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The document details the character sheet for a level 7 Barbarian named Unknown Adventurer, who is a small humanoid poppet with various skills and abilities. Key features include high Constitution, a range of combat and healing abilities, and elemental manipulation through kinetic powers. The character has a total of 146 HP, an AC of 17, and a speed of 40 feet, along with numerous special abilities and feats related to their class and elemental powers.

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Diego Sullivan
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0% found this document useful (0 votes)
32 views3 pages

Statblock

The document details the character sheet for a level 7 Barbarian named Unknown Adventurer, who is a small humanoid poppet with various skills and abilities. Key features include high Constitution, a range of combat and healing abilities, and elemental manipulation through kinetic powers. The character has a total of 146 HP, an AC of 17, and a speed of 40 feet, along with numerous special abilities and feats related to their class and elemental powers.

Uploaded by

Diego Sullivan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Unknown Adventurer Barbarian 7

N Small Poppet Windup Poppet Humanoid


Perception +5; Darkvision
Languages None selected
Skills Acrobatics +2, Athletics +5, Diplomacy +2, Lore: Alcohol +2, Medicine +7, Nature +5, Occultism +4, Stealth
+4, Survival +3
Str +3, Dex +2, Con +7, Int +0, Wis +1, Cha +0
Items Scale Mail

AC 17; Fort +13, Ref +6, Will +5; Juggernaut


HP 146
Reactive Strike Trigger A creature within your reach uses a manipulate action or a move action, makes a
ranged attack, or leaves a square during a move action it's using. You lash out at a foe that leaves an opening.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate
action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple
attack penalty doesn't apply to this Strike.

Speed 40 feet
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're
holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with
the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded
condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency
rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or
otherwise count as, Treat Wounds.
Weapon Infusion (Infusion, Kineticist) With a signature flair, you shape blasts of elemental power into the form
of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an
Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to
bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations
depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice:
agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the
volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown
trait.
Magnetic Field (Impulse, Kineticist, Metal, Primal, Stance) A magnetic field surrounds you. Choose a polarity
when you take this action. You can switch the polarity as a free action at the start of each of your turns while you
remain in this stance. Attract: A creature that is wearing metal armor, has the metal trait, or is made of metal
treats squares in your kinetic aura as difficult terrain when moving away from you. You pull unattended metal
objects of light Bulk or less in your kinetic aura to you. They gather in your space and move with you. Repel: A
creature that is wearing metal armor, has the metal trait, or is made of metal treats squares in your kinetic aura as
difficult terrain when moving closer to you. You push unattended metal objects of light Bulk or less in your kinetic
aura away. They stop moving once they're outside your aura.
Metal Carapace (Impulse, Kineticist, Metal, Primal) Sheets of bent and rusted metal cover you in an armored
shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC
Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 2; Group plate; Armor Traits
noisy. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to
the metal carapace are replicated onto it. When you use this impulse, you can also create a rusty steel shield in a
free hand, which uses the statistics of a regular steel shield. 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 crumbles to
flakes of rust if it becomes broken or leaves your grasp. The impulse lasts for 10 minutes, and you can Dismiss
this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take
damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by
1, its HP by 4, and its BT by 2.
Shard Strike (Impulse, Kineticist, Metal, Primal) Jagged metal shards form in the air and lash out from you.
You choose shards or spines, which changes the area, damage type, and Critical Failure effect. Each creature in
the area attempts a basic Reflex save against your class DC. Shards deal 1d6 slashing damage in a 15-foot cone,
and a creature that critically fails takes 1d6 persistent bleed damage. Spines deal 1d6 piercing damage in a 30-
foot line, and a creature that critically fails is clumsy 1 until the start of your next turn. Level (+2) The damage
increases by 1d6.
Magnetic Pinions (Impulse, Kineticist, Metal, Overflow, Primal, Attack) Small pieces of metal fly from you,
propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within
60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or
made of metal. All three attacks count toward your multiple attack penalty, but it doesn't increase until after all the
attacks. The metal pieces deal 1d4 bludgeoning damage and 1d4 piercing damage on a hit (or double damage on
a critical hit). Level (+2) Each type of damage increases by 1d4.
Sudden Charge (Flourish) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your
movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can
use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the
corresponding movement type.
Quick-Tempered (Barbarian) Trigger You roll initiative. Requirements You are not encumbered or wearing
heavy armor. So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.
Elemental Blast (Attack, Impulse, Kineticist, Primal) With 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. The element determines the damage die, damage type, and
range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Air 1d6
electricity or slashing, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet • Fire 1d6 fire, range 60 feet • Metal 1d8
piercing or slashing, 30 feet • Water 1d8 bludgeoning or cold, 30 feet • Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage
increases by one die.
Rage (Barbarian, Concentrate, Emotion, Mental) Requirements You aren't fatigued or raging. You tap into your
inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution
modifier. While you are raging: • You deal 2 additional damage on melee Strikes. This additional damage is halved
if your weapon or unarmed attack is agile. • You can't use actions with the concentrate trait unless they also have
the rage trait. You can Seek while raging. Rage lasts for 1 minute, until you fall unconscious, or until the encounter
ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining
temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1
minute.
Base Kinesis (Impulse, Kineticist, Primal) It'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. Choose 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. • Generate 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. • Move 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. • Suppress 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. Level
(+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
Channel Elements (Aura, Kineticist, Primal) Requirements Your kinetic gate isn't active. You 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. Your 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.
Extract Element (Impulse, Kineticist, Primal) You 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. Critical Success
The creature is unaffected. Success 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 –1 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. Failure As success, but the
creature takes full damage. Critical Failure As failure, but the creature takes double damage. Level (+2) The
damage increases by 1d4.
Arcane Innate Spells DC 12, attack +2; 2nd Mending (H+1); 1st ; Cantrips
Focus Spells (2 points) Adapt Self
Athletic Rush
Additional Feats Acute Scent, Assurance, Breath Control, Cultivator Dedication, Cunning Tinker, Diehard, Extended
Kinesis, Fleet, Harmless Doll, Hefty Hauler, Helpful Poppet, Hobnobber, Immortal Lightness, Quadruped, Raging
Athlete, Robust Health, Sealed Poppet, Toughness, Versatile Blasts, Windup Poppet
Additional Specials Assurance (Nature), Constructed, Elemental Instinct Specialization Ability, Flammable, Furious
Footfalls, Gate's Threshold (Level 5) (Expand the Portal), Impulses, Instinct (Elemental Instinct), Instinct (Metal
(slashing)), Junction (Not Selected), Kinetic Aura, Kinetic Durability, Kinetic Gate (Single Gate), Kineticist Element
(Metal Element), Metal Impulse Junction

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