Red Mantis Assassin Build


Advice


Since my rogue just died recently in the beginning of our combat when our dm rolled 2 crits and did 67 dmg with a dual rapier wielding mechanic creature from the 3.5 monster manual turned to PFD.

I thought now I can make my RMA character finally which is a good thing, the only problem is I'm forced to use 20 point buy, so far everyone including me have been using the 4d6 stat roller and gained good stats.
While the 20 point buy gives good stats, I don't really know how to use them to make a working RMA, I mean I need str somewhat to make dmg, high dex for rolls + AC, then I need charisma for the spells and also I need int for skill points, wish it has been int based spells and abilities.

Since the RMA requires many stats pretty high, like charisma 14-16, dex 16-18, str well maybe 12-14 and int 14-16.
Does anyone know how to make the red mantis assassin into a formidable fighter in combat with 20 point buy and still have some skill points to use for different skills.

I just like to make my characters as effective as possible even though RP is the main reason but I just don't want a so called weakling, if I put wis as dump stat, someone casts phantasmal killer and my chara dies instantly with a will save of 0, or if I take con so low then they just hack me down in melee, any ideas? any builds etc.?

Now also since it was originally a 3.5 prestige class, how do I convert it into PFDR, does the stealth requirement drop to 6 from 8 and how does their shapeshift ability work with the polymorph, does it boost over your current stats or?

Thanks for reading this :) and hopefully replying.


Sir Dante wrote:


Now also since it was originally a 3.5 prestige class, how do I convert it into PFDR, does the stealth requirement drop to 6 from 8 and how does their shapeshift ability work with the polymorph, does it boost over your current stats or?

Thanks for reading this :) and hopefully replying.

No advice on the min-maxing, but if you are looking for a conversion to Pathfinder Red Mantis

I also believe this will be officially updated in the new Campaign Guide


Sorry but that page doesn't help at all with the question concerning the mantis form, I mean does it work like beast shape 2 spell then is it that on my old stats like hp 65 lvl 7, bab 5, str 12, dex 16 , do I get + 4 str and -2 dex and +4 natural armor, does my old armor I wear still work or? Do I use the stats of giant mantis from bestiary?

Paizo Employee Creative Director

Sir Dante wrote:
Sorry but that page doesn't help at all with the question concerning the mantis form, I mean does it work like beast shape 2 spell then is it that on my old stats like hp 65 lvl 7, bab 5, str 12, dex 16 , do I get + 4 str and -2 dex and +4 natural armor, does my old armor I wear still work or? Do I use the stats of giant mantis from bestiary?

The red mantis assassin will indeed be updated to work with the PF rules in "World Guide: The Inner Sea."

Although I'm not going to post the ENTIRE class here... here's the unedited, undeveloped text as it stands right now for this ability.

Mantis Form (Su): At 6th level, a Red Mantis assassin may transform into a blood-red giant praying mantis once per day as a standard action, as if using beast shape II (caster level equals her class level) to assume the size of a large animal (even though a giant mantis is a vermin). In addition to the normal adjustments to Strength, Dexterity, and natural armor provided by this spell effect, she gains the giant mantis’s darkvision 60 ft., grab, lunge, mandibles, and sudden strike extraordinary abilities, but not its immunity to mind-affecting effects or its racial modifiers to Perception or Stealth. 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 such magic weapons, then the weapons each apply to a different claw attack.
Blood Mantis: At 8th level, her claw attacks inflict 1d6 bleed on a hit. She also gains damage reduction 5/good while in this form.
Death Mantis: At 10th level, whenever she uses her mandibles attack, she inflicts 1 negative level. Each negative level inflicted in this manner grants the Red Mantis assassin 5 temporary hit points that last for 1 hour. The save DC to remove these negative levels is equal to 20 + the Red Mantis assassin’s Constitution modifier. In addition, her damage reduction increases to 10/good while in this form.

Scarab Sages

How awesome is it that James came on and posted this??? Goshdarn it that is one reason why I love this game!!

Oh, and great answer!!


James Jacobs wrote:
Sir Dante wrote:
Sorry but that page doesn't help at all with the question concerning the mantis form, I mean does it work like beast shape 2 spell then is it that on my old stats like hp 65 lvl 7, bab 5, str 12, dex 16 , do I get + 4 str and -2 dex and +4 natural armor, does my old armor I wear still work or? Do I use the stats of giant mantis from bestiary?

