| Full Name |
Ragnar Stonefist |
| Race |
HP:22/22 Saves: F +9, R+6, W+5 AC:16 (18 AiE, 20 w Shield) |
| Classes/Levels |
Darkvision, Speed 20 ft, Hero Points: 1 |
| Gender |
Dwarf Kineticist 1 Conditions: None |
About Ragnar Stonefist
Character Sheet ◆◇↺
Stats Str +3, Dex +1, Con +4, Int +0, Wis +2, Cha -1
Skills
Acrobatics +1, Athletics +6, Crafting +3,
Lore: Warfare +3, Medicine +5, Nature +5, Survival +5
DC:17
Attacks:
Elemental Blast ◆ +7; Melee 1d8+3 B/P Cold, Ranged 1d8 30ft B/P/Cold
Elemental Blast ◆◆ +7; Melee 1d8+7 B/P Cold, Ranged 1d8+4 30ft B/P/Cold
Key Abilities
Call on Ancient Blood ↺ Trigger You attempt a saving throw against a magical effect, but you haven’t rolled yet; Effect Your ancestors’ innate resistance to magic surges before slowly ebbing down. You gain a +1 circumstance bonus to saving throws on the triggering save and other saves against magical effects until the end of this turn.
Winter's Clutch ◆◆ (Cold, Impulse, Kineticist, Primal, Water) Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square. Level (+2) The damage increases by 1d4.
Ocean's Balm ◆ (Healing, Impulse, Kineticist, Manipulate, Primal, Vitality, Water) A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes. Level (+2) The healing increases by 1d8, and the resistance increases by 1.
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.