Ancestries | Versatile Heritages

Merfolk Details | Merfolk Feats | Universal Ancestry Feats | Merfolk Heritages


PFS StandardDoom of Sailors [two-actions] Feat 17

Auditory Concentrate Emotion Fear Mental Merfolk Primal 
Source Howl of the Wild pg. 39 2.0
Frequency once per day

Sailors know that the sight of an angry merfolk might well mean that they never see the shore again. You sing a song that foretells the fate of a creature you can see within 60 feet. The fear that grips the target's soul causes 10d10 mental damage, depending on the target's Will save against the higher of your class DC or spell DC. A creature who's in the water or onboard a seagoing vessel takes a –4 circumstance penalty to its saving throw.

Critical Success The target is unaffected.
Success The target takes half damage and is frightened 1 as it glimpses its demise.
Failure The target takes full damage and is frightened 1. In addition, it rolls twice for all skill checks and saving throws it attempts until the end of its next turn and takes the worse result; this is a misfortune effect.
Critical Failure As failure, except double damage and frightened 2.

Traits

Auditory:

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

Concentrate:

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

Emotion:

This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Fear:

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Mental:

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

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.