Agrius

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Stat Block

STR DEX CON INT WIS CHA
+2 +4 +1 +2 +0 -1
  • Level: 5
  • Race: Centaur
  • Class: Fighter
    • Subclass: Arcane Archer
  • Alignment: LN
  • Background: Outlander
  • Proficiency bonus: +3
  • Total Hit Points: 39
  • Passive Perception: 13
  • Armor Class: 13
  • Personality: I’m driven by a wanderlust that led me away from home. I feel far more comfortable around animals than people.
  • Ideal: Nature. The natural world is more important than all the constructs of civilization. (Neutral)
  • Bond: An injury to the unspoiled wilderness of my home is an injury to me.
  • Flaw: I am slow to trust members of other races, tribes, and societies.

Proficiencies and Skills

  • Acrobatics (Dex) +4
  • Animal Handling (Wis) +0
  • Arcana (Int) +2
  • Athletics (Str) +5
  • Deception (Cha) -1
  • History (Int) +2
  • Insight (Wis) +0
  • Intimidation (Cha) -1
  • Investigation (Int) +2
  • Medicine (Wis) +3
  • Nature (Int) +2
  • Perception (Wis) +3
  • Performance (Cha) -1
  • Persuasion (Cha) -1
  • Religion (Int) +2
  • Sleight of Hand (Dex) +3
  • Stealth (Dex) +7
  • Survival (Wis) +3


  • Saving Throws: STR, CON
  • Languages: Greek (Common), Achaean, Sylvan
  • Tools: Pan Pipes
  • Training: ---
  • Weapons and Armor: Simple weapons, Martial weapons, All armor, Shields

Spells and Features and Feats

  • Charge: Move 30ft and make a melee attack: roll 2x weapon damage dice: once per rest.
  • Hooves: Unarmed Strike weapon,
  • Equine Build: Can be ridden by a Medium or small creature: Climbing with hands and feet requires 4ft/ft,
  • Survivor: extra skill,
  • 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,
  • Fighting Style: Archery: +2 to hit with ranged attacks,
  • Second Wind: Bonus action to recover 1d10+level hp, once per rest,
  • Action Surge (1): take extra action once per rest,
  • Arcane Archer Lore: learn Druidcraft cantrip,
  • Arcane Shot (2): Once per turn use Bursting Arrow or Enfeebling Arrow, twice per rest,
  • 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,
  • Extra Attack (2): 2 attacks per Attack action,
  • Piercer: One per turn reroll one (piercing) damage die, use new roll: On a critical that does piercing damage, roll 1 extra damage die.

Weapons and Armor

  • Hoof
  • 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.


Retainers, Familiars, and Mounts

Possessions, Mundane

Staff, Traveler’s Clothes, Belt Pouch, Tinderbox, Backpack, Hunting Trap, Trophy (from an animal you killed), Mess Kit, Torch (10), Rations (10 days), Healer’s Kit, Waterskin, Rope, Hemp (50’), Bedroll


Possessions, Treasure

Gold:10

Possessions, Party Loot

Possessions, Magical


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