body toward the nearest exit and balances on the balls of her feet. She pauses before speaking, inhales quietly through her nose, and rubs the inside of her left wrist with her thumb when considering whether someone is lying. In conversation, she uses people's names often and never raises her voice unless she is giving an order in battle.
Personality
Zalika is patient, observant, and intensely practical. She listens without fidgeting, remembers small details about strangers, and prefers a plain answer to an impressive one. She has a dry sense of humor that appears at the worst possible moment, usually after someone has made a complicated plan that could have been solved with a locked door and a strong rope. She is protective without being sentimental and expects courage to look like preparation, restraint, and showing up again tomorrow.
Ideals
Accountability. Power means nothing if it cannot be made answerable. I do not hunt people because they are hated. I hunt them because their actions have consequences, and someone must have the courage to enforce them.
Bonds
The Bounty Hunters Guild of Askia gave me a name, a purpose, and people who trusted me to return. I will protect its members from corruption, ruin, and the kind of leadership that forgets the difference between justice and profit.
Flaws
I trust a clear contract more than I trust my own compassion. When a target has hurt someone, I can become so focused on bringing them in that I overlook what the pursuit is doing to everyone around me.
Quirks
Background
Zalika Kertes was born during a summer storm above the eastern barracks of Askia, the child of a caravan scout and a field surgeon. The soldiers who found her mother said the newborn's first cry sounded like a command. Zalika grew up among marching songs, ration ledgers, and the unglamorous discipline of carrying people home. Her celestial heritage never made her feel chosen. It made her feel observed, so she learned early to prove herself through work that left no room for prophecy. After serving as a shock trooper in the Askian border companies, Zalika joined the Bounty Hunters Guild of Askia. She became known for taking difficult contracts alive, tracking fugitives through salt flats, flooded ruins, and crowded market districts without mistaking cruelty for competence. Her greatest triumph was capturing a war criminal who had hidden behind three false identities and a private army. Her greatest failure was arriving one day too late to save the witnesses who could have testified against him. Since then, she has pursued bounties not for gold or glory, but to keep dangerous people from becoming someone else's unanswered question. At the age of forty-two, she is recognized as the Guild's Master Bounty Hunter, a title she treats as a responsibility rather than an honor.
“The soldiers who found her mother said the newborn's first cry sounded like a command.”
- Background
- Soldier
Connections
Species
Aasimar
Media
0 imagesNo images yet.
Turn Zalika Kertes into a sheet
A high-res, share-ready sheet you can post or print.