From Compendium of Worldly Lore
Killer with stealth attacks and vicious toxins
Role: DPS
Characteristics: {{{Description}}}
Source: Homebrew
Game Rule Information
The Mandrake has the following game statistics.
Abilities: Dexterity for stealth and ranged attacks, Intelligence for poison save DCs and effects.
Alignment: Evil
Hit Die: d6
Starting Gold: {{{Starting Gold}}}
Class Skills
The Mandrake's class skills are Alchemy, Balance, Bluff, Climb, Craft, Disable Device, Disguse, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Knowledge (nature), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Pick Pocket, Spot, Swim, Tumble, Use Magic Device, Use Rope
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Mandrake.
Weapon and Armor Proficiency: A Mandrake is proficient with all simple and martial weapons, all light armor
Poison Use: The mandrake is trained in the use of poisons. He suffers no chance to poison himself while applying poison to a weapon.
Toxins: Alchemy check in 1 hour for 5 Doses of any type, fort save 10+LV+Int mod, deal damage per round over 1/2 INTMOD rounds, cannot be stacked.
Sneak Attack: I'll add this later its sneak attack you attack and its sneaky
Basic Toxin: DC 15 to craft, cost 10 gp. 1d4 + int damage.
Poison Resist: Add level to forst save vs poison
Uncanny Dodge: Add later. You dodge. It's uncanny.
Hide in Plain Sight Su: At 3rd level, a mandrake can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, a mandrake can hide themself from view in the open without having anything to actually hide behind. they cannot, however, hide in their own shadow.
Poison Immunity: {{{Content}}}
Toxic Spittle: {{{Content}}}
Intermediate Toxin: {{{Content}}}