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Demidos
2013-09-29, 01:50 PM
The Web-Spinner

http://demigod.wdfiles.com/local--files/staff%3Aarachne/arachne.jpg

Oh, i'm sorry, you seem to be a bit tied up at the moment. Should I come back later? -- Arachne Everborn, Web-spinner


Alignment
Any.

Hit Die
d8.

Class Skills
The Web-Spinner's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level
(6 + Int modifier) Χ4.

Skill Points at Each Additional Level
6 + Int modifier.

Table: The Web-Spinner


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

1st
+1
+2
+2
+0Webs, Improved Reflexes

2nd
+2
+3
+3
+0Improved Senses, Venomous Nature

3rd
+3
+3
+3
+1Spider-walking, Intimidating Visage

4th
+4
+4
+4
+1Spinnerets Overdrive, Web Ropes

5th
+5
+4
+4
+1 Rebuke Spiders, Exoskeleton of the spider

6th
+6/1
+5
+5
+2 Chosen of the Webs, Improved Grapple

7th
+7/2
+5
+5
+2Web-walk, Web Ropes

8th
+8/3
+6
+6
+2Sticky Nets, Improved Vision

9th
+9/4
+6
+6
+3Arachnid Transformation

10th
+10/5
+7
+7
+3 Blood Lure, Web Ropes

11th
+11/6/1
+7
+7
+3 Subtle Webs

12th
+12/7/2
+8
+8
+4 Web-Forest

13th
+13/8/3
+8
+8
+4 Web Specialization, Improved Vision

14th
+14/9/4
+9
+9
+4Sixth Sense

15th
+15/10/5
+9
+9
+5 Secondary Arachnid Transformation

16th
+16/11/6/1
+10
+10
+5 Sixth Sense

17th
+17/12/7/2
+10
+10
+5 Greater Web Specialization

18th
+18/13/8/3
+11
+11
+6Improved Vision

19th
+19/14/9/4
+11
+11
+6Spiders in the Blood

20th
+20/15/10/5
+12
+12
+6Ghostly Hunter


Class Features
All of the following are class features of the Web-Spinner.

Weapon and Armor Proficiency
A Web-Spinner is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Webs (Ex): The Web-Spinner's basic attack, this ability allows the Web-Spinner to fire webs from his or her palms. These webs are fired as ranged attacks, and have a host of different effects that can be chosen by the Web-Spinner before firing. They may also be used when an opponent provokes an AOO. Webs of the same kind do not stack unless explicitly stated. The webs are treated as either ranged weapons or thrown weapons with a 30 foot range increment, whichever the Web-Spinner prefers. At 10th level, this range doubles to 60 feet. While the webs themselves are (Ex), the rider effects are treated as (Su). Saves against Web-Spinner effects are at a DC of 10+1/2 Webspinner level+ Con modifier.

All of the webs themselves entangle as per the condition on a hit (note that the entangling effect cannot root them to the ground or to immobile objects), with each additional web on a target increasing the penalties by one. Webs can be broken/shaken off with a strength check of 10+1/2 Web-Spinner levels (Escaping via escape artist is also possible at a DC equal to the strength check +5). To break/escape all webs affecting a target simultaneously requires a strength/Escape Artist check of 10+1/2 Web-Spinner levels + 1 per web. The webs also offer a save to negate their secondary effect, which varies by web. Once a certain web is on a subject, the subject cannot be affected by that same web's rider effects again unless that web explicitly mentions a stacking effect. The standard penalties, however, still apply (e.g. A Web-Spinner hits a target twice with Shocking Webs. The first Web hits and the target passes their save. However, the web remains on them, meaning the second web simply increases the entangled condition's penalties by 1). The webs fade away the next round if not inflicting an effect.

The webs themselves can be enhanced as per weapons by buying fist-wraps or gauntlets (modified with a hole in the palm) and enhancing them as weapons. The enhancement bonus and special abilities of the fist-wraps or gauntlets are transferred to the webs (E.g. A +1 flaming ghost touch gauntlet would add a +1 to hit and damage, +1d6 fire damage to each web, and make the webs able to affect incorporeal foes. Damage increases are applied to each instance of damage dealt by the web. If the web usually does not deal damage, the bonus damage has no effect. Webs may not be enhanced with the splitting ability.). The various webs are described below (see next post).

