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View Full Version : Green Mantis Assassin Class (Poisoned World 3.5)



LordErebus12
2013-03-21, 07:17 PM
Green Mantis Assassin

http://i.imgur.com/0d0kBo0.png

GAME RULE INFORMATION
Green Mantis Assassins have the following game statistics.

Alignment: Non-Good.
Hit Die: d8.

Class Skills
The Green Mantis Assassin’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis) and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

{table=head]{colsp=14}Green Mantis Assassin Class
{colsp=6}
Features| {colsp=4}
Spells Per Day|{colsp=4}
Spells Known
Level| BAB | Fort| Ref |Will| Special Abilities | 1st | 2nd | 3rd | 4th | 1st | 2nd | 3rd | 4th
1st |+0 |+0 |+2 |+0 | Poison Use, Sneak Attack +1d6|—|—|—|—|—|—|—|—
2nd |+1 |+0 |+3 |+0 | Evasion, Saber Fighting|—|—|—|—|—|—|—|—
3rd |+2 |+1 |+3 |+1 | Sneak Attack +2d6|—|—|—|—|—|—|—|—
4th |+3 |+1 |+4 |+1 | Saber Fighting|0|—|—|—|2|—|—|—
5th |+3 |+1 |+4 |+1 | Sneak Attack +3d6|0|—|—|—|3|—|—|—

6th |+4 |+2 |+5 |+2 | Cloaking Camouflage, Prayer Attack|1|—|—|—|3|—|—|—
7th |+5 |+2 |+5 |+2 | Sneak Attack +4d6|1|—|—|—|4|—|—|—
8th |+6/+1 |+2 |+6 |+2 | Mantis Form, Summon Mantis|1|0|—|—|4|2|—|—
9th |+6/+1 |+3 |+6 |+3 | Sneak Attack +5d6|1|0|—|—|4|3|—|—
10th |+7/+2 |+3 |+7 |+3 | Improved Evasion, Saber Fighting|1|1|—|—|4|3|—|—

11th |+8/+3 |+3 |+7 |+3 | Sneak Attack +6d6|1|1|0|—|4|4|2|—
12th |+9/+4 |+4 |+8 |+4 | Green Shroud, Praying Strike|1|1|1|—|4|4|3|—
13th |+9/+4 |+4 |+8 |+4 | Sneak Attack +7d6|1|1|1|—|5|4|3|—
14th |+10/+5 |+4 |+9 |+4 | Blood Mantis, Resurrection Sense|2|1|1|0|5|4|4|2
15th |+11/+6/+1 |+5 |+9 |+5 | Sneak Attack +8d6|2|1|1|1|5|4|4|3

16th |+12/+7/+2 |+5 |+10 |+5 | Fading, Saber Fighting|2|2|1|1|5|4|4|3
17th |+12/+7/+2 |+5 |+10 |+5 | Sneak Attack +9d6|2|2|2|1|5|4|4|4
18th |+13/+8/+3 |+6 |+11 |+6 | Mantis Doom|3|2|2|1|5|5|4|4
19th |+14/+9/+4 |+6 |+11 |+6 | Sneak Attack +10d6|3|3|3|2|5|5|4|4
20th |+15/+10/+5 |+6 |+12 |+6 | Death Mantis|3|3|3|3|5|5|5|4
[/table]

Class Features
All of the following are class features of the Green Mantis Assassin.

Weapon and Armor Proficiency:
A Green mantis assassin is proficient with all simple weapons and all light martial weapons, plus the sawtooth sabre (http://www.giantitp.com/forums/showpost.php?p=14891203&postcount=9). She is proficient with light armor but not shields.

A Green mantis assassin can cast spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Green mantis assassin wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Green mantis assassin still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells:
A Green mantis assassin casts arcane spells drawn from the assassin spell list. She can cast any spell she knows without preparing it ahead of time. To cast a spell, a Green Mantis assassin must have a Charisma score of at least 10 + the spell’s level. Her bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + the caster’s Charisma modifier (if any).

