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PFS StandardAnchoring Arrow [two-actions] Feat 13

This Feat may contain spoilers from the Spore War Adventure Path

Uncommon Arcane Elf 
Source Pathfinder #210: Whispers in the Dirt pg. 81

Frequency once per hour

You can prevent demonic foes from fleeing your wrath via teleportation. Make a bow Strike against a demon. In addition to the normal effects of the Strike, the target must attempt a Will save against your class DC.

Critical Success The target avoids any additional effect.
Success The target takes a –5 circumstance penalty to all their movement Speeds for 1 round as arcane coils of magic meddle with their mobility.
Failure As success, but a –5 foot circumstance penalty for 1 minute. While the target is affected by this, Anchoring Arrow attempts to counteract any teleportation effect that would move the target, or any effect that would transport the target to a different plane. The arrow has a counteract rank of 7th and a +20 modifier to the roll.
Critical Failure As failure, except a –10 foot circumstance penalty, and the duration is 10 minutes.

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.

Arcane:

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.

A creature with this trait is primarily constituted of or has a strong connection to arcane magic.

Elf:

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.