Grudge Strike [two-actions] Feat 6Animist Apparition Divine Wandering Source War of Immortals pg. 25Requirements Your attuned apparition grants Heraldry
Lore or Underworld Lore as an apparition skill.
You channel the spiritual power of spiteful grudges. Make a melee
Strike against a creature within your reach. You gain a +2 circumstance bonus to your attack roll and deal an additional 2d6
void damage to the target; if the target is
undead or otherwise has
void healing, this Strike instead deals an additional 2d6
vitality damage. This ability gains the vitality trait if it deals vitality damage, or the void trait if it deals void damage.
Traits
Apparition: Apparitions are spiritual entities who generally lack the power, cohesiveness, or attachments to enter or affect the physical world. Unlike a ghost or phantom, an apparition does not need to have ever been a living creature and could be the spiritual memory of a particularly meaningful location or event. Apparitions are reliant on animists to interact with other people and things, and generally can't be targeted or affected by spells and abilities other than those of the animist they are attuned to. Animist feats and abilities that affect spirits affect apparitions only if they specifically say so.
Animist abilities with the apparition trait involve one or more of your apparitions acting alongside you. You must be attuned to at least one apparition to use an apparition ability, and some abilities might state in their requirements more specifically which apparition you must be attuned to. Typically, you're assumed to always attune to your apparitions during your daily preparations, but in some rare circumstances or as a result of certain animist abilities, your apparitions might be dispersed or separated from you for a time; you aren't attuned to dispersed apparitions.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Wandering: Wandering identifies animist feats attuned to particular types of apparitions. These feats require you to have attuned to an apparition who matches their prerequisites when you select them, and represent knowledge and ability pulled from that specific bond. When you make your daily preparations, you can retrain any wandering feat you know for any other wandering feat available at the level you took the exchanged feat (including lower-level wandering feats, as usual). You must meet all the new feat's other prerequisites.