![PFS Standard PFS Standard](Images\Icons\PFS_Standard.png)
Ambush Bladderwort [three-actions] Feat 4Composite Impulse Kineticist Plant Primal Water Wood Source Rage of Elements pg. 36 2.0
You plant the seed of a giant bladderwort in an unoccupied square of ground or water within 30 feet. It lasts for 10 minutes. Using this impulse again ends any previous one. If a creature enters its square, the seed erupts into a voluminous, translucent plant that seals tight around the triggering creature and fills with water. Unless the creature succeeds at a Reflex save against your class DC, it's
immobilized within the bladderwort and must hold its breath or begin
drowning. The
Escape DC is also your class DC. The plant has AC 10 and 50 Hit Points.
If a creature dies inside it, the plant shrinks down, converting itself and the remains into a watery fruit. A creature can eat this consumable to regain 1d8+4 HP, after which that creature is temporarily immune for 10 minutes. This fruit rots after 1 hour.
Level (+4) The bladderwort's HP increase by 25 and the fruit's healing increases by 1d8+4.
Traits
Composite: A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's 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.
Plant: Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
Primal: This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.
Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Wood: Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.