The red mantis assassin will indeed be updated to work with the PF rules in "World Guide: The Inner Sea."

Although I'm not going to post the ENTIRE class here... here's the unedited, undeveloped text as it stands right now for this ability.

Mantis Form (Su): At 6th level, a Red Mantis assassin may transform into a blood-red giant praying mantis once per day as a standard action, as if using beast shape II (caster level equals her class level) to assume the size of a large animal (even though a giant mantis is a vermin). In addition to the normal adjustments to Strength, Dexterity, and natural armor provided by this spell effect, she gains the giant mantis’s darkvision 60 ft., grab, lunge, mandibles, and sudden strike extraordinary abilities, but not its immunity to mind-affecting effects or its racial modifiers to Perception or Stealth. 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 such magic weapons, then the weapons each apply to a different claw attack.
Blood Mantis: At 8th level, her claw attacks inflict 1d6 bleed on a hit. She also gains damage reduction 5/good while in this form.
Death Mantis: At 10th level, whenever she uses her mandibles attack, she inflicts 1 negative level. Each negative level inflicted in this manner grants the Red Mantis assassin 5 temporary hit points that last for 1 hour. The save DC to remove these negative levels is equal to 20 + the Red Mantis assassin’s Constitution modifier. In addition, her damage reduction increases to 10/good while in this form.

That sounds real cool =)!

Is any sort of alpha/beta version coming out maybe anytime soon?


Bomanz wrote:

How awesome is it that James came on and posted this??? Goshdarn it that is one reason why I love this game!!

Oh, and great answer!!

Agreeing 100% to get an answer from one of the RP game creators, that's great! Only one sad thing... makes me want to hear even more of their changes they're making ;)


James Jacobs wrote:
Sir Dante wrote:
Sorry but that page doesn't help at all with the question concerning the mantis form, I mean does it work like beast shape 2 spell then is it that on my old stats like hp 65 lvl 7, bab 5, str 12, dex 16 , do I get + 4 str and -2 dex and +4 natural armor, does my old armor I wear still work or? Do I use the stats of giant mantis from bestiary?

The red mantis assassin will indeed be updated to work with the PF rules in "World Guide: The Inner Sea."

Although I'm not going to post the ENTIRE class here... here's the unedited, undeveloped text as it stands right now for this ability.

Mantis Form (Su): At 6th level, a Red Mantis assassin may transform into a blood-red giant praying mantis once per day as a standard action, as if using beast shape II (caster level equals her class level) to assume the size of a large animal (even though a giant mantis is a vermin). In addition to the normal adjustments to Strength, Dexterity, and natural armor provided by this spell effect, she gains the giant mantis’s darkvision 60 ft., grab, lunge, mandibles, and sudden strike extraordinary abilities, but not its immunity to mind-affecting effects or its racial modifiers to Perception or Stealth. 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 such magic weapons, then the weapons each apply to a different claw attack.
Blood Mantis: At 8th level, her claw attacks inflict 1d6 bleed on a hit. She also gains damage reduction 5/good while in this form.
Death Mantis: At 10th level, whenever she uses her mandibles attack, she inflicts 1 negative level. Each negative level inflicted in this manner grants the Red Mantis assassin 5 temporary hit points that last for 1 hour. The save DC to remove these negative levels is equal to 20 + the Red Mantis assassin’s Constitution modifier. In addition, her damage reduction increases to 10/good while in this form.

Sorry to once more talk so much about this great piece of info you revealed, but the things you mentioned, can all of those be found in the basic books of pathfinder? I have bestiary,core rulebook and the advanced + campaign setting which contains the old RMA.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

"The red mantis assassin will indeed be updated to work with the PF rules in "World Guide: The Inner Sea."

It isn't out yet.


Sir Dante wrote:
Sorry to once more talk so much about this great piece of info you revealed, but the things you mentioned, can all of those be found in the basic books of pathfinder? I have bestiary,core rulebook and the advanced + campaign setting which contains the old RMA.

The book it WILL be featured in was already linked in this thread. It will be released in the updated version of the Pathfinder Campaign Setting. The updated version is called the Pathfinder Campaign Setting: World Guide—The Inner Sea. It is expected in FEB of 2011.