Improved Reflexes (Ex): The Web-Spinner gains uncanny reflexes reminiscent of the spiders from whom they gain their powers. The Web-Spinner adds twice their Dexterity modifier to AC and to initiative, instead of the usual once while in light or no armor. This is still subject to the maximum dexterity bonus of armors, and you cannot gain a bonus from this greater than your level (For example, a 2nd level Webspinner with at least a 14 in dexterity would gain a +2 Dexterity bonus to AC and a +2 to initiative.)

Improved Senses (Su): At second level, the Web-Spinner begins to develop his senses, improving his base pair of eyes. The Web-Spinner gains 30 foot darkvision and lowlight vision. If he already possessed lowlight vision, it is improved to superior lowlight vision, and if he already possessed darkvision, the range is instead extended by a further 30 feet.

At 8th level, this ability improves again. By manifesting a second set of eyes, the Web-Spinner is able to see far better than any mortal should. The Web-Spinner gains the ability to see invisibility. It is clear when a creature is invisible or not. The Web-Spinner's darkvision improves again, extending an additional 30 feet.

at 13th level, the Web-Spinner begins to sense vibrations even while not connected to his webs. The Web-Spinner gains blindsight out to 40 feet, and blindsense out to twice that far.

at 18th level, the Web-Spinner gains truesight out to 60 feet.

Venomous Nature (Ex): At second level, the Web-Spinner gains the ability to exude a poison that can coat his hands. The poison deals 1 point of ability damage to a physical stat (Dex or Str, chosen by the Web-Spinner at the beginning of the day) on contact with an opponent. He can begin or suppress this ability with a swift action. The poison decays after one round with contact to air. At 9th level, you may treat webs as affected by this ability. A Fortitude save (DC 10+1/2 Web-Spinner Level+Constitution Mod) negates the damage.


Spider Walking (Ex): Beginning at third level, The Web-Spinner is treated as permanently under the effects of a Spider Climb spell.

Intimidating Visage (Ex): Many find spiders intimidating by nature. Beginning at third level, the Web-Spinner gains a bonus equal to 1/2 his Web-Spinner level to intimidate checks. He also, however, takes a -2 penalty to Diplomacy checks, as people feel uneasy in his presence.

Spinnerets Overdrive (Ex): At fourth level, as a swift action, the Web-Spinner may enter an Overdrive state. The Web-Spinner has one use of Overdrive per day for every four levels in Web-Spinner. When in Overdrive, the Web-Spinner gains an extra attack at his highest attack bonus, although he takes a -1 to all attack rolls. By using two uses of Overdrive, the Web-Spinner can instead take a -2 to all attack rolls to double all his attacks (E.g. a 6th level Web-Spinner has a +4/+4/-1/-1 attack routine before modifiers). This ability stacks with haste-like effects, and lasts for one round per point of constitution modifier. This ability only may be used with the Web-Spinners webs or natural attacks.

Web Ropes (Ex): By twisting webs together, strong ropes can be made. At 4th level, the Web-Spinner gains the ability to create ropes instead of webs. The ropes are treated as normal silk ropes, but with double the hardness. A given rope also has a single special ability, chosen by the Web-Spinner upon creation. The Web-Spinner may create 10 feet of rope per round as a full-round action. Ropes thus created last for 24 hours.


Strong Rope -- The rope is incredibly strong. Multiply the amount it can carry by 10.
Sticky Rope -- This rope is very sticky, and good for tying foes up. Add 5+1/2 Web-Spinner class levels to Escape artist checks to escape and to Use Rope checks to tie them up.


At 10th level, the Web-Spinner gains additional options for his ropes. The Web-Spinner may apply a single lower level effect to each higher level one.


Climbing Rope: This rope is an exception to the 10 feet per round -- any time that the Web-Spinner is falling, he may toss out a rope at something within 10 feet per class level as an immediate action to catch himself. The object or creature must be at a higher elevation than he is. Once he is no longer in an uncontrolled fall, he may use either move or swift actions to move up to his speed by swinging along, creating more ropes as he goes.

Intelligent Rope: This rope is treated as an animated rope of the appropriate size category. You may only ever have two intelligent ropes at any given time, each of which may be no longer than 10 feet per class level.


Rebuke Spiders (Su): The Web-Spinner has, at fifth level, gained the ability to control spiders to a limited degree. The Web-Spinner gains the ability to rebuke normal or monstrous spiders. For the purposes of HD limits, a normal spider counts as a 1/2 HD creature. The Web-Spinner has the ability to control up to twice his class level in HD.

A Web-Spinner may attempt to turn spiders a number of times per day equal to 3 + his Charisma modifier. A Web-Spinner with 5 or more ranks in Knowledge (nature) gets a +2 bonus on turning checks against spiders.

