Alchemist | Animist | Barbarian | Bard | Champion | Cleric | Commander | Druid | Exemplar | Fighter | Guardian | Gunslinger | Inventor | Investigator | Kineticist | Magus | Monk | Necromancer | Oracle | Psychic | Ranger | Rogue | Runesmith | Sorcerer | Summoner | Swashbuckler | Thaumaturge | Witch | Wizard

Companions | Familiars


PFS StandardSkeletal Extension [free-action] Feat 10

Concentrate Necromancer Occult Spellshape 
Source Impossible Magic pg. 38


You make use of what remains of a thrall to extend your limbs to unnatural lengths. If the next action you take is to cast a grave spell that destroys a thrall, pieces of the thrall fuse with you to extend the length of your limbs. Until the end of the turn, your reach increases by 10 feet, and you can move 15 feet whenever you Step.

Traits

Concentrate:

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

Occult:

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.

A creature with this trait is primarily constituted of or has a strong connection to occult magic.

Spellshape:

Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Shelyn's Corner

×