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PFS StandardFlinging Updraft [two-actions] Feat 6

Air Impulse Kineticist Primal 
Source Rage of Elements pg. 24
PFS Note Movement caused by the Flinging Updraft impulse is forced movement.

A speeding wind heeds your call, picking someone up and depositing them nearby. Choose a creature within 60 feet of you. The target jumps in any direction, up to a maximum of 30 feet. If the target doesn't land on a space of solid ground within 30 feet of where it started, it falls unless it has a fly Speed but doesn't take any damage from the fall. You choose the distance and direction of the jump.

If you target an unwilling creature, it attempts a Reflex save against your class DC with the following results.

Success The creature is unaffected.
Failure You make the creature jump up to half the maximum distance.
Critical Failure You make the creature jump up to the maximum distance.
Level (+2) The maximum distance increases by 15 feet.



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.


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.


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