Mandrake

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Killer with stealth attacks and vicious toxins

Role: DPS

Characteristics: Stealthy killers that use poison to fell their foes

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: Any Evil

Hit Die: d6

Starting Gold: 4d6 x 10

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 UseEx: The mandrake is trained in the use of poisons. He suffers no chance to poison himself while applying poison to a weapon.

ToxinsEx: 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 AttackEx: If a mandrake can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The mandrake’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the mandrake flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two mandrake levels thereafter. Should the mandrake score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a mandrake can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A mandrake can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The mandrake must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A mandrake cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Basic ToxinEx: DC 15 to craft, cost 10 gp. 1d4 + int damage.

Poison ResistEx: At second level the mandrake has ingested enough poison to the point where their body has naturally begun to resist the toxic effects. On a fort save against poison you gain a bonus equal to your mandrake level

Uncanny DodgeEx: At 2nd level, a mandrake retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If a mandrake already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.

Hide in Plain SightSu: 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 ImmunityEx: At level 4 the mandrake has ingested enough poison and acclimated their immune system to become immune to all mundane poisons.

Toxic SpittleEx: At level four the mandrake's physical anatomy has begun to change from the ingestion of all the toxins they come into contact with to the point that their very saliva is riddled with toxins. As a free action you may make a touch attack to deliver toxins. You may do this up to once per level per day.

Intermediate ToxinEx: At 5th level mandrakes can begin making more advanced toxins. They can do this at DC 20, costs 25 g 1d6+int dmg

EvasionEx: At 5th level and higher, a mandrake can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the mandrake is wearing light armor or no armor. A helpless mandrake does not gain the benefit of evasion.

Venomous SpittleEx: The mandrake's body continues its transformation even further. At level 6, the toxic spittle the mandrake produces has become acidic. Their toxic spittle deals 1 acid damage per mandrake level.

Improved Uncanny DodgeEx: At 7th level and higher, a mandrake can no longer be flanked. This defense denies a rogue the ability to sneak attack the mandrake by flanking them, unless the attacker has at least four more rogue levels than the target has mandrake levels. Classes similar to rogue such as ninja or mandrake also have this distinction. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Magical Poison ImmunityEx: At 8th level, the Mandrake has accrued so much contact with toxins that even the most magical of toxins have no effect on them. They are immune to all magical poisons

Advanced Toxin: At 10th level, the Mandrake's knowledge of poison crafting is superb and they can make further deadlier toxins. An advanced toxin is a DC 25 check, costs 50 g and does 1d8+int dmg.

Improved EvasionEx: This ability works like evasion, except that while the mandrake still takes no damage on a successful Reflex saving throw against attacks henceforth they take only half damage on a failed save. A helpless mandrake does not gain the benefit of improved evasion.

Breath WeaponEx: The Mandrake's physiology has begun to store a lethal mixture of acid and toxins. As a standard action the mandrake can exhale a line of acid 20 feet long that does 2d6+Level acid damage. This ability recharges every 1d4 rounds

Expert Toxin: At level 15, the mandrake has almost mastered creating toxins and knows how to get the most potency out of the poisons they create. With a DC 30 alchemy check, and cost of 250 g and 1d10+int dmg.

Masterwork Toxin: At 20th level, the mandrake's ability to craft potent designer toxins is truly unparalleled and they are a master of creating these powerful substances. With a DC 40 alchemy check and 500 gold they can create a poison that does 1d12+int dmg,

Mandrake Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Sneak Attack

Damage

1st 0 0 2 0 Poison Use, Toxins, Sneak Attack, Basic Toxin 1d6
2nd 1 0 3 0 Poison Resist, Uncanny Dodge 1d6
3rd 2 1 3 1 Hide in Plain Sight 2d6
4th 3 1 4 1 Poison Immunity, Toxic Spittle 2d6
5th 3 1 4 1 Intermediate Toxin, Evasion 3d6
6th 4 2 5 2 Venomous Spittle 3d6
7th 5 2 5 2 Improved Uncanny Dodge 4d6
8th 6/1 2 6 2 Magical Poison Immunity 4d6
9th 6/1 3 6 3 5d6
10th 7/2 3 7 3 Advanced Toxin, Improved Evasion 5d6
11th 8/3 3 7 3 6d6
12th 9/4 4 8 4 6d6
13th 9/4 4 8 4 7d6
14th 10/5 4 9 4 Breath Weapon 7d6
15th 11/6/ 1 5 9 5 Expert Toxin 8d6
16th 12/7/ 2 5 10 5 8d6
17th 12/7/ 2 5 10 5 9d6
18th 13/8/3 6 11 6 9d6
19th 14/9/4 6 11 6 10d6
20th 15/10/5 6 12 6 Masterwork Toxin 10d6