And yes, the designers here on the boards at Paizo/PF are an awesome group.

Paizo Employee Creative Director

Sir Dante wrote:

That sounds real cool =)!

Is any sort of alpha/beta version coming out maybe anytime soon?

We won't be doing any public betas or playtests for this book. It's on a tight enough schedule already! :-)


And to the original Dillema I was having, does anyone know a good RMA build? Is it rogue/fighter/rma or? What kind of stats should I get with 20 point buy?

Sovereign Court

What level is this for?


GeraintElberion wrote:

What level is this for?

Starting at level 7.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Ok lets look at what you would need to become one.

Alignment: Lawful evil.
Skills: Hide 8 ranks, Intimidate 5 ranks, Move Silently 8 ranks.
Feats: Alertness, Exotic Weapon Proficiency (sawtooth
sabre), Weapon Finesse

Ok one big change to Pathfinder is Hide and MS are now one skill called Stealth. Also remember that with the changes to skills in Pathfinder you need 3 fewer skill points. So in Pathfinder the requirements would be.

Alignment: Lawful evil.
Skills: Stealth 5 ranks, Intimidate 2 ranks.
Feats: Alertness, Exotic Weapon Proficiency (sawtooth
sabre), Weapon Finesse

So for levels I would go.
1st level - Rogue (take both stealth and intimidate skills)(alertness feat)
2nd level - Fighter(have the points to take both skills needed)(Exotic Weapon feat)
3rd level - Rogue (only need stealth skill)(for a rogue talent can take Weapon Finesse)

At this point you have all the feats and most of the skills done and can go either fighter or rogue both levels left or split them. It really depends how combat focused you want to go. Personally I would go rogue twice to gain uncanny dodge. BaB will be the same either way.

At that point you would be 5th level character, 4th level rogue, 1st level fighter. Your last two levels could then both be in Red Mantis Assassin PrC.

As for stats well lets look at what you need.
Dex - Higher is better.
Chr - All you need level 14 is a 15 Chr, though I think I would should for a 16.
Con - bonus hp everyone can use.
Int - skill points are nice.
Wis - you don't really need.
Str - don't really need with weapon finesse.

So I would say.
Str - 10
Dex - 16 (cost 10)
Con - 14 (cost 5)
Int - 12 (cost 2)
Wis - 10
Chr - 13 (cost 3) (you get 3 ability raises at 4th, 8th and 12th giving you a 16 in plenty of time for spell casting)

A option would be to drop the con to 12 and raise dex to a 17 or just drop con to a 13 and raise Chr to a 14.

Sovereign Court

So, you need 5 levels of rogue to get into this (it's just a variant rogue).
Here are my thoughts.
You've gone human for an extra feat and placed the +2 in Dex. When you hit level 4 you also put that stat boost in Dex.

So you now have
Str 16
Dex 20
Con 10
Int 12
Wis 10
Cha 14

You'll need to use a levelling stat-boost to get 15 cha for your final spells.

Your rogue levels give you 9 skill points each level (10 if you use favoured class for it, although I would recommend hit points).

You're going to have to rely on not getting hit and receiving healing at times though as I've kept con low. Con and Wis are only at 10 as you didn't seem to want them to go into negatives.

You've maxed out stealth and intimidate to qualify for the prestige class as early as possible but you've still got a lot to go around - have fun with them. It probably suits you to have disguise (use that cha) escape artist, disable device and UMD. Sense Motive and Sleight of Hand are nice and bluff will let you use that cha in combat.

Feats: You took alertness and exotic weapon proficiency (sawtooth sabre) at level 1 and used your 2nd level rogue talent to get weapon finesse. You've already got the feats you need and at level 3 and 5 you can choose what you'd like. The classic red mantis dual-wields so Two Weapon Fighting might be nice, it should also be pretty effective. After that you can take dodge for the AC, Combat Expertise (leading to improved feint and improved trip) or Iron Will (for that Will Save you're concerned about) although Red Mantis' have the fast track Will Save so maybe it's fortitude you should be propping up.

If you want to mix things up a bit and be more capable on your own you could take a ranger/rogue mix. One level of ranger will give you track, favoured enemy, more weapon options (not that you'll need them) and access to medium armour but you'll lose +1d6 of sneak attack damage.

edit: ninja by DM

Dark Archive

Pathfinder Roleplaying Game Superscriber

You gave another optional way to build it. I didn't take race into account as I wasn't sure what race the OP would go with for sure.

