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Thread: Sectan Races [PEACH]

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    Barbarian in the Playground
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    Dec 2015
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    Default Re: Sectan Races [PEACH]


    A young mimc aranea tries to integrate into an ant colony. It's probably not going to go well and she should try to observe better before trying again. If she survives.
    Source: SlightlySimian

    The Aranea (Are-an-ee-uh), unlike most other races, are actually multiple different species of arachnid-like people. They can take many forms but all have agreed to simply go under the moniker of "aranea". Just as they're many different peoples under the same name, any individual aranea can have any kind of disposition or personality. However different any individual aranea can look from another, they all have a number of similarities. All have a chitinous body, at least 7 eyes, 8 limbs, spinnerets, and dangerous fangs.

    Aranea are feared by many others due to their looks, but will very rarely feed upon other sentient races, preferring the flesh of animals and monsters to the civil folk. While they can be dangerous, more than often than not they are amicable and diplomatic. Most aranea make their living as mercenaries, farmers, or other high-risk or labour intensive jobs.

    Strangely, unlike the hive races and more similarly to the lepidoni, aranea are typically solitary in their pursuits. While they can be fairly social and can be found in some towns, they don't necessarily need to be.

    Aranea characters possess the following racial traits:
    • Humanoid (Aranea)
    • Special Qualities: Darkvision 60, Light Blindness, Multiple Limbs, Poison, Subtype, Tremorsense 30 ft., Web
    • Automatic Languages: Common and Aranea Bonus Languages: Apis, Formic, Lepid, Velut, Terran, Undercommon
    • Favored Class: Ranger

    Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds aranea for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

    Multiple Limbs: Hunter and Mimic aranea have multiple arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. The number of arms is noted below.

    Natural Armour: Aranea have a +3 natural armour bonus.

    Natural Weapons: Aranea have a bite attack that deals 1d4 damage and applies poison. This bite attacks is primary for mimic and webspinner aranea and secondary for hunters.

    Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d4 Dex damage. Secondary damage of 1d6 Dex damage.

    Subtype: All aranea are contained within three types which decide their size, speed, and additional qualities. Choose one from below.

    Tremorsense: Aranea can detect and pinpoint any creature or object within 30 feet in contact with the ground, or within any range in contact with the aranea’s webs while they're in contact with it.

    Web: All three types of aranea tend wait in their webs, hideaways or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the aranea and one creature of the same size.

    An aranea can move across its own web at its climb speed and can pinpoint the location of any creature touching its web while it is in contact with it.

    Skills: Aranea have a +4 racial bonus to hide and spot and a +8 racial bonus to climb due to having a climb speed.

    Spoiler: Hunter

    Hunters are very large, stable aranea with four arms and legs and typically have a dangerous feel or look to them. They trend toward dangerous jobs like mercenary work and are often barred entry to upscale establishments

    The most often seen are those reminiscent of the ogre-faced spider, the lynx spider, ground spider, and wolf spider, but crabs, jumpers, and trapdoors are not unheard of.


    Hunter characters possess the base traits of other aranea in addition to the traits noted here.
    • +4 Str, -2 Cha
    • Size: Medium
    • Speed: 30 feet, Climb 35 feet
    • Special Qualities: Quadruped, Rend Armour, Soft Foot, Web Net
    • LA: +0

    Multiple Limbs: Hunter aranea have 4 arms.

    Natural Weapons: Hunter aranea have four primary claw attacks that deal 1d4 damage and their bite attack deals 1d6 damage.

    Quadruped: Hunters are exceptionally stable on their four feet. A hunter aranea has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) and counts as a quadruped for carrying capacity.

    Rend Armour: If a hunter aranea hits with all four claw attacks, it pulls apart any armor worn by its foe. This attack deals 2d4+(twice str modifier) points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

    Soft Foot: Hunter aranea always have hide and move silently as class skills and have a bonus to them equal to half of their HD.

    Web Net: Hunters can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions with a check DC equal to 10+1/2 HD+Con and the Strength check DC includes a +4 racial bonus.

    Skills: Huntings have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks instead of the normal bonus to spot.

