Statblocks for your Feats and Ability.
Ancestry Feats & Abilities
[block: Constructed
Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases]
[block: and radiation.
Emotionally Unaware
You find it difficult to understand and express complex emotions. You take a –1 circumstance penalty to Diplomacy and Performance checks]
[block: and on Perception checks to Sense Motive.
Hefty Hauler
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
Emotionless
Your 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]
Skill Feats
[block: Natural Medicine
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness]
General Feats
[block: Assurance
Even in the worst circumstances]
Class Feats & Abilities
[block: Kinetic Gate: Wood
Impulse Junction
You gain temporary Hit Points equal to your level that last until the start of your next turn.
Channel Elements (1-Action)
You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates]
[block: 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]
[block: and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
Elemental Blast
With a wave of your hand]
[block: you gain a status bonus to the damage roll equal to your Constitution modifier.
1d8 bludgeoning or vitality]
[block: 30 feet
Critical Success The target takes double damage.
Success The target takes full damage.
Base Kinesis
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]
[block: or attended by a creature unwilling to let you.
Choose one of the following options]
[block: 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]
[block: 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]
[block: 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]
[block: or wooden door.
Extract Elements
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]
[block: depending on its Fortitude save against your class DC.
Critical Success The creature is unaffected.
Success The creature takes half damage]
[block: whichever comes first.
Failure As success]
[block: but the creature takes full damage.
Critical Failure As failure]
[block: but the creature takes double damage.
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Fresh Produce (1-Action)
You grow a nourishing nut]
[block: 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.
Hardwood Armor
Wood 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 –2; Speed Penalty –5 feet; Strength 14; Bulk 1; Group wood. Any bonuses]
[block: but any runes that could apply to the hardwood armor are replicated onto it.
When you use this impulse]
[block: 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.
The armor lasts for 10 minutes]
[block: any existing one ends.
Timber Sentinel
A slim]