Primal Companion Hunter

Desh Grayskin's page

2 posts. Organized Play character for Eben al'Jol.



About Desh Grayskin

Use the Desh Greyskin profile ... this one has reporting issues for some reason (as well as not showing up as Core).


Conditions/Effects: none
Current ACP: 0 (shield stowed, encumbrance: light)

Racial/Class Abilities:
Orc Ferocity 1/1 remaining
In-game Expenses
Items Used/Lost
Temp Scenario Items

Desh Greyskin, Grand Lodge Scout and Tracker
Male half-orc rogue 4 / fighter 1
— Favored: rogue (+4 skill ranks)
CN Medium humanoid (human, orc)

Str 18, Dex 16, Con 12, Int 8, Wis 14, Cha 8
Init +3; Senses darkvision 60 ft.; Perception +10 (+12 vs traps)
Speed 30 ft.


HP 39 (3d8 [8,5,5,5] + 1d10 [6] + 5 con + 5 toughness)
AC 21, touch 14, flat-footed 17 (4 armor, 3 Dex, 1 dodge)
CMD 22 FF 18 (4 bab, 4 str, 3 dex, 1 dodge)
Fort +5, Ref +8, Will +4


Base Atk +4; CMB +8
Melee +8
. . Longtooth [+1 falchion] +9 (2d4+7; 18/x2)
. . longspear +8 (1d8+6; x3; reach)
. . cold iron morningstar +8 (1d8+4)
. . alchemical silver kukri +8 (1d4+3; 18/x2)
. . dagger +8 (1d4+4; 19/x2)
. . sap +8 (1d6+4; nonlethal)

Ranged +7
. . mwk darkwood composite shorbow [+4] +8 (1d6+4; x3; 70ft)
. . javelin +7 (1d6+4; 30ft)
. . dagger +7 (1d4+4; 19/x2; 10ft)
. . sling +7 (1d4+4; x2; 50ft)
. . . . using stones +7 (1d3+4)


Special Abilities:
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent: Combat Trick: Power Attack (Lvl 2), Trapspotter (Lvl4)
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Fighter Bonus Feats: Mobility (1)

Goblin Bane (Emerald Spire, Lvl 1 The Two Towers): By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

Trap Intuition (Emerald Spire, Lvl 2 The Cellar): Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.

Splinter Slayer (Emerald Spire, Lvl 2 Splinterden): In Splinterden, you fought a bandit group named the "Splinters." These cunning rogues used stealth and subterfuge while attacking you and following a few clashes, you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to z dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet.

Feats Toughness (1), Power Attack (Rog2), Dodge (3), Mobility (Ftr1), Spring Attack (5)
Traits armor expert, poverty-stricken

Skills acp 0 (33 ranks = 32 rog, 2 ftr, -5 int, +4 favored)
Acrobatics +9 (3 rks)
Climb +8 (1 rks)
Disable Device +15 (5 rks, +1 trapfinding, +2 mwk tools)
Escape Artist +7 (1 rks)
Intimidate +5 (1 rks, +2 race)
—— +7 vs. Goblinoids
Knowledge (dungeoneering) +5 (3 rks)
Knowledge (engineering) +3 (1 rks)
Knowledge (local) +3 (1 rks)
Perception +10 (5 rks)
—— +12 vs. traps
Profession (Trapper) +6 (1 rks)
Sense Motive +6 (1 rks)
Stealth +11 (5 rks)
Swim +8 (1 rks)
Survival +8 (2 rks, +1 trait)
Use Magic Device +3 (1 rks)

Languages Common, Orc


Worn: traveler’s clothes, +1 mithral breastplate, Cloak of Restance +1, Longtooth (+1 falchion), longspear, mwk darkwood composite shortbow [+4 str], 19 arrows, sling, cold iron morningstar, alchemical silver kukri, 2 daggers, 5 javelins, sap, mwk thieve’s tools, Spire Transport Token (from The Cellars chronicle sheet; 1 use), Oil of Magic Weapon, potion of CLW, potion of CMW, 2 acid flasks, 2 Alchemist’s fire, tanglefoot bag

Belt pouch: flint & steel, 5 chalks, monies (36.68g)

Main Backpack (6 lbs): Wand of Cure Light Wounds (31 charges), 2 scrolls of Lesser Restoration, crowbar, waterskin, 5 fishhooks

Mule: bit and bridle

Additional Gear Backpack (32 lbs): whetstone, 2 empty sacks, 5 torches, grappling hook, hemp rope (50 ft.), 3 days trail rations, 20 spare arrows


Appearance & Personality:
Height 6’ 2” Weight 192 lbs
Skin Gray-green Eyes Black Hair Black, long

Desh is a tall, athletic-looking half-orc with the long-limbed, rangy build of a wolf. He talks about as much as a wolf would, too. His patched-up, utilitarian traveler’s clothes have about as many stitches and seams as his scarred face, and he looks fairly comfortable with the weaponry he carries at easy reach.

