Arachnid, Variant (3.5e Class)

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Those willing to know the way of the spiders search for the spiderkind, many evil creatures tend to look for Drows in the Underdark to gain this powers, and perform evil deeds in the name o Lolth the said Godess of all spiders, but some not necesserily evil, search for the Araneas, Wild magical beasts that can change their shape, others are monks from isolated monasterys that masterd the martial combat in a way so close of the movements of the spiders they actaualy became one. Sewing it's destiny the Archnid tends to do the things from it's own mind, every web is their masterpiece.

Abilities: Most of the Arachnid's abilities are based on Strength and Dexterity, although some Constitution will be needed for producing webs and increasing your hit points.=== Making an Arachnid ===

The Arachnid hones his skills and other attributes for the betterment of those around him, often because of a deep sense of responsibility. This may include researching and developing new methods such as making webbing. Despite having excellent hand-to-hand fighting ability, the webs are the Arachnid's most valuable tool.

Races: All races can be a Arachnid

Alignment: Any Chaotic

Starting Gold: 2d4 ×10 gp

Starting Age: "Moderate" or "As fighter"

Table: The Arachnid

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed
Natural Armor
Speed Bonus
Fort Ref Will
1st +1 +0 +2 +2 Unarmed Strike, Spider Climb 1d8 2 0
2nd +2 +0 +3 +3 Evasion, Dodge 1d8 2 0
3rd +3 +1 +3 +3 Improved Grapple, Produce Webs, Shoot Webs 1d8 3 +10ft
4th +4 +1 +4 +4 Tremorsense (60ft - unlimited in contact with web), Magic Chitin 1d10 3 +10ft
5th +5 +1 +4 +4 Uncanny Dodge, Extra Arms 1d10 4 +10ft
6th +6/+1 +2 +5 +5 Spider Skill Bonus +2, Spider Vision (60ft.) 1d10 4 +20ft
7th +7/+2 +2 +5 +5 Paralyzing Strike, Blindsense (20ft.) 1d10 5 +20ft
8th +8/+3 +2 +6 +6 Web Camouflage 2d6 5 +20ft
9th +9/+4 +3 +6 +6 Improved Evasion, Spider Skill Bonus +2 2d6 6 +30ft
10th +10/+5 +3 +7 +7 Magical Web, Arachnid Apotheosis 2d6 6 +30ft
11th +11/+6/+1 +3 +7 +7 Spider Voice, Spider Growth 2d6 7 +30ft
12th +12/+7/+2 +4 +8 +8 Improved Uncanny Dodge, Spider Skill Bonus +2 2d8 7 +40ft
13th +13/+8/+3 +4 +8 +8 2d8 8 +40ft
14th +14/+9/+4 +4 +9 +9 Web of Life 2d8 8 +40ft
15th +15/+10/+5 +5 +9 +5 Spider Skill Bonus +2 2d8 9 +50ft
16th +16/+11/+6/+1 +5 +10 +10 Blind-Fight, Extra Arms 2d10 9 +50ft
17th +17/+12/+7/+2 +5 +10 +10 2d10 10 +50ft
18th +18/+13/+8/+3 +6 +11 +11 Spider Skill Bonus +2 2d10 10 +60ft
19th +19/+14/+9/+4 +6 +11 +11 2d10 11 +60ft
20th +20/+15/+10/+5 +6 +12 +12 Sew the Destiny 4d6 12 +60ft

Class Skills (6 + Int modifier per level, ×4 at 1st level)
The Arachnid's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft(traps) (Int), Craft(webs) (Int), Diplomacy (Cha), Disguise (Cha) , Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering)(Int), Knowledge(Dungeoneering) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: Arachnids may be proficient with all simple weapons plus nunchaku, quarterstaff, sai, shuriken, kama, and siangham. After a Arachnid gains web shooters, he would be proficient in that too. Arachnids need the greatest range of movement possible and so can't use any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an Arachnid loses AC bonus, as well as fast movement and flurry of blows abilities.

Natural AC Bonus: Arachnid's skin becomes more rigid with time, giving him +1 natural armor bonus every three levels.

Unarmed Damage: Because of it's rigid skin the Arachnid unarmed damage is higher than the standard Monk.Unarmed Strike: A Arachnid uses unarmed strikes in a manner similar to a monk. She can land a blow with her fist that has the same power as an axe stroke. At 1st level, the Arachnid gains Improved Unarmed Strike as a bonus feat. The Arachnid's unarmed attacks deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack. The Arachnid's knowledge of martial arts allows her strikes to deal far more damage than an untrained person's blows. Note that, unlike a monk, the Arachnid does not gain the ability to use a flurry of blows, but she can make an off hand attack as normal using a weapon or unarmed strike.

Spider Climb:(Ex): - At 1st level, Arachnid can always perform spider climb. Spider climbing speed is the same as normal movement speed (but he can't sprint while climbing).

Produce Webs:(Ex): - At 3rd level, the Arachnid can produce an amount of webbing once each day + your Arachnid level, and Craft (Web). Any length of webbing used dissolves into nothing after one hour (increasing by 1 hour per class level), but remains very strong until then.
- The Arachnid can produce 10 feet long of webbing per class level, so an Arachnid level 3 can produce 30 feet of webbing per use, in that case it can produce 120 feet of weebing,( 1 + his class level 3 times) per day.
- Producing an web is a swift action.
- Webbing can be used for any number of purposes - rope for climbing, binding enemies, or crafting traps, just to name a few. Arachnids are encouraged to be creative with their usages, but should be aware of the limit of their web length. Appropriate checks (Craft, Use Rope, etc.) should also be done, depending on the situation. Dungeon Masters get final say on whether a certain use is allowable in any given context.
- If an enemy is bound in webbing, it can make an Escape Artist check against the Arachnid's Use Rope skill check to free itself; or the subject could try a Strength check of DC 20 + 1/2 Arachnid level + CON
- The webbing, when in use, is only sticky in places where the Arachnid wants it to be (e.g. one end only, for sticking to a ceiling). Webs cannot stick to wet, oily, or extremely hot (fiery) surfaces.
- Webbing is vulnerable to sharp objects and fire, against which it has a breaking DC of 15 + 1/2 Arachnid level + CON.
- The web has hit points equal the Arachnid Class level + it's Constitution modfier.

