{"name":"Harard Urgal","class":"Final Bastion","level":"4","background":"Eridium Miner","race":"Eridium Dwarf","alignment":"Chaotic Good (The Shadow)","proficiency_bonus":"2","strength":"16","dexterity":"9","constitution":"16","intelligence":"16","wisdom":"12","charisma":"8","str_save":"5","dex_save":"0","con_save":"5","int_save":"3","wis_save":"1","cha_save":"-1","hit_die":"12","total_hit_dice":"4","acrobatics":"-1","animal_handling":"3","arcana":"3","athletics":"3","deception":"-1","history":"4","insight":"1","intimidation":"1","investigation":"4","medicine":"7","nature":"3","perception":"1","performance":"-1","persuasion":"-1","religion":"3","sleight_of_hands":"-1","stealth":"-1","survival":"1","proficiencies":"Combat [roll:1d20+3]\r\nCulture [roll:1d20-1]\r\nEngineering [roll:1d20+5]\r\nLaw [roll:1d20+1]\r\nNavigation [roll:1d20+3]\r\nSmith's Tools [roll:1d20+5]\r\nStonecunning Expertise [roll:1d20+8]\r\nTechnology [roll:1d20+3]\r\nGearing Up [roll:1d4]","armor_class":"18","hit_points":"48","initiative":"-1","speed":"25","proficiences_and_languages":"Armor: Light armor, Medium armor, Heavy armor, Shields\r\nWeapon: 1-Handed weapons, 2-Handed Weapons\r\nTool: Smith's Tools\r\nLanguages: Common, Draconic, Dwarvish, Mechanyl, Beastspeak\r\nSkills: Animal Handling, Engineering, Intimidation, Medicine, Nature \r\nExpertise: Medicine, Stonecunning\r\nSkill Modification: Intimidation - Strength","attacks":"Attack | Roll | Damage | Special\r\nDissemination +3 (1-Handed) | [roll:1d20+9] to Hit | [roll: 2d8+6] Slash + [roll: 1d6] Bludg to Impure & Otherworldly | +1 to Athletics (+2 if 2-Handed) to Knock Prone\/Skyward\r\n\r\nDissemination +3 (2-Handed) | [roll:1d20+9] to Hit | [roll: 2d10+6] Slash + [roll: 1d6] Bludg to Impure & Otherworldly\r\n\r\nDissemination +3 (Trick) | [roll:1d20+9] to Hit | [roll: 4d6+6] Bludg  + 6 Splash | On Adv. Knock Prone if Both Rolls Hit\r\n\r\nPepperbox Mk. II +2 | [roll:1d20+7] to Hit | [roll: 2d8+5] Fire  | Bonus Reload, Ammunition (4), Range 40\/80, Light, Stims, Range Doubled\r\n\r\nMasterkey Bracer (Armor) | Bonus, 1\/SR | [roll: 3d8] Pierce | DC 13 (Dexterity), Range: 15 ft Cone\r\n\r\nNull Orbiter (Armor) | Reaction, 1\/LR | Make a single source of damage deal 0 instead | Must use before you know the damage taken \r\n\r\nHunting Knife | [roll:1d20+5] to Hit | [roll: 1d4+3] Pierce | Advantage on Opportunity Attacks\r\nUnarmed Strike | [roll:1d20+5] to Hit | [roll: 1d4+3] Bludg\r\n\r\nEther Step | Bonus, Teleport 20 feet","spellcasting":"Spell Attack: +5, Spell DC: 13\r\nSpell Power: Apprentice\r\nCantrips: Fel Ward, Static Fray (1\/LR)\r\nInvocations: 1 - Entropic Ward (1\/SR)\r\nSourcery - 1 Slot: Vitality - Beacon of Hope II, Cleanse II, Soulbind II\r\n__________________________________________\r\n\r\nPrimeval Sense (1\/LR): 60 feet, You may use your action to sense the presence and type of Primeval creatures or sources within a 60 foot radius around you. This ability may not detail the exact amount, location, or direction, but merely detail the presence within range.\r\n\r\nFel Ward (Cantrip): Bonus, Touch, Grant resistance against either piercing and slashing, or bludgeoning and force damage until the start of your next turn. You choose which pair of resistances are gained upon casting. At 5th level, target gains resistance to piercing, slashing, bludgeoning and force damage until the start of your next turn. At 11th level, you can also choose one element to gain resistance to as well, from: acid, fire, cold, lightning, or thunder. This element is chosen when this feature is gained and becomes permanent. At 17th level, the range increases to 15 feet.\r\n\r\nStatic Fray (Cantrip): Bonus, Touch, Melee Spell Attack. On a successful hit, the target takes [roll: 1d8] lightning damage and it can't take reactions until the start of its next turn. At 5th level, the damage increases to [roll: 2d8] lightning, and you have advantage on the attack if the target is wearing more than 50% metal. At 11th level, the spell can be concentrated on for 1 minute. During this time, the spell can be released as either a reaction, or upon the next melee spell attack or unarmed strike. At 17th level, on a successful hit, the target can't take reactions or bonus actions, and the duration lasts until the end of the target's next turn.\r\n\r\nEntropic Ward (Invocation): Reaction, When attacked,  Impose disadvantage on the attack roll. If the attack against you misses, your next attack roll on your next turn has advantage. Once you use this feature, you can\u2019t use it again until you finish a short or long rest. \r\n\r\nBeacon of Hope II: Touch, 1 Minute (C), Gains 20 Temporary Hit Points, deals an additional [roll: 1d8] force damage on weapon attacks for the duration, and gains proficiency with all weapons and armors for the duration. After the spell ends, the target must make a DC 12 Constitution Saving throw or take 1 level of Exhaustion.