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PFS StandardConsume Power [reaction] Feat 6

Impulse Kineticist Metal Primal 
Source Rage of Elements pg. 30 2.0
Trigger You would take acid, electricity, fire, or sonic damage.

You absorb energy and hold it in your kinetic gate. You gain resistance equal to your level to the triggering damage—choose one eligible type of resistance. If this reaction prevents any damage, you gain a status bonus equal to half your level to the damage roll of the next metal impulse you use before the end of your next turn.

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.

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.