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PFS StandardFour Winds [two-actions] Feat 1

Air Impulse Kineticist Primal 
Source Rage of Elements pg. 24 2.0

Mimicking the anemoi—monarchs of the four winds—you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed. If it has a fly Speed, it can instead Fly up to half its fly Speed.
Level (10th) The targets move up to full Speed instead of half.

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.

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.