{"name":"Bolan the Halfling Barbarian","character_name":"Bolan","player_name":"","experience_points":"","class":"Barbarian (Animal Instincts, Bear)","ancestry__heritages":"Halfling (Gutsy)","size":"Small","alignment":"NG","traits":"Halfling, Humanoid","deity":"","background":"Detective","level":"20","hero_points":"","strength":"22","dexterity":"18","constitution":"22","intelligence":"12","wisdom":"12","charisma":"18","class_main_ability":"STR","class_dc_proficiency":"6","class_dc_item_bonus":"","armor_class_cap":"3","armor_class_item_bonus":"4","armor_class_proficiency":"6","unarmored_proficiency":"6","light_armor_proficiency":"6","medium_armor_proficiency":"6","heavy_armor_proficiency":"0","shield_armor_class_bonus":"","shield_hardness":"","shield_break_threshold_":"","shield_max_hp_":"","shield_current_hp_":"","max_hp":"366","current_hp":"","temporary_hp":"","resistances_and_immunities":"Piercing or Slashing: 3 + Con Mod while raging","conditions":"","perception_proficiency":"6","preception_item_bonus":"","senses":"","simple_weapon_proficiency":"6","martial_weapon_proficiency":"6","other_weapons_proficiency":"","fortitude_save_proficiency":"8","fortitude_save_item_bonus":"","reflex_save_proficiency":"4","reflex_save_item_bonus":"","will_save_proficiency":"6","will_save_item_bonus":"","saving_throws_notes":"Crit fails on Fort or Will saves are just regular failures instead. And if you take damage for failing a Fort save, you only take half of the damage.","acrobatics_proficiency":"2","acrobatics_item_modifier":"","acrobatics_armor_penalty":"","arcana_proficiency":"0","arcana_item_modifier":"","athlethics_proficiency":"8","athlethics_item_modifier":"","athlethics_armor_penalty":"","crafting_proficiency":"0","crafting_item_modifier":"","deception_proficiency":"0","deception_item_modifier":"","diplomacy_proficiency":"0","diplomacy_item_modifier":"","intimidation_proficiency":"8","intimidation_item_modifier":"","medicine_proficiency":"0","medicine_item_modifier":"","nature_proficiency":"6","nature_item_modifier":"","occultism_proficiency":"0","occultism_item_modifier":"","performance_proficiency":"2","performance_item_modifier":"","religion_proficiency":"0","religion_item_modifier":"","society_proficiency":"2","society_item_modifier":"","stealth_proficiency":"2","stealth_item_modifier":"","stealth_armor_penalty":"","survival_proficiency":"0","survival_item_modifier":"","thievery_proficiency":"0","thievery_item_modifier":"","thievery_armor_penalty":"","lores":"","melee_strikes":"Bear Jaws | +26 | 1d12 + 5 + 6 (weapon specialization) + 12 (bear instincts)| Piercing, Unarmed\r\nBear Claws | +9 | 1d8 +  5 + 6 (weapon specialization) + 12 (bear instincts) | Slashing, Agile, Unarmed","ranged_strikes":"","speed":"25ft","movement":"","language":"Halfling, Tulothi (Old Common)","feats_freeform":"BEAM of the STORM\r\n-----------------------------------\r\nSTORMHEART - You are immune to lightning damage, and winds do not affect you unless you want them to. \r\nSTORMFIST - When you damage an enemy with a melee attack, they are knocked back 20ft - 5ft per size they are larger than you (double the distance if you crit). You can follow them if you wish. If they hit an obstacle, they take 1d6 damage for every 5ft they could not move.\r\nEMPOWERING WINDS - You count as one size larger for effects that rely on size.\r\nSTORM'S WRATH - You gain 4th level Divine Wrath as a Divine Innate spell that you can cast at will (like a cantrip). You also gain 7th level Sunburst as a Divine Innate spell that you can cast once per day, except that you replace the Fire damage with Lightning damage.\r\n\r\nRAY of PRESERVATION\r\n-----------------------------------\r\nYou emit a 15ft radius aura of preservation. Anything within the aura is immune to rotting, rust, unnatural aging, and the like. In addition, creatures within the aura are immune to Clumzy, Drained, Enfeebled, and Stupefied from magical sources (so a Wight's life drain would not apply Drained within the aura, but a broken leg might still cause Enfeebled.) In addition, when making Recovery Checks (i.e. Death Saving Throws). Do not add your Dying or Wounded values to the check DC. (So if you are dying 2, the DC is usually 12, but for you it would still be 10.)\r\n\r\nKeen Eyes\r\n\r\nGUTSY (When you roll a success on a saving throw against an emotion effect, you get a critical success instead.)