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Thresholder DiscipleCreature 14


RareCEMediumHumanHumanoid
Source Pathfinder Kingmaker
Perception +26 (unseen sight)
Languages Aklo, Hallit
Skills Acrobatics +27, Athletics +28, Intimidation +26, Religion +25, Stealth +25, Lore +24
Str +5, Dex +5, Con +2, Int +0, Wis +4, Cha +2

AC 36; Fort +23; Reflex +28; Will +25; evasion
HP 255
Speed 40 feet
Resistances Mental 10

Fist One Action +29 (+25, +21) to hit (agile, magical, unarmed) 3d6 Mental + 2d6+11 Bludgeoning
Lurker Claw One Action +29 (+24, +19) to hit (forceful, magical, parry, unarmed) 2d12+11 Slashing + 3d6 Mental
Shuriken One Action +28 (+24, +20) to hit (agile, reload 0, thrown 20) 3d6 Mental + 1d4+11 Piercing

Unseen Sight

The removal of the eyes symbolized a Thresholder's abandonment of all they had seen before, and with the ritual's completion they gain something greater than mere vision: they gain the Unseen Sight. This is a precise sense that mimics darkvision yet functions even if the eye sockets themselves are covered. More importantly, the unseen sight allows a Thresholder to see the truth of the world, granting them the ability to see things as they actually are as if they were under the effects of True Seeing, provided they are located within a region under the influence of Yog- Sothoth.

Evasion

When the disciple rolls a success on a Reflex save, they get a critical success instead.

Guarded Movement

The disciple gains a +4 circumstance bonus to AC against reactions triggered by their movement.

Outside of Time

The Thresholder Disciple exists outside of time; they don't age, don't need food or drink to survive, and can't be Quickened or Slowed unless they choose to be.

Flurry of Blows One Action (flourish)

Frequency Once per turn


Effect The disciple makes two unarmed Strikes. If both hit the same creature, combine their damages for the purposes of resistances and weaknesses. The disciple's multiple attack penalty applies normally to these Strikes.

Lurker Stance One Action (stance)

The disciple takes the stance of the Lurker at the Threshold, full of menace and danger. The disciple can make lurker claw unarmed attacks. These deal 1d12 slashing damage; are in the brawling group; and have the parry, forceful, and unarmed traits. While in this stance, if the disciple succeeds or critically succeeds at a check to Demoralize a target, the target must succeed at a DC 34 will saving throw or be Stupefied 1 (Stupefied 3 on a critical failure) for 1 minute.

Ominous Mien One Action

Requirements The disciple is in Lurker Stance


Effect The disciple gains a +2 circumstance bonus to Intimidation checks and their Demoralize attempts don't take a penalty for not speaking the target's language and don't cause the target to become temporarily immune. These effects last until the end of the disciple's next turn.

Temporal Strikes

The disciple's Strikes force the creature hit to endure a deluge of unfamiliar memories from a combination of past lives and parallel existences, causing an additional 3d6 mental damage with a successful hit.



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.