Halfling Yarnspinner
Creature 7 — halfling, humanoid
WeaverFlankerLAND
Yarnspinners weave captivating tales that entertain, educate, and preserve the rich heritage of the halfling people across generations. Halflings thrive on simple pleasures—having a pint at the pub or warming their feet by the hearth.
Source: pathfinder-npc-core
Perception +14; keen eyes
Languages common, halfling
Skills arcana +16, deception +16, diplomacy +16, History Lore +19, intimidation +14, occultism +17, performance +19 (+21 for oratory), religion +15, society +15
Str
-1
Dex
+4
Con
+0
Int
+4
Wis
+3
Cha
+5
Items Halfling Sling Staff, Shortsword, Chain Shirt, Book of Fables
AC 24
Fort +11
Ref +15
Will +18
HP 110
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, magical, versatile-s) +16, Damage 1d6+3 piercing plus Resonant Weapons
Melee Fist (agile, finesse, nonlethal, unarmed) +15, Damage 1d4+3 bludgeoning
Ranged Halfling Sling Staff (magical, propulsive, reload-1) +16, range increment 30 feet, Damage 1d10+3 bludgeoning plus Resonant Weapons
Abilities
Keen Eyes — The halfling gains a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of them. Whenever the halfling targets a creature that is Concealed or hidden from them, reduce the DC of the flat check to DC 3 Flat for a concealed target or DC 9 Flat for a hidden one.
Tale Specialist — For encounters involving storytelling, local history, or lore, the yarnspinner is a 10th-level challenge.
Guidance Through Tales (auditory, concentrate, linguistic, mental) —
Mesmerizing Tale (auditory, aura, incapacitation, linguistic, mental, occult) — The yarnspinner weaves a long-winded but captivating narrative that enchants those nearby. Any creature that's in a 20-foot emanation or starts its turn in the aura must attempt a DC 24 Will save. The Mesmerizing Tale lasts until the end of the yarnspinner's next turn, but can be Sustained. The first time the yarnspinner Sustains the aura on subsequent rounds, the aura expands by 10 feet, to a maximum of 60 feet.
Critical Success The creature is unaffected, and is temporarily immune for 24 hours.
Success The creature is unaffected.
Failure The creature becomes Fascinated with the yarnspinner until the start of its next turn, and must spend all its actions to move closer to the yarnspinner and listen to the tale.
Critical Success The creature is unaffected, and is temporarily immune for 24 hours.
Success The creature is unaffected.
Failure The creature becomes Fascinated with the yarnspinner until the start of its next turn, and must spend all its actions to move closer to the yarnspinner and listen to the tale.
Resonant Weapons (occult, sonic) — If the yarnspinner's Mesmerizing Tale aura is active or they have cast a spell within the last round, their Strikes with magic weapons deal an additional 2d10 sonic damage.
Occult Spontaneous Spells DC 26, attack +18
4th Confusion, Honeyed Words, Translocate
3rd Haste, Heroism, Ring of Truth
2nd Invisibility, Laughing Fit, Revealing Light
1st Illusory Disguise, Illusory Object, Mindlink, Soothe, Soothe, Ventriloquism
Cantrips (4th) Daze, Detect Magic, Figment, Light, Read Aura
WORKS WELL WITH
AnvilLANDAn anvil holds foes inside the yarnspinner's mesmerizing aura while the weaver controls and damages them.
CrasherLANDA crasher capitalizes on fascinated or off-guard targets softened by the yarnspinner's area control and persistent sonic damage.
MenderLANDA mender keeps the yarnspinner upright so its sustain-dependent aura and resonant weapon bonus remain active.
PUNISHES
✖ clumping✖ low Will✖ standing still
Works well with · Punishes · Pairing advice
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