\r\n\r\nNIMBLE (When you roll a success on a Climb or Balance check to avoid falling, you Crit Success instead. Also, you aren't flat-footed while climbing or balancing)\r\n\r\nHALFLING LUCK (1\/day, as a free action, reroll a failed save or skill check. You must use the new roll)\r\n\r\nHALFLING INGENUITY (you can use Halfling Luck for allies within 30ft.)\r\n\r\nIRREPRESSIBLE (for saving throws against emotion effects, success is crit success, and crit fail is just regular fail)\r\n\r\nBarbarian Abilities\r\n---------------------------------\r\nRAGE (1 action to gain: +1 to AC, LVL + CON HP, +2 damage to melee attacks, cannot concentrate)\r\n\r\nDENY ADVANTAGE (you aren't Flat Footed against enemies you can't see properly or don't realize are there)\r\n\r\nBRUTALITY (While raging, can use Critical Specialization effects for melee weapons and unarmed attacks [Unarmed: target must succeed Fort Save or be Slowed 1 until end of your next turn. Axe: pick another adjacent enemy. If its AC is less than the d20 value, it takes damage equal to the value on the weapon's damage die.) Expert in Unarmed, Simple and Martial weapons.)\r\n\r\nJUGGERNAUT (master in Fortitude Saves, and success becomes crit success)\r\n\r\nWEAPON SPECIALIZATION (+2 damage in weapons you are expert with, +3 for master, +4 for legendary. In addition, from Animal Instincts gain: increase animal weapon damage die size by 1 step, and bonus rage damage increases to 5 (or 12 when you get Greater Weapon Specialization))\r\n\r\nLIGHTNING REFLEXES (expert in Reflex Saves)\r\n\r\nRAGING RESISTANCE (while raging, gain Slashing and Piercing Resistance: 3 + Con Mod)\r\n\r\nMIGHTY RAGE (when you enter a rage, use Come and Get Me as a free action)\r\n\r\nQUICK RAGE (when your rage ends, you only have to wait 1 round to start it again (instead of 1 minute))\r\n\r\nDEVASTATOR (your melee attacks ignore 10 points of Physical Resistance)\r\n\r\nBarbarian Feats\r\n---------------------------------\r\nRAGING INTIMIDATION (can intimidate while raging, also gain Intimidating Glare and Scare to Death feats)\r\n\r\nNO ESCAPE (use your reaction to move up to your speed to stay with a fleeing opponent)\r\n\r\nQUICK JUMP (jumping only costs 1 action, not two, and you don't need a running start.)\r\n\r\nGROUP COERCION (your intimidation checks affect up to 4 targets (10 if you are a master, 25 if you're legendary)\r\n\r\nSWIPE (2 actions to make a single attack roll and apply it to 2 adjacent enemies. Following attacks count as the 3rd attack)\r\n\r\nANIMAL SKIN (expert in unarmored  defense. While raging, +1 AC instead of -1. +2 with Greater Juggernaut. Dex Cap from armor becomes +3)\r\n\r\nTHRASH (1 action to make a Grabbed foe take Bludgeoning damage equal to your Strength Modifier + Weapon Specialization damage + Rage Damage. They attempt a Basic Fortitude Save against the damage)\r\n\r\nCOME AND GET ME (you are flat footed until your rage ends, and damage rolls against you get +2. If they hit you, they are flat footed to you until the end of your next turn. If you hit them before that flat footed wears off, you gain temporary HP equal to your Con Modifier, or double that if you crit. These temporary HP last until the rage ends.)\r\n\r\nVENGEFUL STRIKE (when a melee attack hits you, use your reaction to Strike them, ignoring Multiple Attack Penalties.)\r\n\r\nFURIOUS GRAB (If your previous action was a melee attack, use 1 action to Grab the opponent. No check necessary.)\r\n\r\nOther Feats\r\n-------------------\r\nINTIMIDATING GLARE (you do not need words to scare people)\r\n\r\nTERRIFIED RETREAT (when you crit a Demoralize action, if the target is below your level, they flee you for 1 round)\r\n\r\nSCARE TO DEATH (as an action, make an Intimidation check against a living creature within 30ft, which opposes it with a Will save. If you Crit: they must succeed a Fort save vs your Class DC. If they fail the save, they die. If they succeed the save, they become Frightened 2 and Fleeing for 1 round.\r\nIf you Succeed: they are Frightened 2.\r\nIf you Fail: they are Frightened 1.)\r\n\r\nBATTLE CRY (when combat starts or you crit with a melee attack roll, Demoralize a foe as a free action)\r\n\r\nTITAN WRESTLER (grapple, shove, disarm, and trip work on creatures up to 2 size categories larger than you (large). When you are legendary in Athletics, that increases to 3 categories larger (huge))\r\n\r\nQUICK SQUEEZE (5ft per round, or 10 on a crit success)\r\n\r\nCOMBAT CLIMBER (not flat footed while climbing, and can climb with a hand occupied (like with a weapon))\r\n\r\nWATER SPRINT (as long as your movement starts on land, you can run on water, but when you stop, you fall in)\r\n\r\nCLOUD JUMP (when you Long Jump, your max distance is equal to your speed (spend an extra action jumping to double it). In addition, when rolling an Athletics check to see how far you can jump, triple the result (so if you roll a 10, you would jump 30ft).