🔍 
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

The World Devours Two ActionsFeat 12


ArchetypeEarthPrimal
Source Pathfinder Impossible Magic
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 creature is unaffected.

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

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.