Rock Rampart [three-actions] Feat 12Earth Impulse Kineticist Manipulate Overflow Primal Source Rage of Elements pg. 27 2.0
Drawing on your connection to the
Plane of Earth, you form a wall of rock and earth. This has the effect of
wall of stone, but the wall's maximum length is 40 feet. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute.
Level (+4) The maximum length of the wall increases by 10 feet, and the Hit Points of each section increase by 5.
Traits
Earth: Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
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.
Manipulate: You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.