Exoskeleton of the Spider (Ex): The Web-Spinner's study into the ways spiders protect themselves has finally paid off. A fifth level Web-Spinner gains DR/- equal to 1/3 their class level (round up), and only takes half damage from falling any distance.

Chosen of the Webs (Su): The Web-Spinner is empowered by the very presence of webs. At sixth level, the Web-Spinner may, as a full round action, create webs covering the floor within close range. The webs can be up to 10 feet per class level in radius. The webs are not very flammable -- A fire attack (or multiple fire attacks) that deals at least 30 points of damage will destroy the webs in that square, but the fire will not spread. Anyone passing through one of these squares takes 2d6 points of fire damage and risks catching on fire themselves (see the SRD for rules on catching fire). The fires last for a minute. These webs also impede the movement of creatures which are not the Web-Spinner, inflicting a -10 penalty to their movespeed while on the webs. While touching his web, the Web-Spinner automatically senses the presence of other creatures contacting his webs within a radius of 30 feet/level. The Web-Spinner must still take a move action to pinpoint their location. The webs continue to gain a variety of effects as the Web-Spinner increases in level.

Improved Grapple (Ex): The Web-Spinner's study of his art has made him better understand how to fight and subdue opponents who are struggling against his webs. At sixth level the Web-Spinner gains Improved Grapple as a bonus feat.

Web Walk (Ex): By seventh level the Web-Spinner has increased his abilities to a level where his control over his webs is supreme and even extends to his allies. His allies are no longer affected by his webs unless he wishes them to be. A Web-Spinner is counted as his own ally for this purpose. Webs that would block LOS still do so (among other things, this allows the Web-Spinner and his allies to move through his webs without difficulty).

Arachnid Transformation (Su): At 9th level, the Webspinner gains the ability to become almost spider-like. As a move action three times per day, the Web-Spinner turns into a monstrous spider-like being. A second pair of arms, spider-like, spring out below his regular arms (treat as Girallon's blessing (http://dndtools.eu/spells/spell-compendium--86/girallons-blessing--3792/)), and his body becomes covered in hair. The Web-Spinner gains a bonus to Strength and Constitution equal to 1/4 his class levels. The transformation lasts for the Web-Spinner's (newly enhanced) Constitution modifier.

Blood Lure (Ex): The Web-Spinner's senses are finely tuned to hunt prey. At 10th level, the Web-Spinner can pinpoint foes at under half health within 5 feet per level.


Subtle Webs (Ex): By eleventh level, the Web-Spinner's craft is such that he may make his webs near impossible to see or feel, requiring a spot check of 20 + 1/2 his Web-Spinner level to notice.

Web Forest (Sp): The Web Spinner can create truly wondrous webs. A twelfth level Web-Spinner is able to cast Web, as the spell, at will. The Web needs no supports, and is able to stand on its own. Three times per day, he may triple the radius and all other numeric variables. Chosen of the Webs can see and move normally through the webs.

Web Specialization (Ex): The Web-Spinner's webs become difficult to avoid through conventional means. At thirteenth level, the Web-Spinner can make a level check against any effect that would negate entanglement from webs, such as freedom of movement. Success on the check means the target creature is still entangled, albeit they take only half penalties.

At 17th level, this ability improves again. On a successful level check, the target takes full penalties, while a failed check still inflicts half penalties.

Second Arachnid Transformation (Su): At fifteenth level, the Web-Spinner may make his lower torso become similar to that of a spider, making him appear distinctly drider-like. This can be triggered as a move action 3/day, and lasts for 1 round per level. This increases the Web-Spinner's Dexterity and Natural Armor by 1/4 his class levels. The Web-Spinner also gains a bonus to move speed equal to 1/4 his class levels * 10 feet.

Sixth Sense (Ex): The Web-Spinner has an uncanny sense of danger and can move frighteningly fast. At 14th level, the Web-Spinner gains the ability to move to any web he has created within 10 feet per level as an immediate action a number of times per day equal to his Web-Spinner levels/2. This includes webs from Web-Forest, Chosen of the Webs, and the Webs ability. This allows him to dodge effects as if he had teleported out of the way.

At 16th level, this ability improves. The Web-Spinner is treated as if under the constant effect of a Foresight (http://www.d20srd.org/srd/spells/foresight.htm) spell.

