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KaisentiaCreature 17


UniqueMediumAiuvarinElfHumanHumanoid
Source Pathfinder Adventure Path: Hell's Destiny
Perception +31
Languages Azlanti, Common
Skills Lore +35, Acrobatics +31, Crafting +31, Deception +31, Religion +27, Society +29, Stealth +31
Str +6, Dex +9, Con +5, Int +7, Wis +5, Cha +7

AC 41; Fort +27; Reflex +31; Will +31;
HP 310
Speed 30 feet

Sleeve One Action +34 (+29, +24) to hit (finesse, grapple, magical, parry, reach 10, unarmed) 3d6+17 Bludgeoning
Needles One Action +34 (+30, +26) to hit (agile, magical, thrown) 4d4+17 Piercing

Search Your Mind One Action (concentrate)

Frequency once per hour


Effect You gain the effects of Hypercognition.

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.

Sequester One Action

Frequency once per hour


Effect Kaisentia instantly transports herself and any items she's carrying to area B9, as if casting Translocate as a 9th-rank spell with a maximum range of 5 miles.

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

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Aiuvarin

A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.

Elf

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.

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.