Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
evasion
Ability
Evasion
When the disciple rolls a success on a Reflex save, they get a critical success instead.
Ability
Flurry of Blows
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.
Ability
Guarded Movement
The disciple gains a +4 circumstance bonus to AC against reactions triggered by their movement.
Ability
Lurker Stance
(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.
Ability
Ominous Mien
Circumstance: The disciple is in Lurker Stance;
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.
Ability
Outside of Time
The Thresholder Hermeticist 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.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
fist +29 [+25/+21] (agile, magical), Damage 2d6+11 bludgeoning plus 3d6 mental
Offense
Ranged
Circumstance: combat round (ranged)
shuriken +28 [+24/+20] (agile, thrown 20 feet, reload 0), Damage 1d4+11 piercing plus 3d6 mental
Trait
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.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
+2 striking handwraps of mighty blows
major elixir of life
religious symbol of Yog-Sothoth
robes
shuriken (10)
Language
Aklo
Hallit
Perception
unseen sight
Resistance
mental 10