Spiders in the Blood (Ex): At 19th level, When the Web-Spinner touches a creature, he may leave microscopic spiders which hide, in limbo, in their blood. The Web-Spinner can only have a number of creatures equal to his Constitution modifier infected at any given time. It takes a swift action to create the spiders, and the spiders remain on his hands for one round. At any point afterwards, within a week/level, if the Web-Spinner dies within a 1 mile/level radius of an infected target, he may choose to return in the body of that creature. Doing so requires 24 hours as the spirit of the Web-Spinner slowly enters the spiders in the creature's blood. At the end of this period, the target must make a Will save or die, to be replaced by the Web-Spinner's consciousness. The Web-Spinner retains mental attributes, but takes on the physical abilities as well as physical ability scores of the destroyed creature. The Web-Spinner may only attempt to possess one creature, after which they die and must be raised normally.

Ghostly Hunter (Su): At 20th level, as a full-round action once per day, the Web-Spinner gains the ability to create a wave of ghostly spiders within 100 feet per level. These spiders are insubstantial and cannot be harmed, but bestow a wide array of abilities. This ability remains in effect for 1 hour.

Any creature within the area has their movespeed lowered by 30 feet as ghostly webs cover them from head to toe. With a DC 20 strength check (as a move action) a target can rip off a third of the webs, negating a third of the decrease in speed.
Anyone already entangled is additionally rendered immobilized if they fail a Reflex Save (DC 20+Web-Spinner's Con Modifier)
The Spiders create glowing threads to each person within range. The Web-Spinner can distinguish which thread leads to which person. If the Web-Spinner grabs on to one of the threads, he may follow it to find his prey. While holding on to this thread, the Web-Spinner ignores all terrain and multiplies his overland move speed by 30. If his target has changed planes, the Web-Spinner may follow them, even onto a demiplane, by following the thread. It takes a full round action to change planes.



Webs:

Key: NS = No Save, F = Fortitude, W = Will, R = Reflex.

Durations:
1 Round: Crushing, Heavy, Immobilizing, Shocking.
5 Rounds: Toxic, Razor, Paralyzing, Blood-draining, Sticky
1 Minute: Poison, Infected, Tiring
Other: Supplementary

Crushing Web -- (NS) -- Crushes target, dealing 1d6/2 levels damage. Lasts for 1 round. Stacks.
Tiring Webs -- (F) -- Fatigues target on a failed save. At 10th level, this improves to exhausted. This save is at a +5 DC. The condition lasts for 1 minute.
Toxic Webs -- (F) -- Burn the target with dripping venom. This web deals 1 damage per level per round, for 5 rounds.
Shocking Webs -- (W) -- This web is laced with a quickly decaying neuro-toxin. This web dazes the target. At 11th level, the target is also stunned. Lasts 1 round
Poison Webs -- (F) -- Poisons a target for 1d6/5 levels ability damage to any physical ability score. Penalties last for 1 minute. There is no secondary effect.
Infected Webs -- (W) -- Infects the target with a mentally/emotionally draining venom. Poisons a target for 1d6/5 levels ability damage to any mental ability score. Penalties last for 1 minute. There is no secondary effect.
Razor Webs -- (R) -- Razor sharp strands of web cut into your foe, dealing 1 damage per level every time they take an action equivalent to a move action or greater (standard, full-round, 1 round). A full attack only triggers the razor webs once. Lasts for 5 rounds.
Immobilizing Net -- (R) -- Immobilizes target, as per the condition. Lasts for 1 round.
Paralyzing Web -- (W) --Requires target to be immobilized. Paralyzes target. Lasts for 5 rounds.
Heavy Nets -- (NS) -- Heavy nets shoot from your hands and slam into your foe. Treat as a bull-rush, except you take a -1 penalty to the check for every 10 feet between you and the target. Lasts for 1 round.
Blood Draining Web -- (NS) -- Deals 1 damage/2 levels per round. Lasts 5 rounds. Stacks.
Supplementary Net -- (NS) Increases the strength check to break all or any webs by 2 and increases damage of all other current effects by 1. Lasts as long as creature is webbed by a non-Supplementary web. Stacks.
Sticky Web -- (R) -- Slows target's move-speed by 5 feet. Lasts 5 rounds. Stacks.

Demidos
2013-09-29, 01:51 PM
Reserved, just in case.


No real context here, I just thought making a spider/web-based class might be fun.

Let me know what you think! Please, post feedback! Internet cookies offered!

nonsi
2013-09-29, 03:08 PM
What, no Tumble? But what about your friendly neighborhood web slinger?


