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.
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.