All Archetypes
Artifact | Class | Combat Style | Core | Faction | Multiclass | Mystical | Mythic | Profession | Undead


PFS StandardCome in From the Wilderness [two-actions] Feat 10

Archetype Earth Healing Primal 
Source Impossible Magic pg. 107
Archetype World Rouser
Prerequisites World Rouser Dedication
Requirements Your waking world is active.

A willing ally on the ground in your waking world is swaddled in earth. For each source of persistent damage it is taking, the creature can immediately attempt a flat check to recover, with the DC reduction from appropriate assistance. While swallowed, the creature becomes paralyzed and cannot be targeted or affected by any new effects (ongoing effects, such as afflictions or persistent damage, continue to affect it as normal). At the start of your next turn, the creature regains 6d8 Hit Points and emerges in its previous location. If another creature is in that location, it is pushed to the nearest available space. The target creature then becomes temporarily immune to this ability until your next daily preparations.

Traits

Archetype:

This feat belongs to an archetype.

Earth:

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.

These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.

Healing:

A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

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.

Shelyn's Corner

×