Worm CallerLegacy Content
Source Pathfinder #194: Cult of the Cave Worm pg. 80You follow the ancient
hryngar tradition of the worm caller—mystics who can call upon the strength and destructive force of the mighty
cave worms that inhabit the Darklands. You can manifest worms to attack your enemies, draw upon their senses and resistances, summon one to do your bidding and, eventually, become a worm yourself.
This Feat may contain spoilers from the Sky King's Tomb Adventure Path
Legacy Content
Rare Archetype Dedication Source Pathfinder #194: Cult of the Cave Worm pg. 80PFS Note Shake it Off is a reaction
Archetype Worm CallerPrerequisites trained in
Nature or
Cave Worm Lore
You pledge yourself to understanding and emulating one of the most powerful creatures of the Darklands: the mighty
cave worm. You gain the following action.
Shake It Off [one-action] (
fortune,
primal)
Frequency once per day;
Trigger You fail or critically fail a saving throw against a condition or adverse effect (such as
baleful polymorph);
Effect You reroll the triggering save and use the better result.
Special You can't select another dedication feat until you have gained two other feats from the Worm Caller archetype.
Legacy Content
Archetype Source Pathfinder #194: Cult of the Cave Worm pg. 80Archetype Worm CallerPrerequisites Worm Caller Dedication
You emulate the senses of the
cave worm. You gain
darkvision and
tremorsense as an imprecise sense within 5 feet.
The range of the tremorsense increases to 10 feet at 8th level and to 15 feet at 12th level.
Legacy Content
Archetype Source Pathfinder #194: Cult of the Cave Worm pg. 80Archetype Worm CallerPrerequisites Worm Caller Dedication
Your flesh grows thick and bloated, protecting you against harm. You gain resistance equal to half your level versus one of the following types of damage, chosen when you take the feat: fire, cold, or bludgeoning. This choice cannot be changed.
When you're unarmored, your flesh gives you a +2 item bonus to AC with a Dexterity cap of +3. You can apply with armor potency runes and property runes directly to your flesh, though excruciatingly painful.
Special You can take this feat up to three times, each time selecting a new damage type from the list.
Legacy Content
Archetype Source Pathfinder #194: Cult of the Cave Worm pg. 80Archetype Worm CallerPrerequisites Worm Caller Dedication
You imbue yourself with the resilience of the
cave worm. When you gain the
paralyzed,
slowed, or
stunned condition, roll a DC 15 flat check. On a success you ignore the condition.
When using
Worm Form you are immune to penalties to your Speed and the immobilized condition, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to
Shove or
Trip you, and you ignore
difficult terrain and greater difficult terrain.
Legacy Content
Archetype Conjuration Primal Source Pathfinder #194: Cult of the Cave Worm pg. 80Archetype Worm CallerFrequency once per day
Prerequisites Worm Caller Dedication
You call forth a brood of infantile
cave worms to feast on your enemy's flesh. Choose a creature within 30 feet; the creature must attempt a Fortitude save. At 8th level and every 2 levels above that, the
persistent piercing damage taken on a failure increases by 1d6.
Critical Success The worms writhe away harmlessly.
Success The target takes 2d6 piercing damage and 2d6 persistent piercing damage.
Failure The target takes 6d6 piercing damage and 2d6 persistent piercing damage.
Critical Failure As failure, plus the target is
flat-footed as long as it takes persistent piercing damage.
Legacy Content
Archetype Source Pathfinder #194: Cult of the Cave Worm pg. 81Archetype Worm CallerPrerequisites Worm Caller Dedication
You can connect with
cave worms (and other worm-related creatures, at the GM's discretion) on a rudimentary level. You can use
Diplomacy to
Make an Impression on cave worms and to make simple
Requests of them. In most cases, the cave worm's starting attitude is indifferent and they will give you time to establish contact.
