Spiderling (3.5e Class)

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Spiderlings are people who both have a human form and spider form. In some way they are gifted their powers from those of Lolth. They might not directly receive their powers from Lolth, but must have some connection with her.

Making a Spiderling[edit]

Spiderlings are great at infiltration, enemy detection, setting traps, and assassination. They are usually scouts in a party, as their multiple eyes help them see in many directions. However, Spiderlings are not good in close-quarter combat, have many weaknesses to the elements, and need lots of time to prepare some of their skills.

Abilities: Most abilities of the Spiderling are based on Dexterity and Wisdom.

Races: Any race can be a Spiderling, but most are Humans or Elves.

Alignment: Spiderlings are inherently bad seeds and start as any form of Evil.

Starting Gold: 2d6 x 10.

Starting Age: "Simple" or "As rogue".

Table: The Spiderling

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spider Abilities Per Day Natural Armor in Spider Form Venom Pool
Fort Ref Will
1st +0 +0 +2 +0 Sneak Attack +1d6, Spider Climb 2
2nd + + + +
3rd + + + +
4th + + + +
5th + + + +
6th + + + +
7th + + + +
8th + + + +
9th + + + +
10th + + + +
11th + + + +
12th + + + +
13th + + + +
14th + + + +
15th + + + +
16th + + + +
17th + + + +
18th + + + +
19th + + + +
20th + + + +

Class Skills (8 + Int modifier per level, ×4 at 1st level)
The Spiderling's Class Skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Spider Traps) (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: Spiderlings may be proficient with all simple weapons and any light or medium armor.

Sneak Attack: If a Spiderling can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Spiderling's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spiderling flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Spiderling levels thereafter. Should the Spiderling score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A Spiderling can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Spiderling must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Spiderling cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

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