Shoot Webs:(Ex): - At 3rd level, Arachnids can shoot webs a distance of 20 feet per Arachnid level, as a standard action. This can be used to affix one end of a web to an object some distance away, or it can be used as a ranged touchattack resulting in binding or grappling an enemy, but it does no damage upon impact, unless on a natural 20. In the case of a Critical hit, damage is equal to 1d6 + Str mod.
- Damage on a critical hit is increased to 2d6 at level 10, 3d6 at level 15, and 4d6 at level 20.
-If the Arachnid hits it can make a grapple check against it's target.

Web sense:(Ex): - At 4rd level, the Arachnind can use the ability tremorsense in a 60ft radius, as long she is touching a web. Magic Chitin:(Su): - At 4rd level, the Arachnind's unarmed attacks are more powerful due to her training. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction

Extra Arms:(Ex): - At 5th level, the Arachnid's mutations has become more unique, level, the Arachnid grows two more pairs of limbs, which emerge from her back or the sides of her torso when needed and are fully retractable. Extending or retracting the spider limbs is a move-equivalent action that does not provoke attacks of opportunity. The Arachnid spider legs are tipped with simple claws that can hold weapons and other items normally, though they are incapable of the fine manipulation required for spellcasting or using Dexterity-based skills such as Open Lock and Pick Pocket. Despite her extra limbs, the Arachnid is still limited to one standard action per round. She can, however, make a secondary natural attack with each clawed spider leg at the standard -5 penalty as part of a full attack action. Her claws deal ld4 points of damage if she is Medium-size or 1d3 points of damage if she is Small. The Arachnid can acquire the Multiattack, Multidexterity, and Multiweapon Fighting feats if she wishes to use her claws more effectively or wield weapons in multiple limbs.,
- Arachnid gains a +2 attack bonus to Melee, +5 intimidate bonus and +4 attack bonus to Grapple.
- Arachnid may also use his extra arms to use webbing while fighting as one of his possible attacks. Webbing can only be used effectively against opponents on whom he is focused.
- At level 16, another set of arms can grow (+4 total arms), doubling the effects given by the previous new pair of limbs.The Arachnind Extra arms grow long and sturdy enough to propel her forward, if she devotes two of her spider legs entirely to locomotion, her land and climb speeds each increase by 20 feet. However, if the Arachnid had more than four limbs to begin with, this feature cannot allow more than eight limbs in all.

Spider Skill Bonus (Ex): - At 6 level, Arachnids gain a class bonus of +2 to their Balance, Climb, Craft, Hide, Jump, Listen, Spot, and Tumble skills, and another +2 on this skills three levels thereafter, 9,12,15 and 18.

Spider Vision (Ex): - At 6th level, the Arachnid gains increased visual acuity the Arachnid gains darkvision with a range of 60 feet. If she already has darkvision as another class feature or racial ability, the ranges do not stack.

Paralyzing Strike (Ex): - At 7th level, Arachnid's strikes gain a paralyzing effect that may stack with other attacks. Usable 1/2 Arachnid level/day round down, the Arachnid may call one unarmed strike or grapple attack to be a Paralyzing Strike! This must be called before the attack roll is made. If it misses, he may not try again until the next round. If it hits, the opponent must make a Fortitude save (15 + 1/2 Arachnid level + Str) or be paralyzed for rounds equal to your Str Mod.

Web Camouflage (Ex): - At 8th level, the Arachnid can hide herself from view in the open without anything to actually hide behind, so long as she is within 5 feet of natural or magical webs that cover an area measuring at least 5 feet on each side.

Magical Web (Su): - At 10th level, every web the Arachnid produce is now magical making it more resistent, increasing de DC to break or escape +4. Arachnid Apotheosis : - at 10th level, the Arachnid loses her previous type and gain the Vermin type, but she retains anyother subtype it could have. Garanting her a +2 to Strength and Dexterity.

Spider Voice (Su): - At 11th level, the Arachnid can speak and understand spiders. Spider Growth(Su): - At 11th level, the Arachnid can cast 3 times per day as a Spell like ability the spell "Giant Vermin", using her class level as her caster level. But only on herself.

Web of Life (Sp): - By 14th level, the Arachnid has attained a sense of morality and responsibility that puts others above themselves. If an enemy makes an attack that would normally force a Reflex save for anyone present, the Arachnid may also make a reflex save for each creature caught in the blast. The save is 5 higher than the original save, and on a successful save a thick shield of webbing is shot in front of the ally to half damage, even on a successful save. This effectively grants the target improved evasion, halving damage on a failed save and negating all damage on a successful save.

Sew the Destiny (Sp): At 20th level, the Arachnind comes to an understanding of everything is connected by a universal web espectral. The Arachnid can interact with this web once per week, and change something in the fabric of reality as it has used the spell wish. The DM decides the future effects of this decision.

Epic Arachnid[edit]

Table: The Epic Arachnid

Hit Die: 10

Level Special

10 + Int modifier skill points per level.

Bonus Feats: The epic Arachnid gains a bonus feat at level 21, and every odd level after.

Blah Blah - At Level 22

Blah Blah - At Level 24

Blah Blah - At Level 26

Blah Blah - At Level 28

Blah Blah - At Level 30

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