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World Rouser Dedication Feat 2


Uncommon​Archetype​Dedication​
Source Pathfinder Impossible Magic
Prerequisites trained in Nature

You know how to wake the world around you from its slumber, whether through your natural affinity for nature or hard-earned knowledge. You gain the Rouse the World action.

As your ability to converse with the world grows, you can call on it to help you in other ways, some of which require a saving throw. The DC for an ability gained via this archetype is either your class DC or spell DC, whichever is higher, and is called your world rouser DC.

Life abounds from the highest mountain peaks to the driest deserts to the deepest seas, worlds that nurture plants and shelter animals. But you know worlds are wonders beyond merely sustaining life. A world like Golarion can cage a god, can recover from 1,000 years of darkness, can destroy a civilization like Tar Khadurrm.

You know what worlds can truly do—and why they don't. You know they sleep, as they have since almost the moment they were created. But more importantly, you know how to wake a world, if only for a few moments. You call to them, and they stir from their slumber. And during those brief moments where they wake, these worlds speak back to you, whispering in a language only you can hear. Alert, they take actions to sustain you, working their will via the animals, plants, and terrain that call it home.

Those who share this secret are known as world rousers. On Golarion, they are most common among those who live in the wild—druids and rangers especially—where the voice of the world isn't drowned out by the noise of civilization. Gnomes, with their roots in the restless First World, often learn to bestir the world, as do those who live along ley lines and where the barrier between the Universe and the First World is thin. In those places, the world seems to rest more fitfully.

World Rouser Dedication Feat 2

Prerequisites trained in Nature


You know how to wake the world around you from its slumber, whether through your natural affinity for nature or hard-earned knowledge. You gain the Rouse the World action.

As your ability to converse with the world grows, you can call on it to help you in other ways, some of which require a saving throw. The DC for an ability gained via this archetype is either your class DC or spell DC, whichever is higher, and is called your world rouser DC.

Source: Pathfinder Impossible Magic

Nature's Embrace Feat 4

Source: Pathfinder Impossible Magic

The World Whispers Feat 4

Source: Pathfinder Impossible Magic

All Returns To Slumber Feat 6

Source: Pathfinder Impossible Magic

Sheltering Hand Feat 6

Source: Pathfinder Impossible Magic

Dust Cloud Feat 8

Source: Pathfinder Impossible Magic

Wake and Tremble Feat 8

Source: Pathfinder Impossible Magic

A Hush Falls Over the World Feat 10

Source: Pathfinder Impossible Magic

Come In From the Wilderness Feat 10

Source: Pathfinder Impossible Magic

The World Devours Feat 12

Source: Pathfinder Impossible Magic

Awake With a Roar Feat 14

Source: Pathfinder Impossible Magic


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Archetype

This feat belongs to an archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.