EDIT: Ok, maybe I got it wrong and Spidy has 2 Monk levels dip with Able Learner.

Demidos
2013-09-30, 09:32 PM
Whoops! Tumble fixed. Thanks!

C'mon, almost 150 views and one comment? I know it can't be THAT perfect.

Network
2013-09-30, 09:46 PM
Webs (Ex): The Web-Spinner's basic attack, this ability allows the Web-Spinner to fire webs from his or her palms. These webs are fired as ranged attacks, and have a host of different effects that can be chosen by the Web-Spinner before firing. Webs of the same kind do not stack unless explicitly stated. The webs are treated as either ranged weapons or thrown weapons with a 30 foot range increment, whichever the Web-Spinner prefers. At 10th level, this range doubles to 60 feet. While the webs themselves are (Ex), the rider effects are treated as (Su).

All of the webs themselves entangle as per the condition on a hit (note that the entangling effect cannot root them to the ground or to immobile objects), with each additional web on a target increasing the penalties by one. Webs can be broken/shaken off with a strength check of 20+1/4 Web-Spinner levels. To break all webs affecting a target simultaneously requires a strength check of 20+1/4 Web-Spinner levels + 1 per web. The webs also offer a save to negate their secondary effect, which varies by web. The webs themselves can be enhanced as per weapons by buying fist-wraps or gauntlets (modified with a hole in the palm) and enhancing them as weapons. The enhancement bonus and special abilities of the fist-wraps or gauntlets are transferred to the webs (E.g. A +1 flaming ghost touch gauntlet would add a +1 to hit and damage, +1d6 fire damage to each web, and make the webs able to affect incorporeal foes. Damage increases are applied to each instance of damage dealt by the web. If the web usually does not deal damage, the bonus damage has no effect. Webs may not be enhanced with the splitting ability.). The various webs are described below (see next post).
What is the DC of the saving throw of webs? Also, what does it take to modify a gauntlet and what are the resulting penalties (if any)? Also, I think webs should be treated as natural weapons instead. It has its downsides and upsides, but makes more sense if the webs are natural to the web-spinner, which seem to be the case.

Improved Reflexes (Ex): The Web-Spinner gains uncanny reflexes reminiscent of the spiders from whom they gain their powers. The Web-Spinner adds twice their Dexterity modifier to AC and to initiative, instead of the usual once while in light armor.
This ability may make the class too good for a dip (and with all the skill points, the good BAB and two good saves, it's really worth the effort). Put it latter in the progression or limit it by class level.

* Improved Senses *
Looks good.

Venomous Nature (Ex): The Web-Spinner gains the ability to exude a poison that can coat his hands. The poison deals 1 point of ability damage to a physical stat (Dex or Str, chosen by the Web-Spinner) on contact with an opponent. He can begin or suppress this ability with a swift action.
It may be too good ; don't forget you can get it at level 2. Spells that deal ability damage will only come up a few levels latter, and they aren't at will.

Spider Climbing (Ex): The Web-Spinner is treated as permanently under the effects of a Spider Climb spell.
The text calls the ability Spider Climbing, but the table says Spider-walking. Otherwise, it's good.

Intimidating Visage (Ex): Many find spiders intimidating by nature. The Web-Spinner gains a bonus equal to 1/4 his Web-Spinner level to intimidate checks. He also, however, takes a -2 penalty to Diplomacy checks, as people feel uneasy in his presence.
Mostly a fluff ability, given that neither skills are class skills. Seem reasonable.

Spinnerets Overdrive (Ex): As a swift action, the Web-Spinner may enter an Overdrive state. The Web-Spinner has one use of Overdrive for every four levels in Web-Spinner. When in Overdrive, the Web-Spinner gains an extra attack at his highest attack bonus, although he takes a -1 to all attack rolls. By using two uses of Overdrive, the Web-Spinner can instead take a -2 to all attack rolls to double all his attacks (E.g. a 6th level Web-Spinner has a +4/+4/-1/-1 attack routine before modifiers). This ability stacks with haste-like effects, and lasts for one round per point of constitution modifier. This ability only may be used with the Web-Spinners webs or natural attacks.
I suppose its supposed to have one daily use per four level, right?

Web Ropes (Ex): By twisting webs together, strong ropes can be made. At 4th level, the Web-Spinner gains the ability to create ropes instead of webs. The ropes are treated as normal silk ropes, but with double the hardness. A given rope also has a single special ability, chosen by the Web-Spinner upon creation. The Web-Spinner may create 10 feet of rope per round as a full-round action.


