Elemental Artillery [three-actions] Feat 6Attack Composite Impulse Kineticist Metal Primal Wood Source Rage of Elements pg. 36 2.0
Spinning wood and metal together, you create a rugged wooden ballista. The ballista is Medium and appears in an unoccupied space within 30 feet. It immediately shoots a bolt with a jagged tip of elemental metal. Make an impulse attack roll against the AC of a target within 120 feet. The target takes 3d12 piercing damage on a hit (or double damage on a critical hit).
The ballista can be shot again, but it must first be reloaded with two Interact actions. The ballista lasts until the end of your next turn, and you can Sustain the impulse. Each time you Sustain it, you can roll the ballista up to 20 feet, shoot it if it's loaded, or contribute 1 action toward reloading it.
Level (+3) The damage increases by 1d12.
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.
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.
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.