Molten Wire
Feat 6
Source Pathfinder Rage of Elements
Spinning molten iron through a vortex of fire, you trap your foe in searing wires. Make an impulseimpulse attack roll against a creature within 15 feet. On a success, the target takes (floor((@actor.level -6)/4)+2)d6 slashing damage and is wrapped in molten wire for 1 minute. It is Clumsy 1 and takes (floor((@actor.level -6)/4)+2)d4 fire damage at the start of each of its turns, with a basic Reflex save. The wire's Escape DC is your class DC. The wire has AC 10 and 75 HP. The impulse ends if the creature Escapes or the wire is destroyed.
Level (+4) The slashing damage increases by 1d6, the fire damage increases by 1d4, and the wire's HP increases by 25.
Traits
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.
AttackAn ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
CompositeA 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.
FireEffects 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.
ImpulseThe 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.
KineticistThis indicates abilities from the kineticist class.
MetalEffects 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.
PrimalThis 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.