Either build works though GE.


GeraintElberion wrote:

So, you need 5 levels of rogue to get into this (it's just a variant rogue).

Here are my thoughts.
You've gone human for an extra feat and placed the +2 in Dex. When you hit level 4 you also put that stat boost in Dex.

So you now have
Str 16
Dex 20
Con 10
Int 12
Wis 10
Cha 14

You'll need to use a levelling stat-boost to get 15 cha for your final spells.

Your rogue levels give you 9 skill points each level (10 if you use favoured class for it, although I would recommend hit points).

You're going to have to rely on not getting hit and receiving healing at times though as I've kept con low. Con and Wis are only at 10 as you didn't seem to want them to go into negatives.

You've maxed out stealth and intimidate to qualify for the prestige class as early as possible but you've still got a lot to go around - have fun with them. It probably suits you to have disguise (use that cha) escape artist, disable device and UMD. Sense Motive and Sleight of Hand are nice and bluff will let you use that cha in combat.

Feats: You took alertness and exotic weapon proficiency (sawtooth sabre) at level 1 and used your 2nd level rogue talent to get weapon finesse. You've already got the feats you need and at level 3 and 5 you can choose what you'd like. The classic red mantis dual-wields so Two Weapon Fighting might be nice, it should also be pretty effective. After that you can take dodge for the AC, Combat Expertise (leading to improved feint and improved trip) or Iron Will (for that Will Save you're concerned about) although Red Mantis' have the fast track Will Save so maybe it's fortitude you should be propping up.

If you want to mix things up a bit and be more capable on your own you could take a ranger/rogue mix. One level of ranger will give you track, favoured enemy, more weapon options (not that you'll need them) and access to medium armour but you'll lose +1d6 of sneak attack damage.

edit: ninja by DM

Did you take into account that it's 20 point buy?


Dark_Mistress wrote:

Ok lets look at what you would need to become one.

Alignment: Lawful evil.
Skills: Hide 8 ranks, Intimidate 5 ranks, Move Silently 8 ranks.
Feats: Alertness, Exotic Weapon Proficiency (sawtooth
sabre), Weapon Finesse

Ok one big change to Pathfinder is Hide and MS are now one skill called Stealth. Also remember that with the changes to skills in Pathfinder you need 3 fewer skill points. So in Pathfinder the requirements would be.

Alignment: Lawful evil.
Skills: Stealth 5 ranks, Intimidate 2 ranks.
Feats: Alertness, Exotic Weapon Proficiency (sawtooth
sabre), Weapon Finesse

So for levels I would go.
1st level - Rogue (take both stealth and intimidate skills)(alertness feat)
2nd level - Fighter(have the points to take both skills needed)(Exotic Weapon feat)
3rd level - Rogue (only need stealth skill)(for a rogue talent can take Weapon Finesse)

At this point you have all the feats and most of the skills done and can go either fighter or rogue both levels left or split them. It really depends how combat focused you want to go. Personally I would go rogue twice to gain uncanny dodge. BaB will be the same either way.

At that point you would be 5th level character, 4th level rogue, 1st level fighter. Your last two levels could then both be in Red Mantis Assassin PrC.

As for stats well lets look at what you need.
Dex - Higher is better.
Chr - All you need level 14 is a 15 Chr, though I think I would should for a 16.
Con - bonus hp everyone can use.
Int - skill points are nice.
Wis - you don't really need.
Str - don't really need with weapon finesse.

So I would say.
Str - 10
Dex - 16 (cost 10)
Con - 14 (cost 5)
Int - 12 (cost 2)
Wis - 10
Chr - 13 (cost 3) (you get 3 ability raises at 4th, 8th and 12th giving you a 16 in plenty of time for spell casting)

A option would be to drop the con to 12 and raise dex to a 17 or just drop con to a 13 and raise Chr to a 14.

Am aware of the requirements yes, so what I'm curious is that, you made a good build for it but would it work better if one starts at lvl 7 or? like 4 rogue 2 fig, 1rma, in the end which one is better?

