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PFS LimitedDrowning Mist [two-actions] Feat 12

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

Uncommon Impulse Kineticist Primal Stance Water 
Source Pathfinder #223: Hell's Destiny pg. 228


Though not unique to Chelaxian kineticists, this sarglagon-inspired technique floods enemies’ lungs. Your elemental gate exudes a faint mist that feels as thick as standing water. The moisture doesn’t just tug at limbs; it forcibly seeps into the nostrils and lungs of air-breathing creatures. While in this stance, your aura is difficult terrain for any creature that doesn’t have a swim Speed. Creatures that can’t breathe water must hold their breath while in the aura, and when such creatures take an action that reduces their remaining air by 1 or more rounds, they must also attempt a Fortitude save against your class DC (maximum once per round). You’re immune to the effects of your own Drowning Mist.

Critical Success The creature is unaffected and becomes temporarily immune to the effects of this impulse for 24 hours.
Success The creature is unaffected.
Failure Moisture seeps into the creature’s lungs, making the creature sickened 1.
Critical Failure As failure, but sickened 2.

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.

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.

Stance:

A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.

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 connection to magical water.

Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat aquatic combat usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.

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