Elemental Blast
1 or 2
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
- •Air 1d6 electricity or slashing, 60 feet
- •Earth 1d8 bludgeoning or piercing, 30 feet
- •Fire 1d6 fire, range 60 feet
- •Metal 1d8 piercing or slashing, 30 feet
- •Water 1d8 bludgeoning or cold, 30 feet
- •Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die.
Traits
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
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.
This indicates abilities from the kineticist class.
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.