    Spoiler: Mimic

    Mimic are smaller than both of the other types, with 6 arms and two legs. They are more often found in towns and places populated by the hive races due to their ability to fool other races into believing they are what the look like. They trend towards diplomatic and espionage type jobs.

    Mimic aranea are found all over and can seem like any form of worker found in the setting, though the termite and ant are by far the most common. There are practically none that mimic the worker bees or hornets due to their lack of wings.


    Mimic characters possess the base traits of other aranea in addition to the traits noted here.
    • +2 Dex, +4 Cha, -2 Con, -2 Int, -2 Wis
    • Size: Small
    • Speed: 25 feet, Climb 30 feet
    • Special Qualities: Mimicry, Multiple Limbs, Spinnerets
    • Favored Class: Rogue
    • LA: +2

    Mimicry: During character creation, choose one race allowed for player characters. If picking from a sectan race, you must pick a worker. The mimic aranea gains the outward physical appearance of that race and extremely similar pheromones to those the race produces, this grants a +5 racial bonus to disguise as that race. This bonus goes up by 5 at the second Hit Die and every 2 HD after, to a maximum of +12 at 20 HD. This does not give the knowledge to fit in with that race or even that location, however, so be sure to keep that in mind.

    Multiple Limbs: Mimic aranea have 6 arms.

    Natural Armour: Mimic aranea have a +2 natural armour instead of t

    Spinnerets: Although these aranea do not have the flashy net ability of the hunters, nor the extremely useful sheet ability of the webspinners, but they do still have spinnerets. These spinnerets allow the mimic to create up to 500 feet of silk rope per day and can be any combination of silk types. While this can allow the mimic aranea to create a web similar to the webspinner, it takes over 30 times longer and is much better put to use in creating traps and items. Each of the different types of silk has different properties and the spinnerets of the mimic are more capable of producing the different types than the other types of aranea.

    A mimic aranea can produce up to 15 feet of silk per turn and can spit that amount between any types of silk the mimic wants. All silk created by the mimic aranea has the same basic stats: 4 hit points and damage reduction 3/slashing. The differences of the types are as follows:
    • Curling: When used on a grappling trap or as an item as part of a grapple, the mimic or trap gains a +2 untyped bonus to grapple.
    • Firm: When used as a rope, it grants a +6 to use rope checks used to secure a location or creature.
    • Foundation: This silk has 6 hit points and damage reduction 4/slashing.
    • Soft: This silk has 2 hit points and grants a +2 competence bonus to diplomacy if made into clothing.
    • Sticky: When used as part of a rope, single-use item, or trap, it causes any creature other than aranea to become entangled. When used as part of a rope, it can also allow the rope to be used as a grappling hook.

    A silken rope or clothing made by a mimic aranea from their own silk can be made from up to three different types of the above silk.

    Skills: Mimics have a +5 racial bonus to diplomacy and sense motive.

    Spoiler: Webspinners

    Webspinners are the largest of the aranea, with six legs and two arms. They are often seen as either elegant and beautiful or horrific and conniving and as such there is no real way of telling whether or not they will be allowed into upscale establishments. They tend towards jobs that are typically sedentary and require a lot of mental work compared to physical work, such as bookkeeping, scribework, and like.

    The most often seen are those reminiscent of the black widow, tarantula, orb weaver, and spanish funnel-web.


    Webspinner characters possess the base traits of other aranea in addition to the traits noted here.
    • +2 Int, +4 Wis, -2 Dex, -2 Con, -2 Cha
    • Size: Large
    • Speed: 35 feet, Climb 40 feet
    • Special Qualities: Multiple Limbs, Quadruped, Poison, Web Sheet
    • LA: +0

    Multiple Limbs: Webspinners only have two arms and thus cannot take the multiweapon fighting feat.

    Quadruped: Webspinners are exceptionally stable on their six feet. A webspinner aranea has a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) and counts as a quadruped for carrying capacity.

    Poison Initial damage 1d2 Con, secondary damage 1d4 Con. Web aranea venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air.

    Web Sheet: Webspinners can create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the web needed. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has six hitpoints, and sheet webs have damage reduction 5/—.

    Skill: Webspinners have a +8 racial bonus on Hide and Move Silently checks when using their webs.
    Last edited by Aniikinis; 2018-06-17 at 11:56 AM.
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