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PFS StandardSnakebird's Shadow [two-actions] Feat 8

Uncommon Flourish Monk Occult Water 
Source Rival Academies pg. 81
Prerequisites Waterfowl Stance
Requirements You are in Waterfowl Stance and are wielding a monk weapon from the sword group.

Ganhil developed this technique through observing the sharp-beaked darters fishing Prada Hanam’s waters, seeking to match their speed and suppleness with the elemental flash of his blade. Make a melee Strike with the required weapon against each enemy in a 15-foot line as razor-sharp shadows of water surge from your blade. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.

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.

Flourish:

Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.

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.