🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Morphic Manipulation Feat 7


UncommonExplorationGeneralNecromancyPositivePrimalSkill
Source Pathfinder Dark Archive
Prerequisites master in Nature

You've attuned your natural aura to that of plant life, coaxing it to grow faster than normal. You sit for 10 minutes with a small, natural non-creature plant-such as a lone flower, a small bush, or a potted succulent-while you bring your aura in tune through meditation. You coax the plant to advance one stage in its life cycle: from seed to sprout, sprout to plant, plant to flower, or flower to fruit. If the plant doesn't have proper nutrients (if you're sprouting a seed without soil or water, for example), the plant withers 5 minutes after you complete the activity. Performing this activity more than once per day renders you Fatigued and unable to use Morphic Manipulation until your next full night's rest.


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.

Exploration

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

General

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Positive

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

Primal

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

Skill

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.