Her selection of spells is extremely limited—at each Green Mantis level, she gains one or more new spells, as indicated on the table. At 4th, 6th, 8th, and 10th level, she can choose to learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing.

Sabre Fighting (Ex):
Green Mantis Assassins specialize in a specific weapon, known as the Sawtooth Sabre (http://www.giantitp.com/forums/showpost.php?p=14891203&postcount=9).
At 2nd level, the Green Mantis assassin gains Weapon Focus (sawtooth sabre) as a bonus feat.
At 4th level, she gains Greater Weapon Focus (sawtooth sabre) as a bonus feat.
At 10th level, she gains Greater Weapon Focus (sawtooth sabre) as a bonus feat.
At 16th level, she gains Greater Weapon Specialization (sawtooth sabre) as a bonus feat.

1st - Poison Use:
Green Mantis Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

1st - Sneak Attack (Ex):
This is exactly like the rogue ability of the same name. If the Green Mantis assassin gets a sneak attack bonus from another source, the damage bonuses stack.

2nd - Evasion (Ex):
A Green Mantis assassin can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Green Mantis assassin is wearing light armor or no armor. A helpless Green Mantis assassin does not gain the benefit of evasion.

6th - Cloaking Camouflage (Su):
As long as the Green mantis assassin remains completely still for 1 round, he gains a +20 bonus on hide checks and a 25% miss chance. If he performs any action other than remaining still, he loses this ability's effect.

6th - Prayer Attack (Su):
A Green Mantis assassin learns her signature assassination style. To initiate a prayer attack, she holds her sawtooth sabre (or sabres) out, point down, and weaves the blade in the air. She must be within 30 feet of and visible to her victim. Beginning a prayer attack is a standard action, and causes her victim to be fascinated by her unless he makes a Will save (DC 10 + the Green Mantis assassin’s class level + her Charisma modifier—if she’s wielding two sawtooth sabres, this DC gains a +2 bonus).

She can maintain the fascination effect by concentrating. The victim may attempt a new save to escape fascination each time a threat (other than the fascinating assassin) appears. At any point after 3 rounds, she may make a coup de grace attack against the target, provided the target is still fascinated. Activating or concentrating on maintaining a prayer attack does not provoke an attack of opportunity.

8th - Summon Mantis (Sp):
Once per day as a standard action, a Green Mantis assassin may summon a fiendish giant mantis or 1d3 giant mantises, as if using summon monster IV. She can mentally direct the actions of these summoned vermin as a free action.

8th - Mantis Form (Su):
A Green Mantis assassin may transform into a giant green praying mantis once per day as a standard action for 1/minute per level. This mantis has unique abilities not typically found on the giant mantis entry.

+4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +5 natural armor bonus. Gain the following traits: bite attack (1d6), claw attacks (two, 1d6), climb 60 feet, fly 60 feet (good maneuverability), darkvision 60 feet, lunge, mandibles abilities. You don't gain full immunity to mind-affecting effects, but you do gain a +4 bonus on all saving throws against such effects. While in this form, the Green mantis assassin cannot cast spells.

If she wields a magical sawtooth sabre in her hand when she transforms, the magical enhancements for that weapon apply to her corresponding claw attack—if she wields two of them, then the weapons each apply to a different claw attack.


Lunge (Ex): A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of opportunity with its lunge.

Mandibles (Ex): A giant mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis's bite is a secondary attack that inflicts 1d6 points of damage on a hit.

10th - Improved Evasion (Ex):
A green mantis assassin’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless green mantis assassin does not gain the benefit of improved evasion.

12th - Green Shroud (Su):
A Green Mantis assassin gains the ability to create a veil of Green mist a number of times per day equal to her Constitution bonus (minimum once per day) as a move-equivalent action. The Green shroud persists for 1 round per class level. It grants a +1 dodge bonus to AC and fast healing equal to her Constitution bonus (minimum of fast healing 1). This mist cannot be dissipated by wind. If she is slain while this ability is active, she can choose whether to remain corporeal or to disintegrate into a cloud of Green mist that leaves behind only her gear in order to deprive her enemies of access to her remains.

