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Disciple of the ThreadCreature 16


RareMediumHumanHumanoid
Source Pathfinder Adventure Path: Hell's Destiny
Perception +29
Languages Azlanti, Common
Skills Lore +33, Acrobatics +29, Crafting +29, Deception +29, Religion +25, Society +27, Stealth +29
Str +6, Dex +9, Con +5, Int +7, Wis +5, Cha +7

AC 39; Fort +25; Reflex +29; Will +29;
HP 290
Speed 30 feet

Sleeve One Action +32 (+27, +22) to hit (finesse, grapple, magical, parry, reach 10, unarmed) 3d6+15 Bludgeoning
Needles One Action +32 (+28, +24) to hit (agile, magical, thrown) 4d4+15 Piercing

Sartorial Snag Reaction

Trigger An adjacent creature uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using


Effect The disciple drives several threaded needles through the triggering creature's clothing and pulls, momentarily binding its outfit and restricting movement. The disciple attempts a Tailoring Lore check against the triggering creature's AC. If the triggering creature isn't wearing at least a cloak, sash, tabard, or similar amount of visible cloth, apply a –2 circumstance penalty to this check.


Critical Success As success, plus the disciple disrupts the action.

Success Threads partly entangle the triggering creature, it becomes Clumsy 1 and takes a –10-foot circumstance penalty to it Speeds until the beginning of its next turn. Any creature within reach of the targeted creature can end these effects with an Interact action.

Failure The triggering creature is unaffected.

Critical Failure The disciple becomes Off-Guard until the beginning of their next turn.

Pins and Needles

The disciple gains access to the critical specialization effects of their sleeve and needle Strikes, with a DC of 34.

Sneak Attack

The disciple's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.

Tailor-Made Armaments

While wearing clothing worth at least 10 gp, a disciple of thread can cause their sleeves or other parts of their outfit to extend and animate as unarmed Strikes in the flail weapon group. While wielding these sleeves, the cultist can use their Tailoring Lore modifier in place of Athletics to [/act grapple skill=tailoring-lore], [/act reposition skill=tailoring-lore], and [/act trip skill=tailoring-lore]. As a free action while carrying a tailoring toolkit, the disciple can Draw mundane sewing needles to use as lethal throwing weapons in the bow weapon group.


Divine Focus Spells (DC 34, +26 to hit)

1st Level: Weapon Surge



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.