Editing Agrius

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<div style="column-count:4;-moz-column-count:4;-webkit-column-count:4">
 
<div style="column-count:4;-moz-column-count:4;-webkit-column-count:4">
  
*Acrobatics (Dex) +4
+
*Acrobatics (Dex) +3
 
*Animal Handling (Wis) +0
 
*Animal Handling (Wis) +0
 
*Arcana (Int) +2
 
*Arcana (Int) +2
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*Religion (Int) +2
 
*Religion (Int) +2
 
*Sleight of Hand (Dex) +3
 
*Sleight of Hand (Dex) +3
*Stealth (Dex) +7
+
*Stealth (Dex) +6
 
*Survival (Wis) +3
 
*Survival (Wis) +3
  
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*Saving Throws: STR, CON
 
*Saving Throws: STR, CON
*Languages: Greek (Common), Achaean, Sylvan
+
*Languages: Greek (Common), Achaean, ? (Sylvan)
 
*Tools: Pan Pipes
 
*Tools: Pan Pipes
 
*Training: ---
 
*Training: ---
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==Spells and Features and Feats==
 
==Spells and Features and Feats==
*Charge: Move 30ft and make a melee attack: roll 2x weapon damage dice: once per rest.
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Charge,
*Hooves: Unarmed Strike weapon,
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Hooves,
*Equine Build: Can be ridden by a Medium or small creature: Climbing with hands and feet requires 4ft/ft,
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Equine Build,
*Survivor: extra skill,
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Survivor,
*Origin: Forester,
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Origin: Forester,
*Wanderer: Recall the general layout of terrain, settlements and other features: Find food and fresh water for self +5 if available in area,
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Wanderer,
*Fighting Style: Archery: +2 to hit with ranged attacks,
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Fighting Style,
*Second Wind: Bonus action to recover 1d10+level hp, once per rest,
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Second Wind,
*Action Surge (1): take extra action once per rest,
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Action Surge (1),
*Arcane Archer Lore: learn Druidcraft cantrip,
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Arcane Action Lore,
*Arcane Shot (2): Once per turn use Bursting Arrow or Enfeebling Arrow, twice per rest,
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Arcane Shot (2),
*Sharpshooter Feat: No long range penalty on ranged attacks: Ignore half- and 3/4-cover: take -5 to hit to gain +10 damage on ranged attack,
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Sharpshooter Feat,
*Extra Attack (2): 2 attacks per Attack action,
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Extra Attack (2),
*Piercer: One per turn reroll one (piercing) damage die, use new roll: On a critical that does piercing damage, roll 1 extra damage die.
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Cantrip: Druidcraft
  
 
==Weapons and Armor==
 
==Weapons and Armor==
*Hoof
+
Hoof, Shortsword, Longbow w/quiver of 20 Arrows, Leather Barding
*Shortsword
 
*Longbow w/quiver of 20 Arrows
 
*Leather Barding
 
 
 
 
 
==Attacks==
 
*Unarmed Strike: +5 to hit, 3 bludgeoning damage
 
*Hoof: +5 to hit, 1d6+2 bludgeoning damage
 
*Shortsword: +7 to hit, 1d6+4 slashing damage (finesse, light)
 
*Longbow: +9 to hit, 1d8+4 piercing damage (heavy, ammunition (range 600), two-handed)
 
** w/Sharpshooter: +4 to hit, 1d8+14 piercing damage
 
** w/Bursting Arrow: Add 2d6 force damage to target and all creatures within 10ft
 
** w/Enfeebling Arrow: Plus 2d6 necrotic damage to target and target must make CON save (DC 13) or deal half damage w/ weapon attacks until the start of your next turn.
 
  
  
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Waterskin,
 
Waterskin,
 
Rope, Hemp (50’),
 
Rope, Hemp (50’),
Bedroll
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Bedroll,
  
  

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