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Urdaan Einalf's page

136 posts. Alias of Denji.

Full Name

Urdaan Einalf




Ranger 1







Special Abilities

Low Light Vision, Elven Immunities (+2 vs Enchantment, Imm. to sleep)


Lawful Neutral




Common, Elven, Dwarven, Gnoll


Freelance caravan and merchant guard, primarily for Ironshod Smithing

Strength 15
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 13
Charisma 8

About Urdaan Einalf

Init +2; Senses Low-Light Vision; Perception +7



AC 19, touch 12, flat-footed 17. . (+5 armor, +2 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +1
Immune sleep; Resist Elven Immunities
Spd20 ft.
Melee Heavy Shield Bash +3 (1d4+2/20/x2) and
. . Gauntlet (from Armor) +3 (1d3+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2) and
. . Waraxe, Dwarven +3 (1d10+2/20/x3)
RangedCrossbow, Heavy +3 (1d10/19-20/x2)

Feats, Skills, Etc.:

Base Atk+1;CMB+3;CMD15
Feats Elven Weapon Proficiencies, Exotic Weapon Proficiency: Waraxe, Dwarven
TraitsAdopted, Child of Zolurket, Gnoll Killer
SkillsAcrobatics -4, Climb -4, Craft (Carpentry) +5, Craft (Weapons) +5, Escape Artist -4, Fly -4, Handle Animal +3, Knowledge (Geography) +5, Knowledge (Nature) +5, Linguistics +2, Perception +7, Ride -4, Stealth -4, Survival +5, Swim -4
SQDesert Runner, Enemies: Humanoids (Gnoll) (+2 bonus) (Ex), Hot Weather Outfit, Track +1, Wild Empathy +0 (Ex)

Combat GearBolts, Crossbow (20), Crossbow, Heavy, Scale Mail, Shield, Heavy Wooden, Waraxe, Dwarven; Other Gear Artisan's outfit (3), Artisan's tools: Craft (Carpentry), Artisan's tools: Craft (Weapons), Backpack, Masterwork (13 @ 23.5 lbs), Bedroll, Explorer's outfit (3), Flint and steel, Hot Weather Outfit (3), Mug/Tankard, clay, Pouch, belt (2 @ 0.76 lbs), Rations, trail (per day) (7), String (50'), Waterskin, Whetstone

Special Abilities:

Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enemies: Humanoids (Gnoll) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Gnoll).
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Urdaan Matherion knew little of the ways of the elves of Kyonin, or the myriad ways of the tribes within the Mwangi Expanse. Born to a ‘Forlorn’ elven couple, his first eighty years of life had been spent on wagon trains between trade towns, always returning to glorious Katapesh. His father had been a very successful merchant, and had long held deals with various leaders among the local gnoll tribes to buy safe passage, frequently with travelers unable to pay in full for the journey. But sudden shifts in leadership among the gnolls led to an abrupt dissolution of the agreements long held, a fact only discovered when the gnoll slavers fell upon their caravan on the outskirts of Katapesh.

The next twenty or so years were spent being bounced about from gnoll tribe to tribe as slaves, a harsh and brutal life that took Urdaan’s mother in less than five. Nothing else changed for Urdaan and his father until a raid outside of Solku brought a number of dwarven slaves into the fold. As several were craftsmen of reasonable skill, the dwarves were given slightly more leeway in what free time was allowed, and Urdaan quickly made a habit of hanging nearby as the group reminisced about mining jobs in the Brazen Mountain, often even arguing about better methods to expand tunnels or distribute excavated dirt. After a few weeks, Urdaan realized the truth behind these reminisces; the dwarves were planning an escape. Having latched on to their tales of life away from the gnoll’s lash, Urdaan immediately volunteered his help, hiding and making makeshift weapons, discreetly dispersing dirt from dugout tunnels, and passing along information to other captives. To his shock and disappointment, his father saw no use in joining their ‘hopeless resistance’, a fact which only drove Urdaan further into the dwarven cause.

It was on the planned night of their escape that something when wrong. One of the humans in on the plot, a former caravan leader and the group’s planned guide, died suddenly after the mid-day meal, apparently from a scorpion sting. After a brief meeting, Urdaan suggested he could lead the group to Katapesh, having made the journey so many times in the distant past with his father, and from there make further arrangements. Adjustments made, the group made their escape attempt through hastily dug tunnels, only to find several of the tribes warriors and, to his disbelief, Urdaan’s father waiting at the exit. As the older elf began to make excuses on how he was only trying to keep him from doing something rash, having exposed the plan so that his son may be spared, something snapped, and Urdaan rushed the older elf, taking him down with one swift punch to the head. The gnolls moved in to restrain him, and what followed was a whirlwind of blows as the desperate escapees rushed in as well. Too many good men were lost, but largely due to their keepers’ overconfidence, Urdaan and a few of the other now former prisoners were free.

The trek across the desert was rough, having little in the way of supplies, and likely would have cost the ragged group more of their number had they not been found by a group from Solku lead by paladins of Sarenrae, searching for those who had been taken. After a brief time in their care, he joined with one of his fellow escapees, a dwarf named Thurrin Ironshod, as a member of his merchant group based in Katapesh, to get back to the only place left he knew as home. On the way, Thurrin offered him a job as a guard, being impressed with how the elf fought during their escape, and having little else, Urdaan agreed.

In the years since, Urdaan has worked alongside Thurrin, guarding trade caravans and market stalls alike. He makes for an odd sight, a full-blooded elf with an axe slung on his belt and dwarven armor, but his unusal appearance had become a brand of such, and his general record of success in driving off gnoll raiders led Garavel to his door. Now he saddles up with yet another group, off to drive away yet another gnoll menace. Yes, business as usual…

Combat Actions Template:
Remember to copy this from the edit screen:

Initiative: [dice]1d20+2[/dice]
Attack Action: 'Description' (To Hit[dice]1d20+7[/dice]; Damage[dice]1d10+4[/dice]; if Crit[dice]1d20+7[/dice] to confirm, [dice]1d10+4[/dice] additional damage.)
Move Action: 'More Description'.[/ooc]

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