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Draining Touch [one-action] Feat 2

This Feat may contain spoilers from the Gatewalkers Adventure Path

Rare Attack Cold Deviant Magical 
Source Gatewalkers Player's Guide (Remastered) pg. 11


You reach out your arm, grasping hungrily for a source of energy. Attempt a melee Strike. If you succeed, you deal 1d8 cold damage for every 2 levels you have to the target, or double damage on a critical success.

Awakening You drain enough energy from a creature to leave it with lingering aftereffects. Your Draining Touch also leaves a creature clumsy 1, or clumsy 2 if your attack was a critical success.
Awakening You can pull away not just physical energy, but a creature’s spirit as well. Your Draining Touch can deal your choice of cold, spirit, or void damage, changing the cold trait to spirit or void as appropriate.

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.

Attack:

An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.

Cold:

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Deviant:

This trait describes strange supernatural or paranormal abilities.

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.