Ancestries | Versatile Heritages

Fadrim Details | Fadrim Feats | Universal Ancestry Feats


PFS StandardFey Snare [two-actions] Feat 5

Concentrate Fadrim Manipulate Primal 
Source Feybound pg. 87


You tap into the energies of the First World to temporarily change the world around a creature within 30 feet and capture them with a conjured vine, mass of stone, or some other natural feature. The creature must attempt a Reflex saving throw against the higher of your class DC or spell DC.
Critical SuccessThe creature is unaffected.
SuccessThe creature takes a –5-foot circumstance penalty to its Speeds until the start of your next turn.
FailureThe creature is off-guard and takes a –10-foot circumstance penalty to its Speeds until the start of your next turn.
Critical FailureThe creature becomes immobilized and off-guard until the start of your next turn. The creature can attempt to Escape against your class DC or spell DC, whichever is higher, to remove the immobilized condition.

Traits

Concentrate:

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

Fadrim:

A creature with this trait has the fadrim versatile heritage. Fadrims are influenced by the magic of the First World, and possess fey-like physical features or magic. An ability with this trait can be used or selected only by fadrims.

Manipulate:

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

Primal:

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.

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

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