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 StandardMolten Wire [two-actions] Feat 6

Attack Composite Fire Impulse Kineticist Metal Primal 
Source Rage of Elements pg. 37 2.0

Spinning molten iron through a vortex of fire, you trap your foe in searing wires. Make an impulse attack roll against a creature within 15 feet. On a success, the target takes 2d6 slashing damage and is wrapped in molten wire for 1 minute. It is clumsy 1 and takes 2d4 fire damage at the start of each of its turns, with a basic Reflex save. The wire's Escape DC is your class DC. The wire has AC 10 and 75 HP. The impulse ends if the creature Escapes or the wire is destroyed.
Level (+4) The slashing damage increases by 1d6, the fire damage increases by 1d4, and the wire's HP increases by 25.

Traits

Attack:

An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.

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.

Fire:

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.

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.

Metal:

Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.

These planes consist of chaotic and shifting structures and oceans of metal. Metal planes tend to exist in a state of change and decay, leaving plentiful pockets of air for visitors to breathe or move within. Creatures unlucky enough to be entombed in the plane’s substance risk suffocation if they can’t phase through metal. Wood creatures find the lack of stability and soil on a metal plane disconcerting and often fail to thrive in such environments.

Primal:

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