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==New Mantis Technique Feats== ;The Arrow Knows the Way :Requires: BAB +5, Point Blank Shot, Precise Shot. :Benefit: Any time you miss with a ranged attack due to concealment, you may reroll the percentile dice a second time and keep the more favorable result. :Special: A Mantis Clan fighter may select The Arrow Knows the Way as one of his fighter bonus feats. ;Claws of the Mantis :Requires: BAB +1, Str 13, Weapon Group Proficiency (Nofujutsu). :Benefit: When wielding a Nofujutsu weapon with which you are proficient in each hand, you gain the benefits of the Two-Weapon Fighting feat. :Special: You may select feats that require Two-Weapon Fighting as prerequisites, but may only apply those feats while wielding two Nofujutsu weapons with which you are proficient, unless you also have Two-Weapon Fighting. ;Gusai's Technique :Requires: Dex 17, Quick Draw, Sleight of Hand 5 ranks. :Benefit: When using the Sleight of Hand skill and Quick Draw feat to attempt to deny an opponent their Dexterity bonus to Armor Class when attacking with a dagger, you gain a +4 bonus to your Sleight of Hand check and may make the attempt at any point during the combat. If the check is successful, you deal an additional +1d6 damage (this is cumulative with any sneak attack damage or similar abilities you may possess). Creatures immune to critical hits are immune to this extra damage. :Normal: You can use Quick Draw and the Sleight of Hand skill to attempt to deny an opponent their Dexterity bonus to Armor Class by fighting with a free hand for at least two consecutive rounds before making the attempt, and must succeed in a Sleight of Hand check opposed by the opponent’s Spot check. ;Hand of Osano-Wo:Requires: BAB +3, Str 15, Two-Weapon Fighting. :Benefit: You gain your full Strength bonus to damage rolls with off-hand weapons, and may apply the damage bonus from the Power Attack feat to an off-hand weapon as though it were in your primary hand. This feat applies when using a double weapon as well. :Normal: Off-hand attacks gain only one-half (rounded down) of your Strength modifier to damage rolls, and no benefit from use of the Power Attack feat (though they still suffer the penalty to attack rolls). ;The Hidden Weapon:Requires: BAB +4, Weapon Finesse. :Benefit: As a full round action, you may make an attack against an opponent that has a chance of disrupting his battle concentration. If your attack is successful, you deal normal damage and your opponent must make a Fortitude save (DC 10 + damage dealt) or suffer a -2 penalty to attack and damage rolls for a number of rounds equal to half your character level (rounded up). You must use a weapon that can be used with the Weapon Finesse feat in order to make this attack. ;Ride the Lightning:Requires: BAB +1, Str 13, Claws of the Mantis. :Benefit: If you have a weapon in each hand, you may make a special charge attack that allows you to make an off-hand attack as well as the standard attack at the end of the charge. You suffer the usual penalties for fighting with two weapons, along with an additional –2 penalty to your attacks, but may only apply the charge attack bonus to your primary attack. ;Soul of the Storm:Requires: BAB +6, Void Use. :Benefit: Whenever you spend a Void Point on an attack roll, you gain a +4 Void bonus to the attack rather than the usual +2. ;Sting of the Wasp:Requires: BAB +9, Dex 15. :Benefit: When using a bow with which you are proficient, your threat range in increased by one. Add this bonus after all other modifiers to threat range. :Special: A Mantis Clan fighter may select Sting of the Wasp as one of his fighter bonus feats. ;Storm Rising:Requires: BAB +4, Str 13, Dex 13, Cleave, Power Attack, Way of the Mantis. :Benefit: Whenever you gain an additional attack through the use of the Cleave feat, you gain a +2 bonus to attack and damage rolls for that attack. If you may make more than one Cleave attack in a row, this bonus is cumulative, but does not carry over once you fail to drop an opponent with a Cleave attack. ;Strength of the Earth:Requires: Base Fortitude save +2. :Benefit: You gain one additional hit point per level, as though your Constitution modifier were one higher. This bonus is retroactive for all previously gained levels. ;Touch of Thunder:Requires: BAB +6, Str 13, Dex 13, Power Attack, Way of the Mantis. :Benefit: Any time you inflict more than 15 damage with a single melee attack, the target must make a Fortitude save (DC = damage dealt) or be staggered for one round. Targets immune to stunning are immune to this effect. ;Way of the Mantis:Requires: BAB +1, Dex 13. :Benefit: Select three light weapons, two one-handed weapons, or one light and one two-handed weapon with which you are not currently proficient. You gain proficiency with the selected weapons. You may not select a weapon with a base gold cost higher than 50 gp. :Special: This feat may be selected multiple times. Each time it applies to a different set of weapons. ;Way of the Wasp:Requires: BAB +9, Dex 13, Point Blank Shot, Precise Shot, Rapid Shot. :Benefit: You may gain two additional ranged attacks per round. These attacks are at your highest base attack bonus, but all your attacks (the additional ones and your regular ones) suffer a –5 penalty. You must be using the full attack action to gain the benefits of this feat, and cannot use it at the same time as the Rapid Shot feat. :Special: A Mantis Clan fighter may select Way of the Wasp as one of his fighter bonus feats. ;Weaving, Dodging, Rolling:Requires: Dex 13, Dodge, Tumble 2 ranks. :Benefit: When taking the fight defensively attack action, you gain an additional +1 dodge bonus to AC. This is increased to +2 when taking the full defense action. Tumble is always a class skill for you.
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