Some hold such strong faith in the assassin god that they gain real divine power. They forge themselves into perfect killers in honor of their evil deity. Mantis Sworn (Ex)A mantis zealot must choose a god of assassins as his deity. If he ever changes his deity, he loses this archetype and becomes a normal warpriest. Weapon and Armor ProficiencyMantis zealots are proficient with all simple and martial weapons, as well as with the sawtooth sabre, and with light armor. They are not proficient with shields. This replaces the warpriest's weapon and armor proficiencies. Sneak Attack (Ex)At 4th level, a mantis zealot can make a sneak attack. This ability functions as the rogue ability of the same name. At 4th level, his sneak attack damage is +1d6. This damage increases by 1d6 at 8th level and ever 4 levels thereafter. If the zealot gets a sneak attack bonus from another source, the bonuses on damage stack. This ability replaces sacred weapon. Sacred Reflexes (Su)At 7th level, as long as the mantis zealot is wearing light or no armor, as a swift action he can gain uncanny dodge. He can use this ability for a number of minutes per day equal to his warpriest level, but it must be spent in 1-minute increments. If he already has the uncanny dodge ability from another source, he instead gains improved uncanny dodge while this ability is active. At 10th level, when he uses this ability, he gains evasion (or improved evasion if he already has evasion from another source). At 13th level, he gains improved uncanny dodge instead of dodge. At 16th level, he can activate this ability as part of making an initiative check, before rolling the die. At 19th level, he gains improved evasion instead of evasion. This ability replaces sacred armor. Aspect of the Mantis (Su)When using aspect of war, instead of moving at full speed regardless of his armor or encumbrance, a mantis zealot deals a number of points of bleed damage equal to his Dexterity modifier on each attack. This ability alters aspect of war. |