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Disciple Of The Thread

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Elite | Normal | Weak
Proficiency without Level

Weak Disciple Of The ThreadCreature 15

Rare Medium Human Humanoid 
Source Tailors and Traitors pg. 154
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 39 (includes +5 from Rare) • Humanoid (Society)
Perception +27
Languages Azlanti, Common
Skills Acrobatics +27, Crafting +27, Deception +27, Religion +23, Society +25, Stealth +27, Tailoring Lore +31
Str +6, Dex +9, Con +5, Int +7, Wis +5, Cha +7
Items +2 resilient <%GEAR.ARMOR%%%>explorer’s clothing, shop key, sterling tailoring toolkit
AC 37; Fort +23, Ref +27, Will +27
HP 270
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.

Speed 30 feet
Melee [one-action] sleeve +30 [+25/+20] (finesse, grapple, magical, parry, reach 10 feet, unarmed), Damage 3d6-2+15 bludgeoning plus pins and needlesRanged [one-action] needles +30 [+26/+22] (agile, magical, range increment 30 feet, thrown), Damage 4d4-2+15 piercing plus pins and needlesDivine Focus Spells 1 Focus Point, DC 32 (-4 dmg); 8th weapon surge
Pins and Needles The disciple gains access to the critical specialization effects of their sleeve and needle Strikes, with a DC of 32.Sneak Attack The disciple’s Strikes deal an additional 2d6 precision damage against off-guard targets.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 Grapple, Reposition, and Trip. 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.

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