Ride the Tsunami [three-actions] Feat 18Impulse Kineticist Overflow Primal Water Source Rage of Elements pg. 33 2.0
Booming, crashing walls of water, enough to fill a harbor, smash out ahead of you, overwhelming all in their path. The waves move forward in your choice of a 60-foot cone or 120-foot line. If you're in water, you can increase these waves to a 90-foot cone or 180-foot line. Each creature in the area takes 10d10 bludgeoning damage with a
basic Reflex save against your class DC. A creature that fails its save is
pushed 20 feet (or 40 feet on a critical failure). Any unattended object of 1 Bulk or less in the area is pushed to the far edge of the area. The sheer mass of water extinguishes all non-magical flames in the area.
As the wave crashes down, you can catch it to your destination. After the impulse deals damage, you can
Swim in a straight line to any point in its area before the water disappears.
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.
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.
A creature with this trait is primarily constituted of or has a strong connection to primal magic.
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 connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.