Steam Knight
You shape your kinetic aura into swirling armor of steam that scalds your enemies and propels you on super-heated jet streams. A creature can take damage from Steam Knight only once per round. Your steam armor has the following effects.
- •You gain a +10-foot status bonus to your Speed.
- •When you Leap, you can jump up to your Speed. You don't immediately fall at the end of a jump, provided you Leap again with your next action. If you Leap over a creature and come within 10 feet, that creature takes (scaling+2)d6 fire damage with a reflex save against your class DC.
- •At the start of each of your turns, you can emit steam as a free action. It deals (scaling+2)d6 fire damage to each creature in your kinetic aura with a reflex save against your class DC. A creature that fails is also pushed 5 feet.
Level (+5) The fire damage from a jump or blast of steam increases by 1d6.
Traits
A 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.
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.
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.
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.
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.