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Sea Glass Guardians One ActionFeat 12


ImpulseKineticistPrimalStanceWater
Source Pathfinder Rage of Elements

Eerily beautiful elemental water beings race around you, eager to protect and heal you and your allies. Their forms vary and might include eels formed of undulating water or ice crystals whirling in the shape of a jellyfish. The guardians flow around combatants and don't occupy a space. They attempt to intercept all dangers, granting you and your allies within your kinetic aura a +1 status bonus to AC and saving throws.

If any creature affected is critically hit or critically fails at a saving throw against an attack, effect from an enemy, or hazard and remains above 0 HP, the guardians reach out to heal that creature. The creature regains ((floor((max(12,@actor.level)-12)/3)+4)d8+(floor((max(12,@actor.level)-12)/3)*4+8)) healing HP, and the impulse ends. If the creature is in water, the healing dice are d10s instead of d8s.

Stance: Sea Glass Guardians


Level (+3) The healing increases by 1d8+4.


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.

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.

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.