Strong Rope -- The rope is incredibly strong. Multiply the amount it can carry by 10.
Sticky Rope -- This rope is very sticky, and good for tying foes up. Add 5+1/2 Web-Spinner class levels to Escape artist checks to escape and to Use Rope checks to tie them up.


At 10th level, the Web-Spinner gains additional options for his ropes. The Web-Spinner may apply a single lower level effect to each higher level one.


Climbing Rope: This rope is an exception to the 10 feet per round -- any time that the Web-Spinner is falling, he may toss out a rope at something within 10 feet per class level as an immediate action to catch himself. The object or creature must be at a higher elevation than he is. Once he is no longer in an uncontrolled fall, he may use either move or swift actions to move up to his speed by swinging along, creating more ropes as he goes.

Intelligent Rope: This rope is treated as an animated rope of the appropriate size category. You may only ever have two intelligent ropes at any given time, each of which may be no longer than 10 feet per class level.

It sounds silly, but... can they be sold? I suppose the answer in no, or rather, they aren't intended to be sold. For limiting this kind of abuse, they should probably have a limited duration.

* Rebuke Spiders *
Seem reasonable.

Exoskeleton of the Spider (Ex): The Web-Spinner's study into the ways spiders protect themselves has finally paid off. The Web-Spinner gains DR/- equal to 1/3 their class level (round up), and only takes half damage from falling any distance.
I think natural armor makes more sense than damage reduction. I also think base classes with DR/- shouldn't have a better progression for it than barbarians.

Unfortunately, I'm tired right now, so I'll have to stop my review and go to sleep.

NosferatuZodd
2013-10-01, 06:56 AM
I'd also add a slowly developing bite attack/blood-drain type ability. They'd most likely be using natural weapons thanks to their later metamorphosis power, and it fits the flavor of spiders and how they eat.

Morph Bark
2013-10-01, 12:21 PM
Can webs be escaped from with an Escape Artist check? I'd think so, but it would need a DC.

Venomous Nature: can a Web-Spinner change between Str and Dex poison, or is the choice set in stone once made?

Improved Senses: the reasoning for the improvement at level 13 make it sound like tremorsense would be more fitting than blindsight/sense.

Spiderclimbing is on the table as spider-walking.

Intimidating Visage can just as well get 1/2 class level as a bonus. 1/4 is pretty low and easily forgotten during level ups.

Chosen of the Webs: "The webs can be up to 10 feet per caster level in radius." The Web-spinner is not a spellcaster and doesn't have a caster level. Probably should say class level.

Web Walk should probably just say that his allies ignore the negative effects of Chosen of the Webs, as it doesn't have any positive effects. There are class abilities linked to Chosen of the Webs, but those aren't part of Chosen of the Webs itself, and thus allies cannot use those or get bonuses from them.

The Arachnid Transformations are both too weak and could better do with a set increase to ability scores rather than 1/4 class level, starting at +4.

Blood Lure: at 1/2 half is more intuitive, but the ability in itself is fine as is.

Road_Runner
2013-10-02, 04:07 PM
Venemous Nature: so no save on this? I guess since it's only 1 point, it's balanced.

Web Ropes - really cool abilities

Climbing Ropes - is this only usable when falling? If so, maybe it should be called swinging ropes. Can you use this ability while standing on the ground (so, for example, standing in an medium-sized closed space with a ceiling can you use a swift action to swing somewhere?)

Spiders in the Blood - interesting... seems a bit weird for the theme of the class, but I guess it works.

Ghostly Spiders - duration? Is the thread following permanent? Slightly unclear

Webs:

Shocking Webs - save? still pretty strong... I'm not sure it needs to be more than 1 round, especially considering you can get 10 attacks at 20th level with haste.
Also the condition change is kind of weird, it's bit of an upgrade and a downgrade at the same time.

Poison Webs - save? It also mentions ability damage, and yet gives the duration on a penalty. Not sure whether its damage or penalty.
Infected Webs - same comments as poison webs. Also keep in mind the flexibility to do any damage to any stat at any time is pretty good, especially with certain monsters that may have 2-3 int.
Immobilizing/Paralyzing: Seems fine. Will seems a bit weird for a paralyzing effect. Is it like a mental toxin then or something?
Blood Draining - duration?
Razor Webs - definitely very strong
Supplementary Net - interesting. Definitely helps you keep all your debuffs on the target.


Overall the class is really cool. I think the class features are overall pretty well balanced and flavorful. I think the web abilities might need some balancing, and a bit more diversity would be nice.

