Primal Companion Hunter

Scripps's page

Organized Play Member. 139 posts (162 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 18 aliases.

Full Name

Scripps Howard




Rogue 4 / Ranger 8








Neutral Good




Common, Orcish

Strength 20
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 13
Charisma 12

About Scripps


Ranger Archetype: Guide
Rogue Archetype: Scout/Thug

HP: 92
AC: 24
Init: +4
BAB: +10/+5
Fort: 14
Ref: 16
Will: 10

Racial traits:

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.

Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Half-orcs have a base speed of 30 feet.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Offense Racial Traits
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Senses Racial Traits
Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Alternate Racial Abilities --
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Traits and Skills:

Fate's Favored: Luck bonus increase
Outlander (Exile): You gain a +2 trait bonus on Initiative checks.

Climb: 2+5+3=10
Survival: 4+3+3=10
Intimidate: 9+5+1+2+3=20
Handle Animal: 5+1+3=9
Knowledge (Geography): 6+3=9
Knowledge (Local): 6+3=9
Knowledge (Nature): 6+3=9
Disable Device: 12+2+3=17
Perception: 12+1+3=16
Sense Motive: 4+1+3=8
Stealth: 12+2+3=17
Swim: 2+5+3=10

Feats and Special Abilities:

Lv. 1 (Ranger 1): Ranger Focus +2, Power Attack
Lv. 2 (Ranger 2): Rapid Shot
Lv. 3 (Rogue 1): Sneak Attack 1d6, Frightening, Opening Volley
Lv. 4 (Rogue 2): Evasion, Strong Impression
Lv. 5 (Rogue 3): Sneak Attack 2d6, Brutal Beating, Furious Focus
Lv. 6 (Rogue 4): Scout's Charge, Slow Reactions
Lv. 7 (Ranger 3): Endurance, Favored Terrain, Cornugon Smash
Lv. 8 (Ranger 4): Ranger's Focus 2/Day, Terrain Bond
Lv. 9 (Ranger 5): Ranger's Focus +4, Deadly Aim
Lv. 10 (Ranger 6): Manyshot
Lv. 11 (Ranger 7): Hurtful, Ranger Focus 3/Day, Woodland Stride,
Lv. 12 (Ranger 8): Favored Terrain, Swift Tracker
Lv. 13 (Ranger 9): Ranger's Luck, Improved Critical
Lv. 14 (Ranger 10): Ranger's Focus +6 4/Day, Shot on The Run


Ring of Protection +2
Mithral Breastplate +2
Belt of Physical Might +2
Amulet of Natural Armor +2
Bracers of Archery, Lesser
Adaptive Composite Longbow +2
Headband of Inspired Wisdom +4
Keen Silversheen Falchion +2
Adamantine Lucerne Hammer
Cloak of Resistance +2


1st: Lead Blades, Speak with Animals
2nd: Barkskin, Cat's Grace