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PFS StandardTidal Hands [two-actions] Feat 1

Impulse Kineticist Overflow Primal Water 
Source Rage of Elements pg. 32

With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15-foot cones that don't overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes 1d8 bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet.
Level (+2) The damage increases by 1d8.

Traits

Impulse:

The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the concentrate trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait.

Overflow:

Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with Channel Elements). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate.

Primal:

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.

Water:

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.