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PFS StandardAwake With a Roar [free-action] Feat 14

Archetype Auditory Emotion Fear Incapacitation Mental Primal 
Source Impossible Magic pg. 107
Archetype World Rouser
Prerequisites World Rouser Dedication
Trigger You Rouse the World.

When you Rouse the World, it awakens with a mighty yawp that stuns the unsuspecting. All enemies in the area must attempt a Will save against your world rouser DC. A creature that attempts this save or observes this ability becomes temporarily immune to it for 24 hours.

Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature becomes frightened 2 and stunned 1.
Critical Failure The creature becomes frightened 3 and stunned 1.

Traits

Archetype:

This feat belongs to an archetype.

Auditory:

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

Emotion:

This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Fear:

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Incapacitation:

An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Mental:

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

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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