Elvish hunter of the dead


M Elf (Ustalavan Forlorn) Ranger (Urban Ranger) 1 Age 130

N Medium Humanoid (Elf)

Init +4; Senses Darkvision 60’; Perception +6


AC 17, touch 14, flat-footed 13 (+4 dex, +3 armor)

HP 12 (1d10+2)

Fort 3, Ref +6, Will +0 (2 vs enchantment spells and effects)
Immune sleep


Speed 30 ft.

Melee curve blade 5 (1d104 18-20×2) or cestus 5 (1d44 19-20×2)

Ranged sling +4 (1d3) 50’ range increments

Space 5 ft., Reach 5 ft.

Silent Hunter (Ex): Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Favored Enemy (Undead) (Ex):At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex):A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex):A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

SLAs (CL 1st, Concentration +2)

1/Day – disrupt undead


Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 10

Base Atk +1; CMB +1; CMD 15

Loner – Baradlon is used to hunting and working alone. He doesn’t have the proper instincts for teamwork in combat.

Subject of Study (Undead) – After the attack that killed his parents, Baradlon was studied by Professor Lorrimor. His encouragement pushed Baradlon down the path of the undead hunter.

Superstitious Ward – Baradlon has learned every way he can to fight the undead, including magical means.

Pantheist – Baradlon has learned much of the gods and undead during his decades of life.

Weapon Finesse

Skills (9 Points – 6 ranger, 1 int, 2 free):
Climb 3 (1 rank, 0 Str, 3 class, -1 ACP)
Craft (Armor) +5 (1 rank, 1 Int, 3 class)
Disable Device +7 (1 rank, 4 Dex, 3 class, -1 ACP)
Heal (Wis)
Intimidate +4 (1 rank, 0 Cha, 3 class)
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
Knowledge (local) +5 (1 rank, 1 Int, 3 class)
Knowledge (religion) +6 (1 rank, 1 int, 3 class, 1 trait)
Perception +6 (1 rank, 0 Wis, 3 class, 2 race)
Profession (Armorer) +4 (1 rank, 0 Wis, 3 class)
Ride (Dex)
Spellcraft (Int)
Stealth +7 (1 rank, 4 Dex, 3 class, -1 ACP)
Survival +4/
5 for tracks (1 rank, 0 Wis, 3 class)
Swim (Str)

Racial Modifiers:+2 dex, +2 int, -2 con, elven immunities, keen senses, silent hunter, weapon familiarity, darkvision

Languages:Common, Elven, Varisian

Location: On Persons
Carrying Capacity Light:33 lbs. Medium:34-66 lbs. Heavy:67-100 lbs.

Money:58 GP 5 SP 0 CP

Curve blade, elven 7 lbs. – 80 GP
Hide Shirt 18 lbs. – 20 GP (-1 ACP)
Sling 0 lbs. – 0 GP
Cestus 1 lbs. – 5 GP

Blanket 3 lbs. – 5 SP
Silk Rope 5 lbs. – 10 GP
Flint and Steel 0 lbs. – 1 GP
Thieves’ Tools, Common 1 lbs. – 30 GP

Total Weight:33 lbs.


Baradlon’s parents were very old elves, who had been on Golarion before the age of Darkness and later returned from Sovyrian. They were wizards, and scholars of history. Baradlon was born in Kyonin, where he spent the first nine decades of his childhood. He learned the arts of combat and hunting like all the other elven children, though he showed no interest in magic. He learned the craft of armor making instead. His parents made occasional trips to human centers of learning to lecture on ancient history, but they always left Baradlon with the other elves. When he was 90, they decided to take him with them for the first time on a trip to the university of Lepidstadt in Ustalav. Some scholars there had unearthed pre-Age of Darkness elven artifacts in a bog, and had requested their expert analysis.

During the trip Baradlon met humans and the other races for the first time. Most of the people in Ustalav treated them with suspiscion, some with just plain curiousity. The journey to Lepidstadt from Caliphas was a long one, and took them through many dangerous mountains and swamps. It was in one of these moors only a few leagues outside the city of Lepidstadt that a hungry wraith descended upon them one night. Baradlon’s parents attacked the apparition with powerful magic, filling the night with fire. But the incorporeal horror shrugged off their spells and grabbed ahold of them, draining them of life. Baradlon ran, and after it finished with his parents, the wraith chased him. The sun rose just as the wraith caught him and began draining him, rendering it powerless. The spirit slunk away to some dark hole, leaving Baradlon orphaned and near death.

He stumbled the rest of the way into Lepidstadt and to the university in a daze. There he was taken to Petros Lorrimor, the student who was to handle his parents’ affairs during their visit. Though Baradlon looked like an adult to all the humans around, he felt like a lost child. Petros took care of him, getting him medical attention and allowing him to move in to his dorm room. The wraith’s attack had drained Baradlon of color, something that Petros found fascinating. He made a study of it, and they quickly became fast friends. Petros encouraged Baradlon to channel his grief, his rage, his need for revenge into something productive. He said it would poison Baradlon otherwise. The elf was already a skilled warrior compared to most humans, why not put that to use? Over the rest of his time as a student, Petros taught Baradlon about undead and looked out for him while he learned how to exist in a human culture. Once Lorrimor graduated, the two of them went on several adventures together. In the years since whenever Lorrimor has needed a skilled guard, scout, or knows someone with a zombie problem, he has come to Baradlon. When not working on these special tasks, Baradlon rents a small shop in Caliphas where he makes and sells leather, hide and wooden armor. His default cover when out hunting is that of a traveling armor merchant.


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