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Rails Through Hell: Torgul
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==Attributes== ===Abilities=== *STR: 20 (+5) *DEX: 10 (+0) *CON: 16 (+3) *INT: 8 (-1) *WIS: 12 (+1) *CHA: 11 (+0) ===Feats=== *Heavy Armour Master (+1 Str, reduce S/P/B damage by 3) *Great Weapon Master (bonus action melee attack after a crit or dropping an enemy; on each attack can choose -5 to hit for +10 damage) ===Combat Details=== *AC: 20 (plate, shield) *HP: 58 *Speed: 30β *Proficiency: +3 *Immunities: lightning *Resistances: fire, cold, acid ===Skills and Proficiencies=== *Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons *Saving Throws: Strength, Constitution *Skills: Persuasion, Athletics, Acrobatics, Intimidation, Perception *Tool Proficiencies: None *Languages: Molgur-Og, Cruor, Goblin ===Saving Throws=== *Strength +8 *Dexterity +0 *Constitution +6 *Intelligence -1 *Wisdom +1 *Charisma +0 ===Skills=== :'''Athletics +8''' :'''Acrobatics +3''' :'''Intimidation +3''' :'''Perception +4''' :'''Persuasion +3''' ===Traits and Features=== :Potent Strikes (melee crits roll 1 more weapon die and drop lowest) :Powerful Build (2 sizes larger for carrying capacities) :Wall of Iron (+1 AC when within 5' of an ally; bonus action weapon attack after Helping an ally's attack) :Huge Stature (wield 2h weapons in one hand, always use greater Versatile die) :Imposing Presence (proficiency in Persuasion) :Thick-Skinned (+1 AC when not in heavy armour) :Fighting Style: Dueling (+2 damage to weapons in one hand) :Second Wind (1d10+6) :Action Surge :Training Complete :Extra Attack ===Attacks=== :Storm Greatglaive +8 melee, 2d6+7 slashing plus 1d4 lightning :Storm Generator +3 ranged 20/60, 1d8 lightning :Javelin +8 thrown 30/120, 1d6+7 piercing :Dagger +8 melee or 20/60 thrown, 1d4+7 piercing :Heavy crossbow +3 ranged 100/400, 1d10 piercing
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