World Rouser

All archetypes

  • Uncommon

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

  • Uncommon

  • archetype

  • dedication

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

  • archetype

  • primal

Requirements Your waking world is active.


You call on the world to hamper your foes. Plants grab at them, wind or water currents buffet them, the footing shifts under their feet. Your waking world becomes difficult terrain for your enemies until the start of your next turn.

Source: Pathfinder Impossible Magic

The World Whispers Feat 4

  • archetype

  • primal

Requirements Your waking world is active.


Your waking world tells you about the unseen creatures it holds. You Seek in your waking world. If you succeed or critically succeed against a creature that was undetected by you, you Point Out the creature to any allies in your waking world. When you Point Out the creatures in this way, the action does not have the visual or manipulate traits, but still requires your allies to be able to hear and understand you.

Source: Pathfinder Impossible Magic

All Returns To Slumber Feat 6

  • archetype

  • mental

  • primal

  • sleep

Requirements Your waking world is active.


Your waking world returns to slumber, and lays the peace of deep sleep on all within it. You Dismiss your waking world, and all creatures in the area must attempt a Will save against your world rouser DC. Animals, beasts, and plants native to this world treat the result of their save as one degree worse. Creatures in the area then become temporarily immune to this ability for 1 hour.

Success The creature is unaffected.

Failure The creature can't use reactions for 1 round.

Critical Failure As failure, but the creature is also Slowed 1.

Source: Pathfinder Impossible Magic

Sheltering Hand Feat 6

  • archetype

  • primal

1 or 2

Requirements Your waking world is active.


Animals, plants, and the earth itself rush to protect you from harm, interposing themselves between you and danger. You and your allies in your waking world gain cover from enemies you are aware of until the start of your next turn. The cover is based on the number of actions you spend. If you use one action, it is lesser cover; if you spend two actions, it is standard cover.

Source: Pathfinder Impossible Magic

Dust Cloud Feat 8

  • archetype

  • primal

Requirements Your waking world is active.


Dust and pollen fill your waking world, obscuring creatures from sight. All creatures within your waking world become Concealed, and all creatures outside the area become concealed to creatures within it until the start of your next turn. In addition, a creature that ends its turn in the area must attempt a Fortitude saving throw against your world rouser DC as it inhales the particles. On a failure, it is Dazzled until the end of its next turn or Blinded on a critical failure.

Source: Pathfinder Impossible Magic

Wake And Tremble Feat 8

  • archetype

  • primal

Trigger You Rouse the World.


You have the world wake with a great convulsion. All other creatures in the area when you Rouse the World must attempt a Reflex save against your world rouser DC.

Success The creature is unaffected.

Failure The creature falls and lands Prone.

Critical Failure As failure, but the creature also becomes Sickened 1.

Source: Pathfinder Impossible Magic

A Hush Falls Over The World Feat 10

  • archetype

  • illusion

  • primal

Requirements Your waking world is active.


Sound is absorbed in your waking world, covering everything in a shroud of quiet until the start of your next turn. Creatures in your waking world become hidden to imprecise hearing or Concealed to precise hearing. A creature in your waking world attempting to use spell or effect with the auditory or sonic trait must succeed at a DC 4 Flat; on a failure, the spell or effect is disrupted. Anytime a creature in the area is affected by an auditory or sonic effect, they must attempt a DC 16 Flat. On a success, they are not affected by the auditory or sonic effect, though they still may be affected by other aspects of an ability (for example, a creature hit by a weapon with a thundering rune would not take sonic damage but would still take the normal damage from the weapon).

Source: Pathfinder Impossible Magic

Come In From The Wilderness Feat 10

  • archetype

  • earth

  • healing

  • primal

Frequency once per hour

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.

Source: Pathfinder Impossible Magic

The World Devours Feat 12

  • archetype

  • earth

  • primal

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.

Source: Pathfinder Impossible Magic

Awake With A Roar Feat 14

  • archetype

  • auditory

  • emotion

  • fear

  • incapacitation

  • mental

  • primal

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.

Source: Pathfinder Impossible Magic

World Rouser Feats