I would also rather go for boosting dexterity than charisma? True that you need charisma for casting but you got so few spells and you're lvl 14 when you get the 5th lvl spells. So I'd see dex as better because then you sneak attack better.
Now would you use two weapon fighting or one weapon with spring attack?


Dark_Mistress wrote:

You gave another optional way to build it. I didn't take race into account as I wasn't sure what race the OP would go with for sure.

Either build works though GE.

Uhh what's GE? So do you think these are efficient builds, I see them as efficient at the least, since it will be a flanking sneak attacker, with decent ac + moderate bab and prayer attack for melee.

But not that good at knowing what is really ''really'' good that's why I'm asking for advice :)

Dark Archive

Pathfinder Roleplaying Game Superscriber

You could make arguments either way about rogue 4, fighter 2, RMA 1, or Rogue 4, fighter 1, RMA 2, or Rogue 3, fighter 2, RMA 2. Any of the three works. That really would depend on what area you want to focus on.

As for boosting dex keep in mind I didn't add in the racial stat bonus. So if you went human you could start with a 18 dex. Just remember to access the 5th level spells you need a chr of 15 by level 14.

So one option is to drop the con to a 13 and raise the Chr to a 14. Then you could if you only wanted a chr 15 for spells, raise it at level 12. So then at level 4 and 8 you could boost dex and get a 20 dex if you wanted.

There is no right way to make the build. It mostly depends on what you are trying to get out of the build on the best way to build it.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Sir Dante wrote:
Dark_Mistress wrote:

You gave another optional way to build it. I didn't take race into account as I wasn't sure what race the OP would go with for sure.

Either build works though GE.

Uhh what's GE? So do you think these are efficient builds, I see them as efficient at the least, since it will be a flanking sneak attacker, with decent ac + moderate bab and prayer attack for melee.

But not that good at knowing what is really ''really'' good that's why I'm asking for advice :)

GE = GeraintElberion

As for the rest. I am not a mim maxer so, I tend not to look for what is the best. I tend to look at what I think would be the most fun. I have never played a RMA nor has anyone I played with. So i am honestly not sure where they excel at for sure. I just made the build that I would personally likely make myself.


Dark_Mistress wrote:

You could make arguments either way about rogue 4, fighter 2, RMA 1, or Rogue 4, fighter 1, RMA 2, or Rogue 3, fighter 2, RMA 2. Any of the three works. That really would depend on what area you want to focus on.

As for boosting dex keep in mind I didn't add in the racial stat bonus. So if you went human you could start with a 18 dex. Just remember to access the 5th level spells you need a chr of 15 by level 14.

So one option is to drop the con to a 13 and raise the Chr to a 14. Then you could if you only wanted a chr 15 for spells, raise it at level 12. So then at level 4 and 8 you could boost dex and get a 20 dex if you wanted.

There is no right way to make the build. It mostly depends on what you are trying to get out of the build on the best way to build it.

Yes I'd like to hmm make him maybe a hit and run tactic but then I have to forsake two wpn fighting which isn't RP wise so RMA, dunno really

Sovereign Court

Hi, Dante,

Sorry about that, it ends up being 24 points - I made him about three different ways and confused myself. Should be 16/18/10/10/10/13

Which means using two level stats (8 and 12) to get your cha for top spells. Focus on str. and con. boosters first for magic items. Your classes rogue and RMA are still giving good skill points.
Boosting cha will affect spells, prayer attack and feint so that's your headband.
Although kit wise you'll be looking for mithral and one magic weapon plus the Cloak of Resistance.

I'm not much of a min/max-er but I think this would be effective.

The dex is going to up your defence and hit bonus, you're relying on sneak to get high damage but a solid strength keeps you consistent (I can completely see the argument for dropping strength and diffusing into con and int 10/18/14/13/10/14 if you'd prefer).
You'll look to flank but rogue talents and combat manoeuvres (feint, trip) let you go one-on-one and still roll a pile of d6.

At rogue5/RMA2 you can prayer attack and then coup de grace with 4d6 sneak to add.

I would try adding some serious RMA element to your adventures by asking the GM to give you a mission (that's what RMAs do, missions) for each adventure: "I know you all want to get the McGuffin, I'm helping you because it will help me to reach my target."


Ah no problem :) now this looks cool, I'd actually have to prefer 13 str rather than int, since I get 50 skill points for 5 lvls of rogue, so I can max out 10 skills, I may have to drop something maybe or just put like 5 points to climb and stop at RMA.

