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PFS StandardRising Hurricane [three-actions] Feat 6

Air Composite Impulse Kineticist Overflow Primal Water 
Source Rage of Elements pg. 37 2.0

A hurricane lifts your enemies into the air before bringing them crashing down in a bloody rain. Your hurricane appears in a cylinder that's 40 feet tall, has a 30-foot diameter, and is within 120 feet. All creatures in the area take 2d6 bludgeoning damage with a basic Fortitude save against your class DC. Lift any creature that fails its save to any height you choose within the area, move it up to 5 feet in any direction, then drop it. It takes falling damage normally unless it has a fly Speed.
Level (+3) The rain damage increases by 1d6, and the cylinder's height increases by 5 feet.

Traits

Air:

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.

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.

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.

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 magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.