
Liberating Dive [two-actions] Feat 14This Feat may contain spoilers from the Pathfinder #223: Hell's Destiny Adventure
Uncommon Air Composite Impulse Kineticist Metal Primal Source Pathfinder #223: Hell's Destiny pg. 229
You sprout wings with steel feathers, resembling those of the
celestial Talmandor. With a powerful flap, the wings propel you across the battlefield, slicing foes and restraints along your path. Until the end of your turn, you gain a
fly Speed equal to your land Speed or 40 feet, whichever is greater. You then
Fly up to your Speed, and this movement doesn’t trigger reactions.
Choose one foe and one ally you’re adjacent to at any point during this movement. Using one wing’s sharpened edge, you can use a 1-action
Elemental Blast as a melee Strike using the metal element against the foe. With the other wing, you can help the ally break free of an effect
grabbing,
restraining,
immobilizing, or
paralyzing them; they either attempt a new save against one such effect that allows a save, or they attempt to
Escape as a free action. The ally can use your
impulse attack modifier in place of their unarmed attack modifier or skill check modifier.
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.
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 connection to magical air.
Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
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.
A creature with this trait is primarily constituted of or has a strong connection to primal magic.