Now there's only wrong thing I see, the 5th level of rogue is besides the sneak attack, very much useless besides the skill points, no bab or stat advancement, no nothing.
In pathfinder you can raise your skills even if you don't have them as class skills, then they just don't give the +3 or atleast how it works in our games.

So wouldn't it be smarter to take a single level of fighter which gives 1 feat 1 bab and +2 fort instead of the rogue level? what say you?

Edit addition:
Yes we have a nation which we're against siding with a smaller but richer and more magical nation. Like uhh a magical (no guns yet) industrial large city nation vs medieval france?
The enemy nation's one of the top leaders who killed my character, will have betrayed the RMA's by driving them out of the nation and out of business there and my character personally has been betrayed twice since he used to be part of the enemy leaders team, so RMA's tend to be bit insane and well betray them twice? ouch? So that's our RP reason to hunt him.

So stats would be 13/18/14/10/10/14? So how do you buy that uhh with 20 points? That's 23 points still or is that for level 12?
So at level 1 would it be, 13/18/14/10/10/12?

Sovereign Court

Sir Dante wrote:

Ah no problem :) now this looks cool, I'd actually have to prefer 13 str rather than int, since I get 50 skill points for 5 lvls of rogue, so I can max out 10 skills, I may have to drop something maybe or just put like 5 points to climb and stop at RMA.

Now there's only wrong thing I see, the 5th level of rogue is besides the sneak attack, very much useless besides the skill points, no bab or stat advancement, no nothing.

In pathfinder you can raise your skills even if you don't have them as class skills, then they just don't give the +3 or at least how it works in our games.

So wouldn't it be smarter to take a single level of fighter which gives 1 feat 1 bab and +2 fort instead of the rogue level? what say you?

Edit addition:
Yes we have a nation which we're against siding with a smaller but richer and more magical nation. Like uhh a magical (no guns yet) industrial large city nation vs medieval france?
The enemy nation's one of the top leaders who killed my character, will have betrayed the RMA's by driving them out of the nation and out of business there and my character personally has been betrayed twice since he used to be part of the enemy leaders team, so RMA's tend to be bit insane and well betray them twice? ouch? So that's our RP reason to hunt him.

So stats would be 13/18/14/10/10/14? So how do you buy that uhh with 20 points? That's 23 points still or is that for level 12?
So at level 1 would it be, 13/18/14/10/10/12?

I think the sneak attack boost is worth more but that's just me and I can completely see the appeal of hitting more often.

As far as BAB goes, don't forget the fighter feats that you get if you're an RMA, boosting your Sawtooth Sabre.

As for your stat array, that's spot on.

13/15/14/10/10/14 =
13 = 3
15 = 7
14 = 5
14 = 5

is 20

Then you add your +2 to one stat (dex) and at level four you get another +1 to a stat (dex)

=
13/18/14/10/10/14

Level one would be 13/17/14/10/10/14


I bet I'm going for the single fighter level and then RMA, yes I know wpn focus and those, but might as well get some other feat from out of that like dodge, etc dunno yet but something fun.

Two weapon fighting requires 2 feats from me to work well so well dunno yet but yeah.

Those stats hmm yeah looks good but not sure if I need a con that high since the fighter level gives 2 fort, so it might be like this.
12/16/12/10/10/14 not sure yet, hopefully I can persuade the DM to give me 25 point buy since everyone else has rolled their stats and they're like 28-40 point buys or maybe more.


Dark and Geraint are right on the spot.

If you want, forsake con and bump your str, but thread lightly, you are neither tank nor have exceptional AC, so 1 nicely placed hit (crit) and you are probably down.

Stats as far as combat is concerned,feel free to move them around for your personal taste.

Str: 15 (7)
Dex: 18 (15 base, +2 race, +1 level)(7)
Con: 12 (2)
Int: 12 (2)
Wis: 10
Cha: 12 (2)

To clarify: Str is 16 (on 8th level) duo to damage, +3 on damage is nothing to scuff at, even if most of your damage comes from sneak attack.
Dex 18, cause thats your to hit stat, no damage in the world is gonna save you if you can't hit your target reliably. Con, for some extra HP, not much, but nice to have. Int 12 for extra skill point. Cha 12 for first 2 levels of spells, grab +2 headband when you can cast 3rd and +4 when you get to casting 5th level spells, easier this way than spending stat boosts you get from levels of which you got precious little on Cha.

