Class DC 19
Impulse Attack +10
All Impulses require you to raise your aura and a free hand. All have the Concentrate trait.
Channel Elements (1 action)
- Your kinetic aura activates.
- As a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse.
- Your kinetic aura is a 10-foot emanation where all your kinetic elements, if you can channel more than one flow around you.
- Channel Elements has the traits of all your kinetic elements.
- Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura.
Water Impulses
>Ocean's Balm<
- Touch a willing living creature.
- It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute.
- If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help.
- The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
Air Impulses
>Four Winds< (2 actions)
- Target up to four willing creatures within 30 feet of you.
- Each of those creatures can Stride up to half its Speed.
- If it has a fly Speed, it can instead Fly up to half its fly Speed.
Base Kinesis (2 actions)
- Choose one of your kinetic elements to affect.
- This impulse has a range of 30 feet, and the Bulk of the target must be light.
- You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.
- Base Kinesis can't deal damage or cause conditions unless otherwise noted.
Choose one of the following options, though the GM might allow you to make similar small alterations.
• Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses.
• Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
• Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
>Kinetic Activation<
Cirri can Cast A Spell if the spell has the Air or Water traits.
>Gate Attenuator< allows Cirri to invest in either Air or Water. She can cast a rank 1 spell matching that element.
- Air: >Gust of Wind<
- Water: >Snowball</url]