Difference between revisions of "Agrius"
(Created page with "==Stat Block== {| {{table}} | align="center" style="background:#f0f0f0;"|'''STR''' | align="center" style="background:#f0f0f0;"|'''DEX''' | align="center" style="background:...") |
|||
Line 13: | Line 13: | ||
|- | |- | ||
| align="center" style="background:#f0f0f0;"|'''+2''' | | align="center" style="background:#f0f0f0;"|'''+2''' | ||
− | | align="center" style="background:#f0f0f0;"|'''+ | + | | align="center" style="background:#f0f0f0;"|'''+4''' |
| align="center" style="background:#f0f0f0;"|'''+1''' | | align="center" style="background:#f0f0f0;"|'''+1''' | ||
| align="center" style="background:#f0f0f0;"|'''+2''' | | align="center" style="background:#f0f0f0;"|'''+2''' | ||
Line 41: | Line 41: | ||
<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) + | + | *Acrobatics (Dex) +4 |
*Animal Handling (Wis) +0 | *Animal Handling (Wis) +0 | ||
*Arcana (Int) +2 | *Arcana (Int) +2 | ||
Line 57: | Line 57: | ||
*Religion (Int) +2 | *Religion (Int) +2 | ||
*Sleight of Hand (Dex) +3 | *Sleight of Hand (Dex) +3 | ||
− | *Stealth (Dex) + | + | *Stealth (Dex) +7 |
*Survival (Wis) +3 | *Survival (Wis) +3 | ||
Line 65: | Line 65: | ||
*Saving Throws: STR, CON | *Saving Throws: STR, CON | ||
− | *Languages: Greek (Common), Achaean, | + | *Languages: Greek (Common), Achaean, Sylvan |
*Tools: Pan Pipes | *Tools: Pan Pipes | ||
*Training: --- | *Training: --- | ||
Line 71: | Line 71: | ||
==Spells and Features and Feats== | ==Spells and Features and Feats== | ||
− | Charge | + | *Charge: Move 30ft and make a melee attack: roll 2x weapon damage dice: once per rest. |
− | Hooves, | + | *Hooves: Unarmed Strike weapon, |
− | Equine Build, | + | *Equine Build: Can be ridden by a Medium or small creature: Climbing with hands and feet requires 4ft/ft, |
− | Survivor, | + | *Survivor: extra skill, |
− | Origin: Forester, | + | *Origin: Forester, |
− | Wanderer, | + | *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, | + | *Fighting Style: Archery: +2 to hit with ranged attacks, |
− | Second Wind, | + | *Second Wind: Bonus action to recover 1d10+level hp, once per rest, |
− | Action Surge (1), | + | *Action Surge (1): take extra action once per rest, |
− | Arcane | + | *Arcane Archer Lore: learn Druidcraft cantrip, |
− | Arcane Shot (2), | + | *Arcane Shot (2): Once per turn use Bursting Arrow or Enfeebling Arrow, twice per rest, |
− | Sharpshooter Feat, | + | *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), | + | *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== | ==Weapons and Armor== | ||
− | Hoof | + | *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. | ||
Line 107: | Line 120: | ||
Waterskin, | Waterskin, | ||
Rope, Hemp (50’), | Rope, Hemp (50’), | ||
− | Bedroll | + | Bedroll |
Latest revision as of 09:26, 7 June 2023
Contents
Stat Block[edit]
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[edit]
- 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[edit]
- 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[edit]
- Hoof
- Shortsword
- Longbow w/quiver of 20 Arrows
- Leather Barding
Attacks[edit]
- 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[edit]
Possessions, Mundane[edit]
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[edit]
Gold:10