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PFS LimitedForward Gaze into Life [two-actions] Feat 8

This Feat may contain spoilers from the Myth-Speakers Adventure Path

Uncommon Concentrate Divine Exemplar Vitality Void 
Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 79

Frequency once per hour
Prerequisites trespasser in death’s realm

Despite the constant cold of death at your back, you keep your gaze forward into the realm of life. You release two 15-foot cones, aimed exactly opposite each other, one ahead of you that deals 5d10 vitality damage and one behind you that deals 5d10 void damage, each with a basic Reflex save against your class DC. Creatures that critically fail also take 5 persistent damage, of the same damage type dealt.

Traits

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Concentrate:

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

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.

Vitality:

Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.

These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.

Void:

Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.

Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).