{"name":"D4W\/\\\/","character_name":"D4W\/\\\/","remastered":"1","player_name":"Easton","class":"Kineticist (Wood)","level":"3","background":"Elementally Infused","ancestry__heritages":"Android (Laborer Android)","size":"Medium (5'9\")","traits":"Humanoid Android","deity":"Verilorn","experience_points":"0","hero_points":"1","strength":"2","dexterity":"2","constitution":"4","intelligence":"1","wisdom":"1","charisma":"-1","class_main_ability":"CON","class_dc_proficiency":"2","class_dc_item_bonus":"","armor_class_cap":"3","armor_class_item_bonus":"1","armor_class_proficiency":"2","unarmored_proficiency":"2","light_armor_proficiency":"2","medium_armor_proficiency":"0","heavy_armor_proficiency":"0","shield_armor_class_bonus":"2","shield_hardness":"3","shield_break_threshold":"6","shield_max_hp":"12","shield_current_hp":"12","max_hp":"44","current_hp":"44","temporary_hp":"","resistances_and_immunities":"","conditions":"","perception_proficiency":"2","preception_item_bonus":"","senses":"Low-Light Vision","simple_weapon_proficiency":"2","martial_weapon_proficiency":"0","other_weapons_proficiency":"","fortitude_save_proficiency":"4","fortitude_save_item_bonus":"","reflex_save_proficiency":"4","reflex_save_item_bonus":"","will_save_proficiency":"4","will_save_item_bonus":"","saving_throws_notes":"+1 circumstance bonus to saving throws against diseases, poisons, and radiation.","acrobatics_proficiency":"2","acrobatics_item_modifier":"","acrobatics_armor_penalty":"","arcana_proficiency":"0","arcana_item_modifier":"","athlethics_proficiency":"2","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":"0","intimidation_item_modifier":"","medicine_proficiency":"0","medicine_item_modifier":"","nature_proficiency":"4","nature_item_modifier":"","occultism_proficiency":"2","occultism_item_modifier":"","performance_proficiency":"0","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":"Plane of Wood Lore | +7","melee_strikes":"Elemental Blast (1 Action) | [roll:1d20+7] | [roll:1d8+2] | Bludgeoning or Positive\r\nElemental Blast (1 Action) | [roll:1d20+7] | [roll:1d8+6] | Bludgeoning or Positive\r\n","ranged_strikes":"Elemental Blast (1 Action) | [roll:1d20+7] | [roll:1d8] | Bludgeoning or Positive\r\nElemental Blast (2 Action) | [roll:1d20+7] | [roll:1d8+4] | Bludgeoning or Positive\r\n","speed":"25 ft","movement":"","language":"Common, Androffan, Abyssal, Undercommon","feats_freeform":"","ancestry_feats_and_ability":"Constructed\r\nYour synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.\r\n\r\nEmotionally Unaware\r\nYou find it difficult to understand and express complex emotions. You take a \u20131 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.\r\n\r\nHefty Hauler \r\nYou can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.\r\n\r\nEmotionless\r\nYour malfunctioning emotional processors make it difficult for you to feel strong emotions. You gain a +1 circumstance bonus to saving throws against emotion and fear effects. If you roll a success on a saving throw against an emotion or fear effect, you get a critical success instead.","skill_feats":"Natural Medicine\r\nYou can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you\u2019re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM\u2019s determination.","general_feats":"Assurance\r\nEven in the worst circumstances, you can perform basic tasks. Choose a skill you\u2019re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).","class_feats_and_abilities":"Kinetic Gate: Wood\r\nImpulse Junction\r\nYou gain temporary Hit Points equal to your level that last until the start of your next turn.\r\n\r\nChannel Elements (1-Action)\r\nYou tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.\r\n\r\nYour kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.\r\n\r\nElemental Blast\r\nWith a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier.\r\n1d8 bludgeoning or vitality, 30 feet\r\nCritical Success The target takes double damage.\r\nSuccess The target takes full damage.\r\n\r\nBase Kinesis\r\nIt's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.\r\n\r\nChoose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.\r\nGenerate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.\r\nMove Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.\r\nSuppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.\r\n\r\nExtract Elements\r\nYou extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC.\r\n\r\nCritical Success The creature is unaffected.\r\nSuccess The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a \u20131 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first.\r\nFailure As success, but the creature takes full damage.\r\nCritical Failure As failure, but the creature takes double damage.\r\n=============================================\r\nFresh Produce (1-Action)\r\nYou grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can't eat another piece of produce. Produce not consumed by the start of your next turn withers away.\r\n\r\nHardwood Armor\r\nWood and bark grow over your body like armor. This hardwood armor is medium armor but uses your highest armor proficiency. The wooden armor's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty \u20132; Speed Penalty \u20135 feet; Strength 14; Bulk 1; Group wood. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it.\r\n\r\nWhen you use this impulse, you can also create a wooden shield in a free hand. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes broken or leaves your grasp.\r\n\r\nThe armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends.\r\n\r\nTimber Sentinel\r\nA slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a protector tree spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains.","inventory":"Backpack, Bedroll, 10 Torches, 7 days of Rations, Waterskin, Healer's Tools, ","equipment":"","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":"","notes":"","track_spell_1":"","track_spell_2":"","track_spell_3":"","track_spell_4":"","track_spell_5":"","track_spell_6":"","track_spell_7":"","track_spell_8":"","track_spell_9":"","track_spell_10":"","tags":"","isShared":"on","templateId":"4357","blockId":"1293849","world":""}