Attribute based class abilities:
Mantis Prayer is more or less like Death Attack, meaning 3 rounds for instant kill, attack something for that long and it will probably die, on top of it, you need to be visible to your target, unlike Death Attack.
Red Shroud: very nice ability for survivability which every glass cannon needs. Too bad its keyed off your Con, so double or even triple physical boost belt would be nice to get instead of single higher enchanted one.
Fading: Keyed off from Con, so again, double or triple stat boost belt would be best.
Mantis Doom: If you were to put 14 on beggining, with +6 headband and +2 from levels, this would make for DC of 25/26 or 27/28 with Ability Focus (depending are you 9th or 10th level), note that by Monster Creator in Bestiary, CR 14 monsters got 17/12 saves without adding possible Dex or Lighting Reflexes or w/e.
Could be nice if you spec into it, if:
-It didn't come too late in the game.
-It did bypass most of DR's creatures got on those levels (magic and evil simply don't cut it).
-It didn't deal nonlethal damage. Undead and Constructs are immune to nonlethal.
-It didn't use full round action for 10d8 damage, you can deal more on that level with single sneak attack probably.

So in conclusion, imho all Cha based abilities are worthless. Con based abilities would be nice to have, but not so important.

Now further down the line.
Rogue 4/ Fighter 1/ RMA 2 is more or less optimal.Geraint and Dark already covered feats, so i won't be going through them again.

As for skill points, you've got 9 per level from rogue, 3 Fighter and 7 per level from RMA. Next to those you need for RMA, talk with your party wizard/sorcerer (better for you if its sorcerer) about casting Improved Invis in case of sors or creating a wand for you in case of wizard. If you've got wizard as party's arcane spellcaster, max UMD - note that DC 20 is always to activate wand, ergo on level 10 (when you could get wand without shooting yourself in the foot), with Cha 14 (duo to 3rd level spells) and maxed UMD (13) you will fail to activate it on 4 or less.

Now with that covered, your attack bonus on 7th level is 11 without any magical equipment. 9 with TWF. will take AC 20 as thats average AC for CR 7 mob's, and that you've got MW sawtooth saber (or 2 with TWF).
Thats 8.72 DPR with 1 weapon or 15,45 DPR with TWF. Counting sneak attack in both of course.
With Greater Invis up, TWF is 18.87 and 1 weapon 12.14.
Of course, this is just average DPR, being how you've got 1 attack, etc.


For a 25 point build I went weird, you can adjust for 20
Human ECL 8
Cavalier:order of the swordLvL5/Red MantisLvL3
Str 16 14 +2race
Dex 15 14 +1@LvL 4
Con 15 14 +1@Lvl 8
Int 12
Wis 8
Cha 16
Feats:LVL1 Weapon focus (sawtooth saber) +Alertness, LVL3 Exotic Weapon Proficiency (Sawtooth Saber), LvL 5 Two Weapon Fighting,LVL 6 (as per class) Weapon Specialization, LVL 7 Power ATTACK
Skills:
Diplomacy:14 (8+3 for class +3 Ability Score
Intimidate:14 (8+3 for class +3
Perception:10 (8+3 for class -1
Stealth:13 (8+3 for red mantis class +2
Ride:13 (8+3 for Cavalier class +2
Sense Motive:7 (6+ 1/2 Cavalier Lvl -1

Mount:(Advancement) Rhino
Gear is made to build towards primarily CON and CHA; and Sawtoothed Sabers
Primary Function is to turn 1 charge attack in with rhino and challenge, then red shroud and prayer attack if possible (remind fellow party members not to attack target of prayer attack with both swords(DC18) and focus on other enemies).

Sawtooth Sabers:(BAB 7+ 1d8+1+3str+2Challenge+ 3 Power Attack +magical enhancements if any)x2+ Sneak Attack 1d6 for dmg = Fort save on Coup De Grace on Prayer ATTACK(Minimum DC43[=10+33dmg] without magical adjustments, Max DC62 [=10+52dmg]without magical Adjustments) or Death AT LVL 8. x3 soo happy with this build.

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