Clear as Air [two-actions] Feat 6Air Illusion Impulse Kineticist Overflow Primal Source Rage of Elements pg. 24 2.0
Compact layers of air diffract and bend light around your body, making you appear as clear as the sky on a perfect day. You become
invisible until the end of your next turn. You can Sustain the impulse. If you use a
hostile action, the impulse ends after that action is completed. If you activate your kinetic aura, the impulse conceals its elements, though any special effects of your aura might give away your location.
This impulse weakens if you use it too frequently. Using it again within 10 minutes makes you
concealed instead of invisible.
Level (10th) The impulse doesn't end if you take a hostile action, but if you're invisible, you become concealed instead of invisible until the start of your next turn.
Level (16th) Taking a hostile action has no effect on the impulse.
Traits
Air: Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Illusion: Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.
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.