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PFS StandardTouch of Lunacy Feat 10

Archetype Curse Morph Primal 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication

In moments of viciousness, your curse can partially infect your prey. Whenever you critically succeed with an unarmed attack from the werecreature archetype, the target must attempt a Fortitude save against the higher of your class DC or spell DC, or become clumsy 2 until the beginning of your next turn as their bones elongate and form warps. On a critical failure, the target is also clumsy 1 for one minute as the transformation lingers.

Traits

Archetype:

This feat belongs to an archetype.

Curse:

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Morph:

Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait).

Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.

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.