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Feed the Void [two-actions] Feat 10

This Feat may contain spoilers from the Gatewalkers Adventure Path

Rare Deviant Extradimensional Magical Mental Spirit 
Source Gatewalkers Player's Guide (Remastered) pg. 12


The void within you manages to manifest itself temporarily, a black hole opening over your heart and threatening to draw everything in. A 60-foot cone becomes filled with screaming winds that rush in toward you. All creatures in the cone must attempt a Fortitude saving throw.

Critical Success The creature is unaffected.
Success The creature is pulled 10 feet toward you.
Failure The creature is pulled 20 feet toward you.
Critical Failure The creature is pulled 30 feet toward you.

Creatures that would be pulled into your square contact the void, which deals 5d6 spirit damage with no saving throw, and are then spat back out in a square adjacent to you of your choice. At 12th level, and every 2 levels thereafter, the damage increases by 1d6.

Awakening The void feeds upon the creature’s spirit, transferring you some of their vitality. If one or more creatures are pulled into the void, you gain temporary Hit Points equal to the level of the highest-level creature pulled in. These temporary Hit Points last for 10 minutes.
Awakening The void’s suction draws in heat and light as well. The first 30 feet of the cone becomes covered in ice as temperatures drop, making the area difficult terrain, and is also plunged into darkness, with the effects of darkness heightened to half your level. Both effects last until the beginning of your next turn.

Traits

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.

Deviant:

This trait describes strange supernatural or paranormal abilities.

Extradimensional:

This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

Magical:

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Mental:

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

Spirit:

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.