Damikon level 2

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Damikon level 2

Post  Damikon on Tue Apr 19, 2011 5:28 pm

level 2 Varisian Ranger
Hit points 22 Walk 30 ft.
Initiative +3
Base Attack +2
Armor class 16 : 13 : 13

Strength 17 +3
Dexterity 17 +3
Constitution 13 +1
Intelligence 9 -1
Wisdom 12 +1
Charisma 7 -2


Unarmed: +5 1d3+3 20/x2 5 ft.
Greatsword: +5 2d6+4 20/x2 5 ft.
Longbow: 30 ft. +6 1d8+1
100 ft. +5 1d8
200 ft. +3 1d8
300 ft. +1 1d8
400 ft. -1 1d8

Studded Leather Light +3

Acrobatics: 2
Appraise: -1
Bluff: -2
Climb: 7
Craft (Unt): -1
Diplomacy: -2
Disguise: -2
Escape Artist: 2
Fly: 2
Heal: 1
Intimidate: -2
Knwldg (Nature): 5
Perception: 6
Perform (Unt): -2
Ride: 6
Sense Motive: 1
Stealth: 6
Survival: 6
Survival (Follow or identify tracks): 7
Swim: 7


Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of
up to 30 feet.

Rapid Shot
When making a full-attack action with a ranged weapon, you can fire one additional
time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.

Quick Draw
You can draw a weapon as a free action instead of as a move action. You can draw
a hidden weapon (see the Sleight of Hand skill) as a move action. A character who
has selected this feat may throw weapons at his full normal rate of attacks (much like
a character with a bow). Alchemical items, potions, scrolls, and wands cannot be
drawn quickly using this feat.

Armor Proficiency, Light / Medium
When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Martial Weapon Proficiency
You make attack rolls with the selected weapon normally (without the non-proficient

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty
only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency
You make attack rolls with simple weapons without penalty.


Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your

Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to
pick up on related concepts.

Special Attacks:

Favored Enemy (Animal)
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival
checks when using these skills against animals. Likewise, you get a +2 bonus on
weapon attack and damage rolls against such creatures. You may make Knowledge
Skill checks untrained to identify such creatures.

Special Qualities:

Bonus Feat
Humans select one extra feat at 1st level.

Humans gain an additional skill rank at first level and one additional rank whenever
they gain a level.

You gain +1 to Survival checks made to follow or identify tracks.

Wild Empathy
You can improve the attitude of an animal. This abilty functions just like Diplomacy
check made to improve the attitude of a person. You roll 1d20+0 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, you and
the animal must be within 30 feet of one another under normal circumstances.
Generally, influencing an animal in this way takes 1 minute, but as with influencing
people, it might take more or less time. You can use this ability to influence a magical


Arrows (20)
Map Maker's Kit
Signal Whistle
Torch, 3
Waterskin (Filled)
Traveler's Outfit
Studded Leather[u][b]


Posts : 2
Join date : 2011-04-17

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Re: Damikon level 2

Post  Jack Napier on Wed Apr 20, 2011 2:55 am

Did you do any shopping besides chipping in for that wand, Mike?

If not, you should spend some of your cash on a Composite Longbow with a strength rating of +3

This would cost you 100gp for the composite longbow, + another 300gp for the +3 strength bonus.... so 400gp for non-masterwork.

This would make your ranged attacks do 1d8+3 damage, (plus another +1 when you're within 30ft with the point blank shot feat so 1d8+4 per arrow)

Alternatively, you could purchase a masterwork composite longbow for 400gp (100gp +300gp for masterwork) and add as much strength bonus as you have 100gp) so likely only a+1 to hit and +1 strength (@500gp)

I'd recommend the non-masterwork as your ranged attacks have a decent bonus to hit and you need to be able to do as much damage as possible with each arrow. (your rapid shot, allows you to take 2 shots (-2 to hit on each) if you don't move. And they can be seperate targets if the first one drops an enemy. So that's 1d8+4 + 1d8+4 damage in a round if you roll well with both attacks. Use it on favourite enemies and enemies with low AC to be efficient) This out-damages your greatsword and you don't have to put yourself at risk by standing in front of an enemy. Oh and Harry's inspire courage would put ANOTHER +1 damage on each attack.

For future reference:

If you don't find one, you can buy a masterwork composite longbow with +3 STR bonus for 700gp later.

Jack Napier

Posts : 114
Join date : 2011-04-12
Location : Sandpoint/Magnimar

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