\r\n\r\nCleanse II: Touch, Cure one condition from: blinded, deafened, paralyzed, or poisoned. \r\n\r\nSoulbind II: Touch, 60 feet, The target becomes connected to you by a 60 foot long tether for the duration. While connected, the target gains a +1 bonus to AC and Saving Throws, and all damage taken by the target is split evenly between you and the target. This effect ends if the caster falls unconscious or becomes separated from target out of the 60 foot range.","equipment":"Dissemination +3 (Felhammer Blade Mk. III): Guard, Hewn Grip, Trip Hook\r\nPepperbox Mk. II +2: Dose Funnel, Eridium Sights\r\nEther Mantle: Masterkey Bracer, Null Orbiter, Base AC = 14 + Spell\r\nHunting Knife\r\nBombs (3): Smoke Bomb, Mechanical Repair Kit (10 Uses)\r\nMedical Supply (3): Elixir Kit (10 Uses), Eridium Dose\r\nTrinket: Gorrkin's Pinky Ring (+2 History)\r\nItems: Sending Crystal\r\nAmmo: 20 Held (30 Stored) 1H, 0 Held (0 Stored) 2H, 0 Held (0 Stored) H\r\nCurrency: 130 PP, 5 Echoes\r\n__________________________________________\r\n\r\nSmoke Bomb: Bonus Action, When thrown, this bomb releases a 15 foot radius cloud of either a dense and dark smoke to hinder the enemy, or a light smoke to protect your allies. You may designate the effect as either Heavy Smoke or Soft Smoke. A heavy smoke grants disadvantage on attacks to all creatures within the smoke, while a soft smoke grants a +2 bonus to AC to all creatures within the smoke's area. The effects of the smoke last for 1 minute.\r\n\r\nMechanical Repair Kit (10 Uses): You may use a Bonus Action to repair an adjacent target for 1d4 + your Constition + Maximum value of one of the target's Hit Die HP (the target can only benefit from this once per long rest). This consumes one use of the kit. Additionally, you may make a DC 15 Engineering (Constitution) check to repair a mechanical creature, healing it for 1 of its Hit Die per your Constitution modifier over a short rest (targets can only benefit from this once per short rest). This consumes one use of the kit.\r\n\r\nElixir Kit (10 Uses): You may use a Bonus Action to heal an adjacent target for 1d4 + your Constition + Maximum value of one of the target's Hit Die HP (the target can only benefit from this once per long rest). This consumes one use of the kit. \r\n     Additionally, you may use your action to make a DC 10 Medicine (Constitution) check to stabilize an unconscious and dying creature (the target can only benefit from this once per long rest). This consumes one use of the kit.\r\n     Finally, you may make a DC 10 Medicine (Constitution) check to treat up to six creatures for 1d6 HP each over a short rest (targets can only benefit from this once per short rest). This consumes one use of the kit.\r\n\r\nEridium Dose: Bonus Action, Touch, The target of the dose instantly removes any speed debuffs and gains an increased move speed by +10 feet for 1 hour.\r\n","personality_trait":"Tough Old Bastard\r\nWell-Read\r\nMedical \r\nQuirk: Fidgets with Rings when nervous","ideal":"Perseverance, Hard work, Longevity for all creatures\r\nFind a life outside Helmden while being able to support the family, putting the knowledge he gained to use","bond":"The Association\r\nThe Latch\r\nThe Banner of the Hawk\r\nR1D1 Mechanyd Familiar","flaw":"Stubborn & Irritable\r\nPrioritizes Dwarven Life\r\nDetests Snakes","features_and_traits":"Mobile Suit: Your suit is an extension of yourself, a second skin to protect you from the coming tide. You have a Mobile Suit that you wear over your armor at all times when you are awake, granting you an Armor HP pool equal to 4 per level at the cost of a -5 reduced move speed. During a Short Rest, you recover 4 Armor HP, and over a Long Rest, you recover 8 Armor HP. Additionally, over any rest, you may spend a single Hit Die to recover 4 + your primary spell modifier Armor HP. Armor HP acts as temporary Hit Points, but does not override traditional temporary HP.\r\n\r\nGearing Up (Machinist): At the end of a long rest, choose 1 Skill that you are proficient with, you may add an additional [roll:1d4] to Skill checks made with that ability until you finish a long rest.\r\nMechanyd Familiar (Machinist): You gain the service of a Mechanyd Familiar. It requires 1 hour of diligent work to conjure forth the familiar, and if destroyed, can only be conjured forth after finishing a long rest. Your familiar gains the Offensive Asset bonuses of Eridium Jets (Fly\/hover speed) and Pulsar Blast (Ranged Knockback attack). \r\n\r\nDwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.\r\n\r\nLiving Battery: You know the static fray cantrip and can cast it once per day. Additionally, you can charge any energy source through physical contact for one hour per hit die spent (may require Constitution Saving throw depending on the power of the connection).\r\n\r\nPower Technician: You gain a +1 Bonus to AC while wearing armor.","total_spell_slots_1":"1","total_spell_slots_2":"1","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"441154,441161,448771","class_features":"441165","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"good,dwarf,association,pc,hero,harard","isShared":"on","templateId":"404","blockId":"440940","world":"f48fff47-6dba-40cd-989c-e13e317f5f70","folder":""}