
Wake to Strife [two-actions] Feat 8Uncommon Monk Occult Water Source Rival Academies pg. 81Requirements A creature within your reach is
prone or swimming.
You summon the explosive power of a geyser beneath a foe. The required creature must attempt a Fortitude save against your class DC as elemental water confounds their senses; if the creature is prone, they can
Stand as a free action.
Critical Success The target is unaffected.
Success The target is
sickened 1.
Failure The target is sickened 2. If you have a free hand and they are not larger than you, you can attempt an Athletics check to
Grapple them as a free action.
Critical Failure As failure, but if you succeed at the Athletics check to Grapple them, you get a critical success instead.
Traits
Uncommon: Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Occult: This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to occult 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.