Hello. I think this is a really awesome thread and idea, and I wanted to contribute so... I tried my hand at statting the drider.
It's not complete because I wasn't sure what class skills and proficiencies to give it but I wanted to show what I had done, at the very least to know if I was doing any good. so, here it is.
Drider
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HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+ 0|+ 0| +2 | Drider body, poison
2|+ 1|+ 0|+ 0| +3 | Soul of Magic (+1), Drider perception powers
3|+ 1|+ 1|+ 1| +3 | Arcane resistance
4|+ 2|+ 1|+ 1| +4 | Soul of Magic (+2), Drider light and darkness powers
5|+ 2|+ 1|+ 1| +4 | Growth, +2 con
6|+ 3|+ 2|+ 2| +5 | Soul of Magic (+3), spit poison
7|+ 3|+ 2|+ 2| +5 | Drider utility powers
[/table]
Skills: The drow get 2+int modifier skill points each level, x4 at first level. His class skills are Climb (str), concentration (con), hide (dex), listen (wis), Move silently (dex) and spot (wis).
Proefeciencies:The drider is proficient with simple weapons, but no armor or shield
Features
Drider body : At 1st level, the Drider loses all other racial bonus and gets aberration traits. He’s a medium-sized aberration with a base speed of 30ft and a climb speed equal to half of his land speed. He gains a natural bite attack causing 1d6+str damage, It gains a +4 bonus in Hide and Move silently and also have +8 bonus to all climb checks and can always take 10 in that last skill, even if rushed or threatened. Finally, he has a natural armor bonus equal to his con modifier.
Poison : The drider can inject poison in his victims on a successful bite attack. Fort DC 10+1/2HD+Con modifier, initial and secondary damage 1d3 strength. For every other HD after that, the initial and secondary damage grows by one size.
Soul of magic: The drider gains the ability to cast spells as a wizard, cleric or sorcerer of a level equal to its drider level-1. The drider must choose one of those choices when he gains this ability and cannot change his choice later on. He also gains a +1 to the ability that governs his spellcasting.
At level 4, the bonus becomes +2, and then it grows to +3 at level 6.
Drider perception powers: The Drider gains the following SLAs 1/day as a caster of his level-1: clairaudience/clairvoyance, detect good, detect law, detect magic. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.
Arcane resistance: The drider gains spell resistance equal to 10+his HD.
Drider light and darkness powers: the Drider gains the following SLAs 1/day as a caster of his level-1: dancing light, darkness, faerie light. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.
Growth: The Drider grows to large size.
Spit poison: the Drider can now apply his poison in any weapon he has held as a move action. This poison lasts 1 hour per HD or until used, whichever comes first.
Drider utility powers: the Drider gains the following SLAs 1/day as a caster of his level-1: Dispel magic, levitate, suggestion. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.
At 11 HD, the dispel magic SLA is replaced by greater dispel magic.
*the stat used in these abilities is the one that governs the spellcasting of the drider in question (int for wizards, wis for clerics and cha for sorcerers).