\r\n\r\nRAPID MANTLE (use Athletics instead of Reflex Saves to grab a ledge. And when you do grab a ledge, you can pull yourself up as a free action)\r\n\r\nYou can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways.\r\n\r\nYou can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle.\r\n\r\nYou can also use this action to continue Juggling as long as you aren\u2019t fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour.\r\n\r\nJUGGLER (As long as you\u2019re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn\u2019t allow you to use feats that require two weapons each held in a different hand.)\r\n\r\nSKILL FEAT, BARB FEAT, ANCESTRY FEAT, SKILL INCREASE, BARB FEAT, SKILL FEAT, GENERAL FEAT, SKILL INCREASE, ABILITY BOOSTS, BARB FEAT, SKILL FEAT\r\n\r\nSkill Feats:  16, 18, 20\r\nBarb Feats: 16, 18, 20\r\nAnce Feats: 17\r\n\r\nskill\r\n----------\r\nCONSULT NATURE (as Consult the Spirits)\r\nFEARFUL VISAGE (sanctuary, but because you're scary and only for creatures who are lower level than you)\r\nTITAN THRASHER (grapple creatures up to 3 size categories larger than you)\r\n\r\ngen\r\n--------\r\nBODY SHIELD (as a Reaction, when you are targeted by a Strike or Spell Attack, attempt an opposed Athletics check against an opponent you are grappling. \r\nCritical Success: the spell or attack critically succeeds against your grappled opponent.\r\nSuccess: the spell or attack succeeds against your opponent.\r\nFailure: you are targeted by the attack or spell.\r\nCritical Failure: you are targeted by the attack or spell, and your opponent is no longer Grabbed (or becomes Grabbed if they were Restrained).\r\n\r\nbarb\r\n---------\r\nCOLLATERAL THRASH (when you use Thrash, you can apply the damage to another adjacent enemy as well (basic Reflex Save)\r\nBRUTAL CRITICAL (when you crit with a melee attack, after you have doubled the damage, add another weapon die to the damage. In addition, the target takes 2 damage dice of Persistent Bleed Damage)\r\nUNSTOPPABLE JUGGERNAUT (You have Resistance 9 to all damage, and Resistance 14 to Piercing and Slashing. In addition, if you would drop to 0 HP, you can use your Reaction and end your rage to stay at 1 HP. If you do, you increase your Wounded value by 2)\r\n\r\nanc\r\n-------\r\nUNHAMPERED PASSAGE (1\/day cast Freedom of Movement on yourself)","ancestry_feats_and_ability":"397638 ","skill_feats":"","general_feats":"","class_feats_and_abilities":"401081 | 421207 | 334396","inventory":"Porcupinebearskin Frock\r\n-----------------------------------\r\n\r\nWhen you take damage, the frock gains one charge, with a maximum of 5. Expend one or more charges when you succeed at a melee unarmed attack roll to deal an additional 1d8 piercing damage per charge spent.\r\n\r\nWhen an enemy crits you with a melee attack, use your reaction and expend all your charges, dealing 1d8 piercing damage per charge spent to the enemy.\r\n\r\nThe wielder knows the direction and distance to enemies damaged by the spines fired on expenditure of a charge, until the victim succeeds a DC 20 Medicine Check to remove it.\r\n\r\n========================\r\n\r\nGuardians War Belt\r\n---------------------------------\r\n\r\nWhen you Rage you gain an Aura 15ft radius that deals 3d6 Lightning damage to enemies who enter or start there turn inside.\r\nEnemies who succeed a melee attack within the radius take 2d8 Lightning damage (basic Reflex Save).\r\nAs a Reaction you can block damage to an Ally equal to 3D6 if they and the attacker are inside the Aura.","equipment":"512626","caster_ability":"STR","tradition":"Arcane","spell_attack_proficiency":"0","spell_save_proficiency":"0","spellbook":"","focus_spells":"","focus_points":"","innate_spells":"","cantrips":"","spells1":"","spell_slots_1":"","spells2":"","spell_slots_2":"","spells3":"","spell_slots_3":"","spells4":"","spell_slots_4":"","spells5":"","spell_slots_5":"","spells6":"","spell_slots_6":"","spells7":"","spell_slots_7":"","spells8":"","spell_slots_8":"","spells9":"","spell_slots_9":"","spells10":"","spell_slots_10":"","tags":"","isShared":"on","templateId":"4357","blockId":"498916","world":"6c90f293-020e-4416-98ac-a4a0b2201368","folder":""}