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PFS StandardPummeling Whirlpool [two-actions] Feat 13

Concentrate Manipulate Merfolk Primal Water 
Source Howl of the Wild pg. 39 2.0
Frequency once per day

You draw water from the environs, swirling it into a rough torrent around you to punish your foes. Each creature in a 10-foot emanation (or 15 feet if you're in a body of water) takes 8d6 bludgeoning damage with a basic Reflex save against the higher of your class DC or spell DC. A creature that fails its save is knocked prone. At 17th level, the damage increases to 11d6.

Traits

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Manipulate:

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

Merfolk:

These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.

Primal:

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.

Water:

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.

Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.