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Burning Demand Two ActionsFeat 12


UncommonAuditoryFireImpulseKineticistLinguisticOverflowPrimal
Source Pathfinder Adventure Path: Hell's Destiny

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 ((@actor.level/2)+2)d6 fire damage and (floor((@actor.level -12)/2)+2)d6 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 ((@actor.level/2)+2)d6 fire damage and (floor((@actor.level -12)/2)+2)d6 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.

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.

Kineticist

This indicates abilities from the kineticist class.

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.