General | General (No Skill) | Filter

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


PFS StandardSpirit's Wrath Single ActionFeat 12

AttackBarbarianConcentrateInstinctRage
Source Core Rulebook pg. 92 1.1
Prerequisites spirit instinct

You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don’t apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. If your wisp’s Strike is a critical hit, the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.

Traits

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.

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Instinct:

Instinct abilities require a specific instinct; you lose access if you perform acts anathema to your instinct.

Rage:

You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.