Demidos
2013-10-13, 10:00 PM
It may be too good ; don't forget you can get it at level 2. Spells that deal ability damage will only come up a few levels latter, and they aren't at will.

I think natural armor makes more sense than damage reduction. I also think base classes with DR/- shouldn't have a better progression for it than barbarians.


Your points have been addressed, other than these two. Note that the damage is minimal (and a save has been added!), So I don't think its really a problem.


I'd also add a slowly developing bite attack/blood-drain type ability. They'd most likely be using natural weapons thanks to their later metamorphosis power, and it fits the flavor of spiders and how they eat.

Interesting. How would that work?


Can webs be escaped from with an Escape Artist check? I'd think so, but it would need a DC.

Improved Senses: the reasoning for the improvement at level 13 make it sound like tremorsense would be more fitting than blindsight/sense.

The Arachnid Transformations are both too weak and could better do with a set increase to ability scores rather than 1/4 class level, starting at +4.

Blood Lure: at 1/2 half is more intuitive, but the ability in itself is fine as is.

Most of your concerns have been addressed. Improved Senses, while yes, Tremorsense is an extremely weak ability compared to its big brother, which I think would be more appropriate power-wise.

I've heard from others that they're too powerful, seeing as theyre already on top of all the other class abilities.

Blood Lure is 1/3 because otherwise it is an overly powerful tracking tool, imho. However, I can be convinced to change it.



Climbing Ropes - is this only usable when falling? If so, maybe it should be called swinging ropes. Can you use this ability while standing on the ground (so, for example, standing in an medium-sized closed space with a ceiling can you use a swift action to swing somewhere?)

Spiders in the Blood - interesting... seems a bit weird for the theme of the class, but I guess it works.

Webs:

Shocking Webs - save? still pretty strong... I'm not sure it needs to be more than 1 round, especially considering you can get 10 attacks at 20th level with haste.
Also the condition change is kind of weird, it's bit of an upgrade and a downgrade at the same time.

Poison Webs - save? It also mentions ability damage, and yet gives the duration on a penalty. Not sure whether its damage or penalty.
Infected Webs - same comments as poison webs. Also keep in mind the flexibility to do any damage to any stat at any time is pretty good, especially with certain monsters that may have 2-3 int.
Immobilizing/Paralyzing: Seems fine. Will seems a bit weird for a paralyzing effect. Is it like a mental toxin then or something?


Daze is a pretty standard upgrade from stun, I believe. I could be wrong.

The webs should all have saves against the rider effects. Yep, its a mental toxin. Penalties, I'll note it in.

Is it unfair to allow webs to reduce enemies to 0, or should I make it 1 minimum?

TuggyNE
2013-10-13, 10:20 PM
Daze is a pretty standard upgrade from stun, I believe. I could be wrong.

If anything, it's the other way around.
A dazed creature can take no actions, but has no penalty to AC.
[…]
A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any).

That said, stunning does have the disadvantage that there are a fair number of types (construct, elemental, ooze, plant, undead) that are immune to it. Nothing is immune to dazing out of the box (though many effects which daze are mind-affecting, Fort save to negate, or otherwise blocked by other immunities). Still, "upgrading" by reducing the penalties but bypassing immunities somewhat better is at best a mixed bag.

Instead, I'd suggest adding daze to it in the case of the target being immune to stunning.

1Oh, hey, mind giving me a drive-by comment on school foci, attune focus, or maybe the orb of X rework?

Demidos
2013-10-13, 10:26 PM
If anything, it's the other way around.

That said, stunning does have the disadvantage that there are a fair number of types (construct, elemental, ooze, plant, undead) that are immune to it. Nothing is immune to dazing out of the box (though many effects which daze are mind-affecting, Fort save to negate, or otherwise blocked by other immunities). Still, "upgrading" by reducing the penalties but bypassing immunities somewhat better is at best a mixed bag.

Instead, I'd suggest adding daze to it in the case of the target being immune to stunning.

Whoops. Flipped and fixed as suggested. Huh. Learn/remember-things-you-should-have-known every day, huh? :smallbiggrin:

TuggyNE
2013-10-13, 11:04 PM
Whoops. Flipped and fixed as suggested. Huh. Learn/remember-things-you-should-have-known every day, huh? :smallbiggrin:

Heh. Indeed.

Also, a fuller review:

Webs of the same kind do not stack unless explicitly stated. The webs are treated as either ranged weapons or thrown weapons with a 30 foot range increment, whichever the Web-Spinner prefers.

