Alchemist | Barbarian | Bard | Champion | Cleric | Druid | Fighter | Gunslinger | Inventor | Investigator | Kineticist | Magus | Monk | Oracle | Psychic | Ranger | Rogue | Sorcerer | Summoner | Swashbuckler | Thaumaturge | Witch | Wizard

Animal Companions | Construct Companions | Eidolons | Familiar Abilities | Specific Familiars | Undead Companions


PFS StandardImperious Aura [free-action] Feat 16

Impulse Kineticist Primal 
Source Rage of Elements pg. 23 2.0
Prerequisites one or more stance impulses that affect your kinetic aura
Trigger Your turn begins.

Your glowing and majestic kinetic aura marks you as a true child of the elements. Use a stance impulse that affects your kinetic aura.

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.

Primal:

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