Bloodbending

===Blood Control - Feat 1 (kineticist, water)===
Blood is thicker than water so they say, but ends up just as controllable. You can use Base Kinesis and Extended Kinesis if you have the feat on blood just as you could water as long as is not inside someone. Your bludgeoning elemental blast can use blood instead of water.
=== Wrack [2] - Feat 2 (impulse, kineticist, water) ===
You draw blood out of your opponent or manipulate it while it's still running in an enemy's veins, harming them from the inside. Do damage equal to your elemental blast with a basic fortitude save. Apply any kinetic gate or gate junctions you have for your water element. This damage bypass any damage resistance the target has to bludgeoning damage.
=== Blood Throw [2] - Feat 4 (impulse, kineticist, water) ===
Why try to enchant someone to do what you want, when you can move their body for them? You can attempt to Disarm, Shove, or Trip any target within 60 feet using a impulse attack roll instead of an Athletics check.
=== Draw Down [2] - Feat 6 (impulse, kineticist, water) ===
You force a flying creature to the ground, making it follow the direction it's blood is going whether it wants to or not. The target flying creature descends 60 feet, taking twice as much bludgeoning damage as if they had fallen the distance moved, to a maximum of 60 falling damage if they fall 60 feet. They take this falling damage even if they don't hit the ground, as they concuss against the forcefulness of this pull. The creature must attempt a Fortitude save.
Critical Success The creature is unaffected, and if it was flying, it isn't knocked prone even though it took falling damage.
Success The creature is knocked prone.
Failure The creature is knocked prone and stunned 2.
Critical Failure The creature is knocked prone and stunned for 1 round.
=== Repelling Push [3] - Feat 8 (impulse, kineticist, water) ===
You push all blood undiscerningly away from you. All creatures in a 30-foot emanation are violently hurled away from you. Each creature in the area takes 7d10 bludgeoning damage depending on its Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 10 feet away from you.
Critical Failure The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked prone.
Level (+2) The bludgeoning damage increases by 2d10, and the distance the target is moved on a failure and critical failure increases by 5 feet.