12th - Praying Strike (Su):
Target's fascinated by the Green Mantis Assassin's abilities lose their dexterity modifier to their armor class.

14th - Blood Mantis:
The Green Mantis Assassin’s claw attacks inflict 1d6 bleed on a hit. She also gains damage reduction 5/good while in this form.

14th - Resurrection Sense (Su):
A Green Mantis assassin senses if a creature she has slain within the last year has been restored to life, as long as they are both on the same plane.

16th - Fading (Su):
The Green Mantis assassin can become ethereal as a free action a number of times each day equal to her Constitution modifier (minimum 1/day) for an instant as she is attacked by a weapon or is forced to make a Reflex saving throw. She must choose to activate this ability before the weapon’s attack roll or the spell’s effects are resolved. This grants the Green Mantis assassin a 50% chance to avoid taking damage from the attack or effects.

18th - Mantis Doom (Sp):
A Green Mantis assassin may use creeping doom as a spell-like ability three times per day. This version of the spell summons swarms of venomous praying mantises, but the effects are otherwise the same as the spell.

20th - Death Mantis:
Whenever she uses her mandibles to attack, she inflicts 1 negative level. Each negative level inflicted in this manner grants the Green Mantis assassin 5 temporary hit points that last for 1 hour. The save DC to remove these negative levels is equal to 20 + the Green Mantis assassin’s Constitution modifier. In addition, her damage reduction increases to 10/good while in this form.

LordErebus12
2013-03-21, 07:20 PM
My attempt at bringing my favorite prestige class from pathfinder to a full class for 3.5.

LordErebus12
2013-03-22, 02:31 PM
anyone got any ideas instead of uncanny dodge, improved uncanny dodge?

LordErebus12
2013-03-23, 11:23 PM
no one? anything?

umbrapolaris
2013-03-24, 04:55 AM
From my point of view, it is mostly a theme-oriented assassin with some spellcasting/shapechanging ability.

Praying Mantis are mostly immobile and silent predators that use camouflage and immobility to cheat their prey then attack with supernatural speed denying them any chance to escape their grasp.

so for me the sudden strike feature is a bit opposed of what a Mantis is:

So, instead of the various dodges and Sudden Strike, you may introduce:

- some kind of enhanced camouflage/hiding effects when totally immobile.
- a special super-speed attack coupled with some anti-dodge/evasion effect.


hope i may help.

LordErebus12
2013-03-24, 05:04 AM
From my point of view, it is mostly a theme-oriented assassin with some spellcasting/shapechanging ability.

Praying Mantis are mostly immobile and silent predators that use camouflage and immobility to cheat their prey then attack with supernatural speed denying them any chance to escape their grasp.

so for me the sudden strike feature is a bit opposed of what a Mantis is:

So, instead of the various dodges and Sudden Strike, you may introduce:

- some kind of enhanced camouflage/hiding effects when totally immobile.
- a special super-speed attack coupled with some anti-dodge/evasion effect.


hope i may help.

so something like invisibility and true strike...

umbrapolaris
2013-03-24, 05:26 AM
so something like invisibility and true strike...

Kinda but instead of using spells; make them original class features.


the immobility could introduce extraordinary invisibility and silence effects that can't be negated by classic magic/psionics detection except by a character that also has high ranks in spots or special senses.


the attack could introduce the True Strike effect coupled to the sneak attack that deny any dodge/evasion/dex bonus to AC (via blending into it a variation of the Fascinating effect) unless by a character of x levels higher that the Mantis.


offtopic: i like the insect and the kung-fu style ^^

LordErebus12
2013-03-24, 06:06 AM
Cloaking Camouflage and Praying Strike.

umbrapolaris
2013-03-24, 06:14 AM
Cloaking Camouflage and Praying Strike.

yes, well done ;)

Starbuck_II
2013-03-24, 07:54 PM
I think you should increase uses/day of Mantis Form as the mantis assassin levels rather than just 1/day?

LordErebus12
2013-03-25, 03:02 PM
I think you should increase uses/day of Mantis Form as the mantis assassin levels rather than just 1/day?

you talking mantis level = uses per day, or mantis level = rounds per day?