Desh is tough … tough and simple. He doesn’t speak much, preferring to let his actions do the talking. He’s not all that smart, anyway, so he usually doesn’t have much to contribute to conversations. What he has, though, is a predator’s instincts, an animal cunning, and the will to survive. It’s why he’s been picked up by the Exchange. When they need certain jobs done, he’s a good hound to set on the trail.

• packs/travels/lives light, with a distinct appreciation for the utilitarian
• uses as few words as possible, if any at all
• Doesn’t ‘get’ social interaction in general

PFS # 121383-7
XP 12
Fame 19
Prestige 11
Prestige Expenditures Wand of Cure Light Wounds (2), Emerald Spire Land Plot A (2), Emerald Spire Land Plot B2 (2), Emerald Spire Land Plot D2 (2 spent; 2 regained), 2 Scrolls of Lesser Restoration (2)

Google Docs (Chronicles, Tracking Sheets, & Faction Journal Card)

Chronicle 1 :: 00-17 Perils of the Pirate Pact (PbP)
Teammates: Flyndal Danwrick (Lekku), Grog (Qstor), Kohinoor an-Gul (Christopher Huisjen)
Notable NPCs: the Black Marquis (real name: Bazzak, Pirate Lord of Dreadbridge, on the Sellen River, in the River Kingdoms near the Echo Wood)

Chronicle 2 :: Emerald Spire: The Two Towers (PbP)
Teammates: Flyndal Danwrick (Lekku), Cëanel Firdhanor (Axolotl), Kohinoor an-Gul (Christopher Huisjen)
Notable NPCs: None (though we killed Grulk the bugbear and a butt-load of goblins)

Chronicle 3 :: Emerald Spire: The Cellar (PbP)
Teammates: Flyndal Danwrick (Lekku), Cëanel Firdhanor (Axolotl), Kohinoor an-Gul (Christopher Huisjen), Garrett Goodleaf (Faelyn)
Notable NPCs: None

Chronicle 4 :: Emerald Spire: The Splinterden (PbP)
Teammates: Flyndal Danwrick (Lekku), Cëanel Firdhanor (Axolotl), Kohinoor an-Gul (Christopher Huisjen), Garrett Goodleaf (Faelyn)
Notable NPCs: None

Chronicle 5 :: 05-12 Destiny of the Sands, Pt1: A Bitter Bargain (PbP)
Teammates: Flyndal Danwrick (Lekku), Cëanel Firdhanor (Axolotl), Kohinoor an-Gul (Christopher Huisjen), Garrett Goodleaf (Faelyn)
Notable NPCs: Torch (Information Dealer, jerk), Venture-Captain Norden Balentiir (VC in Sothis), Amenopheus the Sapphire Sage (a Jeweled Sage).

Chronicle 6 :: 05-15 Destiny of the Sands, Pt2: Race to Seeker’s Folly (PbP)
Teammates: Flyndal Danwrick (Lekku), Cëanel Firdhanor (Axolotl), Kohinoor an-Gul (Christopher Huisjen), Garrett Goodleaf (Faelyn)
Notable NPCs: The Ruby Sage (in spirit form)

Planned progression:
1) Rog1 — Toughness, SA 1d6
2) Rog2 — RT: Combat Trick (Power Attack)
3) Ftr1 — Dodge, *Mobility (also gain martial weaps/shields/med. armor prof)
4) Rog3 — SA 2d6; +1 Str
5) Rog4 — Spring Attack; RT: Trapspotter/Weapon Training (falchion)
6) Brb1 — Fast Movement & Rage
7) Rog5 — Iron Will (?); SA 3d6

Mythic Choices:
Tier 3 Trickster
Mythic Power: 9/day
Mythic Ability Score Increase: +2 Strength
Trickster Attack: Surprise Strike
Path Abilities: Legendary Item: Longtooth, Path Dabbling (Impossible Speed), Enhanced Ability: Strength
Mythic Feats: Mythic Power Attack, Mythic Toughness
Legendary Weapon (Longtooth): Intelligent, Powerful (+2 Legendary Power; 4 total), Unyielding
— Intelligent Choices: Telepathy, Spellcasting x2 (10 spell points; Bull’s Strength 3/day [4pts], Beast Shape I 1/day [3 pts], Enlarge Person 1/day [1pts], Shield 1/day [1pts])