So background in a nutshell (saving the full writeup for any comments/changes):
[sblock]Thorn is from a small settlement near Kenabres, where her father was a ranking officer in the garrison tasked with defending the town. Near the end of the Fourth Crusade, a large force of demons en route to the front destroyed the town. Thorn survived because her father...with his access to tactical intel from his position...decided to abandon his post and flee with his wife and daughter; knowing the defenses wouldn't hold. She was 11 or 12 at the time (timeline is flexible).
Unfortunately, one warrior and his wife aren't enough to make it through to Kenabres. A scout party of cultists caught them, and executed both the parents after questioning them. What they had planned for Thorn we'll never know, because she was rescued by the guile of a strange, beautiful woman bearing the symbol of Desna. She escorted the young girl past the front into Mendev only to vanish just before a patrol appeared and picked her up. She was fostered in Kenabres, another orphan of the Crusade.
Thorn immediately sought to learn to defend herself, and changed her name (she was not born with that name). She declined to join the guard though, planning instead to wage her own war against the Wound and its demonic hosts. Her hate of demonkind is a bright, consuming flame fueled not only by the memories of the loss of her home and family but out of her survivor's guilt and secret shame of knowledge that her life was bought by her father's betrayal. He sacrificed his own honor, and everyone in the town, and she was the only one to come out of it. She fights because deep inside she is driven to make sure that his sacrifice was not in vain; that she accomplishes something that makes what he gave up worthwhile.
Even if it's the last thing she does.[/sblock]
Here's wut I got so far, mechanically. Thorn is neutral good, but believes herself to be no better than neutral, and sometimes plays the part of such, though in words more than deeds. She loathes demons and those who follow them completely, and will be a tough sell on the notion of redeeming cultists and such at first. In addition, memory of how her father found himself in a position where he had to choose between honor and life (and chose wrongly?) makes her reluctant to put herself in situations where similar conflicts might happen. Hence her reluctance to join the guard, or swear to any cause but her own. Events in Kenabres however have changed that, and she has allied with the party willingly. While she was aloof at first, their shared trials have kindled respect and loyalty in her despite herself. Perhaps with their help, the deeds she will do will be enough to give her heart some peace in the end.
I'll probably buy her a masterwork bow and some cold iron arrows as well. I'd like eventually to get her a returning throwing weapon, but that's for later.
Thorn is designed to be capable of standing and fighting, but she's also quite mobile. Shield of Swings and Deadly Dodge give her some situational boosts to AC at the cost of mythic power or offensive potential. Power attack lets her boost her damage potential, and is especially potent against favored enemies where her bonuses cancel the penalty of the feat out. Decent against most foes, she's a nuthouse carnagemaker against demons. The humans favored enemy is specifically about cultists and so on; she doesn't make a habit of hunting people in general.

Her group bond means she can give allies some of the benefits of her favored enemies as well. In the future I plan on giving her some supernatural potential, with the Shadowdancer PrC.
Memory of her savior draws Thorn to the church of Desna, but she has no affiliation with it, and is more inclined to feel like she 'owes' Desna a debt than that she worships the goddess. She's always a little worried what she might have to do to make good on that. Nothing BAD of course, but if it means choosing between paying her debt and continuing her crusade...what will she do?
[sblock=Thorn]Neutral Good Human Urban Skirmisher Ranger 6
Str 10
Dex 19 10
Con 14 5
Int 10
Wis 14 5
Cha 10
AC 22 (10 + 4 Dex + 6 armor + 1 dodge + 1 deflection)
HP 61
BAB +6
CMB +6
CMD 20 (10 + 6 + 4)
Init +4
Fort 9
Ref 11
Will 6
Speed 30'
Race (Human)
+2 Dex
Bonus Skill points
Bonus Feat
Favored Class: Ranger
- +6 skill points
Class (Urban Skirmisher Ranger)
Favored Enemy
- Outsiders (Evil) +4
- Humans +2
Tracking (+6 to Survival to track)
Wild Empathy
Combat Style (Two Handed Weapons)
- Shield of Swings (1/2 dmg, +4 AC on full attack action)
- Power Attack (-2 atk, +4 dmg)
Trapfinding (+3 to find and disarm traps; disarm magic traps)
Hunter's Bond (Group)
Favored Community
- Kenabres
Hunter's Tricks 5/day
- Rattling Strike
Mythic Tier 1
Hard to Kill, Mythic Surge +1d6
Mythic Power 5/day
Path: Trickster
Attack: Fleet Charge
Abilities
- Deadly Dodge
Feats
- Mythic Weapon Finesse
Feats
B Weapon Finesse
1 Exotic Weapon Proficiency: Spiked Chain
3 Dodge
5 Mobility
Traits
- Chance Encounter (Campaign): Reroll Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth 1/day
- Knowing the Enemy (+1 with knowledge skill related to 1st favored enemy choice, and skill is class skill)
- Strong Willed (+2 trait vs Charm and Compulsion effects)
Skills 48 ranger
Acrobatics +10 (6 + 4)
Climb (Str) +6 (3 + 3)
Disable Device (Dex) +13 (6 + 4 + 3)
Intimidate (Cha) +6 (3 +0 + 3)
Knowledge (Planes) (Int) +10 (6 + 0 + 3 + 1)
Knowledge (Geography) (Int) +6 (3 + 0 + 3)
Perception (Wis) +11 (6 + 2 + 3)
Stealth (Dex) +13 (6 + 4 + 3)
Survival (Wis) +11 (6 + 2 + 3)
Swim (Str) +6 (3 + 3)
Equipment
Cash 900gp
Weapon
Cold Iron Spiky Chain of Doom +1, +11/+6 atk, 2d4+7 dmg, disarm/trip, 10lbs, 4350gp
Armor
Mithril Breastplate, +6 AC, Max Dex +5, ACP 0, 15lbs, 4500gp
Gear
Ring of Protection +1, 2000
Cloak of Resistance +2, 4000
Traveler's Anytool, 250[/sblock]