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PFS LimitedBurning Demand [two-actions] Feat 12

This Feat may contain spoilers from the Pathfinder #223: Hell's Destiny Adventure

Uncommon Auditory Fire Impulse Kineticist Linguistic Overflow Primal 
Source Pathfinder #223: Hell's Destiny pg. 228


You create a faintly glowing sigil (shedding normal light in a 5-foot radius) on the target’s body, after which you command the target to approach you, run away (as if it had the fleeing condition), release what it’s holding, drop prone, or stand in place. The target then attempts a Fortitude save against your class DC.

Critical Success The sigil immediately vanishes, and the creature is unaffected.
Success The sigil acts as a magnet for your fiery attacks, granting the creature a –1 penalty to its saves and AC against your fire impulses. The sigil lasts until the end of your next turn or until the creature spends at least 1 action obeying your command, whichever happens first.
Failure At the start of the creature’s next turn, if it doesn’t use their first action to obey the command, the sigil ignites as it vanishes, dealing 8d6 fire damage and 2d6 persistent fire damage to the creature.
Critical Failure The creature must spend the first action of its next turn to obey your command; it can’t Delay. The sigil vanishes at the end of its turn; it ignites if the creature didn’t use all its remaining actions to continue to obey your command, dealing 8d6 fire damage and 2d6 persistent fire damage to the creature.
Level (+2) The damage increases by 1d6, and the persistent damage increases by 1d6.

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.

Auditory:

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

Fire:

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.

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.

Linguistic:

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

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.

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