General | General (No Skill) | All Feats
Aftermath | Deviant

All Skills | Acrobatics | Arcana | Athletics | Crafting | Deception | Diplomacy | Intimidation | Lore | Medicine | Nature | Occultism | Performance | Religion | Society | Stealth | Survival | Thievery


Wrath of the First Ghoul [two-actions] Feat 20

This Feat may contain spoilers from the Blood Lords Adventure Path

Rare Archetype Death Divine Enchantment Flourish Mental Occult 
Source Pathfinder #184: The Ghouls Hunger pg. 81
Archetype Ghoul
Frequency Once per day
Prerequisites Secret Eater

The ravenous maggots inside you become capable of exploding forth from your attacks into the wounds of an opponent, whispering telepathic words of destruction that invoke horrific flashbacks of Kabriri's transformation from elf to ghoul or psychic images of hundreds of maggots bursting from the victim's flesh all at once. Make a melee Strike against a target creature. If it hits, in addition to taking damage from the Strike, the target is affected by a 10th-level casting of power word kill. If Wrath of the First Ghoul is used against a target elf, Leng ghoul, or worshipper of Pharasma and does not instantly kill the creature, the target takes double damage.

Traits

Archetype:

This feat belongs to an archetype.

Death:

An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.

Divine:

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Enchantment:

Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.

Flourish:

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Mental:

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Occult:

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.

Rare:

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.