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PFS StandardKraken's Call [three-actions] Feat 17

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

You call forth the sleeping krakens of the deep to crush your enemies. You open a dozen small portals to some lightless, watery abyss in a 30-foot burst within 120 feet. The powerful tentacles of a kraken reach through to grab at each creature in the area. Each affected creature takes 8d6 damage depending on its Fortitude save against the higher of your class DC or spell DC. You can Sustain the call up to 1 minute. The first time you Sustain it on each subsequent turn, each creature in the area not already grabbed by the tentacles must attempt the save.

Success The creature is unaffected.
Failure The creature takes full damage and is grabbed by a tentacle. A creature that's still grabbed by a tentacle at the end of its turn takes 3d6 bludgeoning damage. The tentacles' Escape DC and AC are both equal to the higher of your class DC or spell DC. A creature can attack a tentacle to attempt to free the creature trapped by it; a tentacle is destroyed if it takes 30 or more damage in a single round.
Critical Failure As failure, but double damage.

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.