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View Full Version : Pathfinder Mantis Avenger Prestige (Pathfinder, PEACH)



wintersjackson
2015-08-06, 03:11 PM
Long time lurker but first time DM, trying to help a player interested in an insect and vermin styled prestige for his Druid. Vermin form required, rest optional. This is what I came up with, and would greatly appreciate comments on its potential brokenness/uselessness.
Entry level minimum 6
Needed: Capstone?
Mantis Avenger



Level
Bab
Fort
Ref
Will
Summon Ally
Special


1
+1
+2
+2
+2
x2
Fast movement(+10ft), Carapace, Channel Ally (lesser)


2
+2
+3
+3
+3
x3
Vermin Traits


3
+3
+3
+3
+3
x3
Vermin form 1/day, Fast movement(+10ft), Vicious reflexes


4
+4
+4
+4
+4
x4
Mantis Claw, Channel Ally


5
+4
+4
+4
+4
x4
Fast movement(+10ft), Hive mind


6
+6
+5
+5
+5
x5
Channel Ally(greater), vermin form 2/day


7
+7
+5
+5
+5
x5
Fast movement(x2) Mantis wings




Weapon and Armor proficiency: Mantis Avengers gain proficiency with the sawtooth sabre.

Summon Ally: A Mantis Avenger can summon each day hit die of vermin equal to his wisdom modifier times the given multiplier. He may as a full-round action summon one or more creatures or swarms this way with total hit die equal to or less than his multiplier. These vermin last a number of minutes equal to the Mantis Avenger’s level.

Fast movement: At the given levels, the mantis avenger gains an increase to base movement speed and any so far provided by the class equal to the given amount. These bonuses stack, but do not apply retroactively.

Carapace: When in medium armor or less, the Mantis Avenger gains a natural armor bonus equal to his Wisdom modifier or Level in this class, whichever is lower.

Channel Ally (lesser): As a move action, the Mantis avenger can spend hit die from his Summon Ally ability, or spontaneous uses of Summon Nature’s Ally spells if he is a druid, to gain a variety of effects. Sacrificed spells count as Hit die equal to their number (Summon Nature’s Ally I grants 1 hit die, etc.) The spent hit die cannot exceed the number of the Avenger’s multiplier. The effect lasts until the Avenger’s next turn.

The Mantis Avenger gains a bonus to one of attack rolls, damage rolls, or saving throws equal to the hit die spent.
The Mantis Avenger gains a single special quality of a vermin with hit die less than or equal to that of the dice spent.
The Mantis Avenger gains the natural attacks of a vermin with hit die less than or equal to that of the dice spent.
The Mantis Avenger gains temporary hit points equal to the number of hit die spent.


Vermin traits: You gain a +4 resistance bonus against mind-affecting effects, darkvision 60ft, and may treat yourself as a creature of one size category less whenever it is beneficial to you.

Vermin Form: Once per day, you may cast Vermin Shape II with a caster level equal to your total level. You may instead assume the shape of a swarm with hit die equal to your multiplier, gaining swarm traits and losing all other qualities and natural attacks.

Vicious Reflexes: A Mantis Avenger may take additional attacks of opportunity each turn equal to his wisdom modifier. If the Avenger has the Combat Reflexes Feat, use only whichever is higher.

Mantis Claw: You gain claw attacks befitting a creature your size, except treat these attacks as having the “Keen” Weapon enchantment. In addition, you gain a climb speed of 20ft.

Channel Ally: When using the Channel Ally ability, you may choose two effects from the list instead of one. This does not subtract additional hit die from your pool. Alternatively, you may choose only one effect and activate this ability as a move action. In addition, add the following option to the list:
The Mantis Avenger treats his natural weapons as having an enhancement bonus equal to his Multiplier. This does not stack with enhancement bonuses from other sources.


Hive Mind: When rolling initiative, if an ally rolls higher than you, you may roll again. If you do, you must always take the second result.

Channel Ally (Greater): When using the Channel Ally ability, you may choose three effects from the list if activated as a move action, two if activated as a swift action, or one if used as an immediate action. In addition, the Mantis Avenger can choose one ability from the Channel Ally list. He treats this ability as always being in effect with an effective hit die use equal to his Wisdom Modifier.

Mantis Wings: The Mantis Avenger gains a fly speed equal to his normal speed. This does not stack with fast movement.