Disciple of the Thread

Level 16
Creature· humanRareMediumRemaster
AC 39
HP 290
Speed 30 ft.
Fort +25
Ref +29
Will +29
Perc +29
Size Medium
Rare
Spells
Divine Focus Spells (DC 34, attack +26)
Languages azlanti, common
Skills acrobatics +29, crafting +29, deception +29, stealth +29, society +27, religion +25
Recall Knowledge society DC 40

Attacks

Melee Sleeve +32/+27/+22(finesse, grapple, magical, parry, reach 10 ft., unarmed)
Damage: 3d6+15 bludgeoning
Effect: pins and needles
Ranged Needles +32/+28/+24 (range 30 ft.)(agile, magical, thrown)
Damage: 4d4+15 piercing
Effect: pins and needles

Abilities

Sartorial Snagdefensive

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 Needlesoffensive

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

Sneak Attackoffensive

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

Tailor-Made Armamentsoffensive

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.