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Ghosts in the Storm One ActionFeat 12


AirElectricityImpulseKineticistPrimalStance
Source Pathfinder Rage of Elements

Clouds, like eager pets, are drawn to you and to those in your good graces. Fast-moving gray clouds surround you, as well as your allies while they're in your kinetic aura. Anyone surrounded by these clouds gains a +2 status bonus to Reflex saves and Acrobatics checks.

When an affected creature uses a move action, clouds dance around it. Until the start of its next turn, it's Concealed, and its Strikes gain the Shock rune.

Effect: Ghosts in the Storm (Move)


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

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.

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 that 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 enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.