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


PFS StandardThe World Devours [two-actions] Feat 12

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

The ground in your waking world opens to consume a creature standing on it, which must attempt a Reflex save against your world rouser DC. The creature must be Medium or smaller; if your waking world is a 20-foot burst, the creature can be Large or smaller, or Huge or smaller if your waking world is a 30-foot burst or larger. If you use this ability while your waking world already has a creature grabbed or devoured, that creature is automatically freed. If your waking world ends, any creature affected by this ability is automatically freed.

Critical Success The ground in your waking world opens to consume a creature standing on it, which must attempt a Reflex save against your world rouser DC.
Success The creature takes 3d6 bludgeoning damage.
Failure The creature takes 6d6 bludgeoning damage and is grabbed by the earth. The creature can attempt to Escape against your world rouser DC.
Critical Failure The creature is pulled into the earth, which closes above it. It takes 6d6 bludgeoning damage immediately and is devoured. While devoured, it becomes grabbed and slowed 1, and takes 6d6 bludgeoning damage at the end of each of its turns, and cannot be targeted by any effect. A creature can attempt to Escape against your world rouser DC; in addition to the normal checks to Escape, it can attempt a Nature check. If it Escapes, it is returned to the area where it was when grabbed. A creature with a burrow Speed can Escape automatically and move up to its burrow Speed as part of that action.

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.

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

×