Should say "Web effects of the same kind…"

Thrown weapons are ranged weapons. Or did you mean projectile weapons? Not sure there's really any effect that triggers on projectile weapons but not thrown, so I don't think it's worth differentiating.


Venomous Nature (Ex):[…]
Spider Walking (Ex):[…]
Intimidating Visage (Ex):[…]
Spinnerets Overdrive (Ex):[…]

These need the levels they're acquired at stated.


Sticky Rope -- This rope is very sticky, and good for tying foes up. Add 5+1/2 Web-Spinner class levels to Escape artist checks to escape and to Use Rope checks to tie them up.

Since Use Rope checks are used as the base for the Escape Artist DC, this effectively adds 10+Web-Spinner level to the DC. That's too much, and it's also confusing. Instead, just say it applies to Use Rope.


Climbing Rope: This rope is an exception to the 10 feet per round -- any time that the Web-Spinner is falling, he may toss out a rope at something within 10 feet per class level as an immediate action to catch himself. The object or creature must be at a higher elevation than he is. Once he is no longer in an uncontrolled fall, he may use either move or swift actions to move up to his speed by swinging along, creating more ropes as he goes.

Maybe slap a weight limit on this that's a lot less than the usual, since they're having to spin it out a lot faster than normal.


Rebuke Spiders (Su):[…]
Exoskeleton of the Spider (Ex): The Web-Spinner's study into the ways spiders protect themselves has finally paid off. The Web-Spinner gains DR/- equal to 1/3 their class level (round up), and only takes half damage from falling any distance.

Chosen of the Webs (Su)[…]
Improved Grapple (Ex):[…]
Web Walk (Ex):[…]
Arachnid Transformation (Su):

More abilities that need the levels.

Also, I've never been a fan of "generic line of study X has paid off, and you gain odd little ability Y! Then, at later levels, also gain Z!" So maybe try to tie this in a little more closely somehow.


A second pair of arms, spider-like, spring out below his regular arms (treat as Girallon's blessing (http://dndtools.eu/spells/spell-compendium--86/girallons-blessing--3792/)), and his body becomes covered in hair.

I'd suggest not linking the spell, since it's not OGL.


Subtle Webs (Ex):[…]
Blood Lure (Ex):[…]
Web Forest (Sp):[…]
Web Specialization (Ex):[…]
Second Arachnid Transformation (Su):

Moar abilities in need of gained level notes.


Sixth Sense (Ex): The Web-Spinner has an uncanny sense of danger and can move frighteningly fast. At 14th level, the Web-Spinner gains the ability to teleport to any web he has created within 10 feet per level as an immediate action a number of times per day equal to his Web-Spinner levels/2. This includes webs from Web-Forest, Chosen of the Webs, and the Webs ability.

For what it's worth, teleporting isn't really the same thing as moving fast, since it can be blocked in different ways. You could just say they can move up to 10 ft./level as an immediate action as long as they are moving to a created web.


Spiders in the Blood (Ex): When the Web-Spinner touches a creature, he may leave microscopic spiders which hide, in limbo, in their blood. The Web-Spinner can only have a number of creatures equal to his Constitution modifier infected at any given time. It takes a swift action to create the spiders, and the spiders remain on his hands for one round. At any point afterwards, within a week/level, if the Web-Spinner dies within a 1 mile/level radius of an infected target, he may choose to return in the body of another. Doing so requires 24 hours as the spirit of the Web-Spinner slowly enters the spiders in the creature's blood. At the end of this period, the target must make a Will save or die, to be replaced by the Web-Spinner's consciousness. The Web-Spinner retains mental attributes, but takes on the physical abilities as well as physical ability scores of the destroyed creature. The Web-Spinner may only attempt to possess one creature, after which they die and must be raised normally.

Pretty slick. Still needs its level, but yeah, this is pretty cool.


Exhausting Webs -- Fatigues target on a failed save. At 10th level, this improves to exhausted. The condition lasts for three rounds.

I'd call this Tiring Webs instead.

NosferatuZodd
2013-10-14, 10:08 AM
I myself aren't sure how you'd handle the bite attack, I figure you could just make it scale with your level in some fashion. With a form of blood drain scaling along with it.

I just feel that this class seems more suited for natural weapons, with the webs being more of a tool/main secondary equipment. You already start gaining fearsome claws at a certain level, why not let them have the fangs of a spider?

Especially when it fits more with the flavor, more-so than flaming or electric webbing.