Legacy Content
Archetype Source Pathfinder #194: Cult of the Cave Worm pg. 81Archetype Worm CallerPrerequisites Worm Caller Dedication
When submerged in water or another liquid, you form small fin-like arms along your body, granting you far greater maneuverability while swimming. You gain a swim Speed equal to your land Speed. Furthermore, while swimming on the surface of a liquid, you can
Leap out of the liquid and do not fall until the end of your turn, allowing you to spend the rest of the turn above the surface.
Legacy Content
Archetype Conjuration Primal Source Pathfinder #194: Cult of the Cave Worm pg. 81Archetype Worm CallerFrequency once per day
Prerequisites Worm Caller Dedication
You call forth a ghostly manifestation of the worm spirit. Choose an intersection on the ground within 60 feet; the ghostly maw of a worm emerges from the ground, attacking all creatures in a 10 foot burst. Each creature in the area must attempt a Reflex save.
Critical Success The target is unaffected.
Success The target takes 1d10+13 bludgeoning damage as it is battered by the worm's body.
Failure The target takes 3d10+15 piercing damage as it is bitten by the worm. The target is
immobilized until the end of its next turn.
Critical Failure As failure, but the damage increases to 6d10+30 and the target is knocked
prone.
Legacy Content
Archetype Source Pathfinder #194: Cult of the Cave Worm pg. 81Archetype Worm CallerPrerequisites Worm Caller Dedication
You gain a burrow speed of 10 feet.
Legacy Content
Archetype Evocation Fire Primal Source Pathfinder #194: Cult of the Cave Worm pg. 81Archetype Worm CallerFrequency once per day
Prerequisites Worm Caller Dedication
You gain a fire breath weapon similar to that of a
crimson worm. You breathe a blast of flame in a 30-foot cone that deals 12d6 fire damage to all creatures in the area (
basic Reflex save). This damage increases by 2d6 at 14th level and every 2 levels thereafter.
Legacy Content
Archetype Source Pathfinder #194: Cult of the Cave Worm pg. 81Archetype Worm CallerPrerequisites Worm Caller Dedication
You've learned to channel the sting of the worm. You gain
purple worm sting as an innate primal spell that you can cast once per day.
Worm Form [two-actions] Feat 14
Legacy Content
Archetype Polymorph Primal Transmutation Source Pathfinder #194: Cult of the Cave Worm pg. 81Archetype Worm CallerPrerequisites Worm Caller Dedication
You take on the form of a purple worm or transform into a humanoid-worm hybrid, retaining your own head but with a worm's body, transforming into a Huge battle form. You must have enough space to expand into or the ability is lost. While in this form, you gain the
animal trait. You can Dismiss the form.
You gain the following statistics and abilities regardless of which battle form you choose:
- AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.
- 40 temporary Hit Points.
- Darkvision.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
- Athletics modifier of +30, unless your own modifier is higher.
You also gain specific abilities based on the type of monster you choose:
- Purple Worm Speed 40 feet, burrow 30 feet, swim 20 feet; Melee [one-action] jaws (deadly 2d10, reach 15 feet), Damage 3d10+15 piercing; Melee [one-action] stinger (agile, poison, reach 15 feet), Damage 2d12+15 piercing plus 2d6 persistent poison; Melee [one-action] body (reach 15 feet) Damage 1d10+13 bludgeoning
- Hybrid Speed 40 feet; Melee [one-action] stinger (agile, poison, reach 10 feet), Damage 2d12+15 piercing plus 1d6 persistent poison; Melee [one-action] body (reach 10 feet), Damage 1d10+13 bludgeoning; Hybrid Caster You retain the ability to speak, and can cast spells as long as they don't have somatic or material components.
Legacy Content
Archetype Source Pathfinder #194: Cult of the Cave Worm pg. 81Archetype Worm CallerPrerequisites Call Worm Spirit
You gain
summon animal, heightened to 9th level, as an innate primal spell that you can cast once per day, but can only summon a
purple worm. At 20th level, you can summon an
elite purple worm instead.