---
title: "Gate Junction"
noteType: ":luggage:"
aliases: "Gate Junction"
foundryId: Item.JQCS5WAEoBizIiN1
tags:
  - Item
---

# Gate Junction
![[systems-pf2e-icons-spells-elemental-annihilation-wave.webp|150]]

### **Gate Junctions**

When you gain a gate junction, you develop a specialized kinetic technique. Choose one benefit from the gate junction table for one of your kinetic elements.

*   A **critical blast** junction happens when you get a critical success with an Elemental Blast of the kinetic element.
*   An **elemental resistance** grants you resistance to damage while your kinetic aura is active. This resistance is equal to your level, and it applies to damage of any listed type or that comes from a creature or effect that has any of the listed traits. At 17th level, you gain immunity to effects with any of the listed traits. This doesn't make you immune to creatures with such a trait. You can voluntarily forgo this resistance, immunity, or both if you want an effect to work on you.
*   You can choose an **impulse junction** instead of one of the listed junctions. Impulse junctions are listed under Single Gate.
*   An **aura junction** adds an effect to your kinetic aura when you Channel Elements.
*   A **skill junction** makes you trained in the listed skill and grants you the listed skill feat. If you were already trained in the listed skill, you instead become trained in a skill of your choice. While your kinetic aura is active, you gain a +1 status bonus to the listed skill; the bonus increases to +2 at 10th level and +3 at 17th level.

You can select each gate junction only once, unless noted otherwise, but you can have the same type of junction for multiple elements. You can always choose not to use a gate junction when it would normally occur. If you have multiple junctions that would apply at the same time - such as kinetic aura junctions for different elements - you can apply any number of them. (Though note that you can use only one impulse junction per round.)

| Air Gate Junction |
| --- |
| **Critical Blast** Push the target up to 10 feet. |
| **Elemental Resistance** air, electricity |
| **Impulse Junction** Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead. |
| **Aura Junction** You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable |
| **Skill Junction** Stealth, [[Experienced Smuggler]] |
| Earth Gate Junction |
| **Critical Blast** If the target is on the ground, it's knocked [[Prone]]; if it isn't on the ground, it descends up to 20 feet (you choose the distance). |
| **Elemental Resistance** earth, poison |

| **Impulse Junction** Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn. |
| **Aura Junction** Squares in the aura are difficult terrain fo your enemies, but only if moving into the square would make the enemy farther away from you. |
| **Skill Junction** Athletics, [[Hefty Hauler]] |
| Fire Gate Junction |
| **Critical Blast** The target takes 1d6 persistent fire damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a _gate attenuator_. |
| **Elemental Resistance** cold, fire |

| **Impulse Junction** Increase the damage die size of fire damage dealt by the impulse by one step. |
| **Aura Junction** Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1). |
| **Skill Junction** Intimidation, [[Intimidating Glare]] |
| Metal Gate Junction |
| **Critical Blast** The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes 1d6 persistent damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a _gate attenuator_. |
| **Elemental Resistance** electricity, metal |

| **Impulse Junction** Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage). |
| **Aura Junction** Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal. |
| **Skill Junction** Crafting, [[Quick Repair]] |
| Water Gate Junction |
| **Critical Blast** The blast deals 2 splash per damage die of the blast, with the same damage type. |
| **Elemental Resistance** fire, water |

| **Impulse Junction** After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against. |
| **Aura Junction** The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level. |
| **Skill Junction** Athletics, [[Underwater Marauder]] |
| Wood Gate Junction |
| **Critical Blast** If the target of the critical hit is adjacent to a surface, roots entangle it. The target is [[Immobilized]] and must spend an Interact action to attempt a athletics dc:10 check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort |
| **Elemental Resistance** poison, wood |

| **Impulse Junction** You gain temporary Hit Points equal to your level that last until the start of your next turn. |
| **Aura Junction** Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher. |
| **Skill Junction** Survival, [[Terrain Expertise\|Terrain Expertise (forest)]] |
