
Born To The Trees Feat 4This Feat may contain spoilers from the Wardens of Wildwood Adventure Path
Uncommon Impulse Kineticist Morph Primal Wood Source Pathfinder #202: Severed at the Root pg. 73
You adapt a creature to live among the trees, improving its ability to
climb,
balance, and
leap. Target a willing creature within 30 feet. For 10 minutes, it gains a
climb Speed equal to its Speed and a +1 circumstance bonus to
Acrobatics checks to Balance and Athletics checks to
Long Jump and
High Jump. When it Leaps, it increases the distance it can Leap horizontally by 5 feet and vertically by 2 feet. If you use Born to the Trees again, any existing one ends.
Level (6th) You can target up to 5 willing creatures.
Traits
Uncommon: Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.
Morph: Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
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.
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.