BroodoftheSpiderQuen SpiderBloodlines

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BroodoftheSpiderQuen SpiderBloodlines AlexRiggs,JoshuaZaback

Designers Alex Riggs, Joshua Zaback Credits Editor Rosa Gibbons Necromancers of the Northwest, LLC 8123 236th St SW, Unit 102 Edmonds, WA, 98026 www.necromancers-online.com Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc) dialogue, plot, storylines, location, characters and trade dress. Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or privileges to any art presented herein. Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form without written permission. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderrpg for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderrpg/compatibility for more information on the compatibility license.

Introduction This book presents two new bloodlines with a spider theme one for bloodragers, and one for bloodragers. Characters with a spider bloodline gain access to many of the spider s iconic abilities, including web-based special attacks and special venom and poison abilities. The sorcerer bloodline abilities focus more on special attacks and on abilities which enhance spellcasting, as the sorcerer become ever more spider-like. The bloodrager bloodline abilities, on the other hand, offer a number of spidery enhancements to combat abilities, increasing the amount of damage the bloodrager can do and enhancing his mobility. New Bloodrager Bloodline Spider Bloodline Your blood is touched by the essence of the spider, imbuing you with strange power. You might have been born from a spider or spider-like creature, be favored by a spider god or similar outsider, or have been exposed to magically potent spider venom and survived. However you came upon your powers, like others of the spider bloodline, you possess unusual cunning, great strength and agility, and when you tap into the power of your blood, you can use the spider s most iconic powers, including creating magical webs, walking on walls, and producing potent and deadly venoms. Bonus Feats: Combat Expertise, Combat Reflexes, Greater Grapple, Improved Disarm, Improved Grapple, Lightning Reflexes, Power Attack, Skill Focus (Climb), Weapon Finesse. Bonus Spells: web (7 th ), web shelter UM (10 th ), poison (13 th ), phantasmal killer (16 th ). Bloodline Powers: You can tap into your spider blood in order to create mystical webs, increase your strength and speed, and even assume the form of a spider. Web Armament (Su): Your spider-descended blood allows you to use your inherent arcane energy in order to create potent weapons and armor made from webbing. At 1 st level, whenever you enter a bloodrage, as an immediate action you can choose to create a weapon from webs or enshroud yourself in a shield of webbing. If you choose to create a weapon, you instantly forge a single weapon of any type with which you are proficient, which appears in an unoccupied hand. This web weapon is of masterwork quality, and due to its light construction, it can be used in conjunction with Weapon Finesse, even if weapons of its type would not normally be able to. Additionally, the webbing s sticky nature grants a bonus on all disarm combat maneuvers made with the weapon equal to 1/3 your bloodrager level (rounded down, minimum 1). At 5 th level, and every 4 levels thereafter, the web weapon gains a +1 enhancement bonus to attack and weapon damage rolls. If you choose to wrap yourself in a web shield, your natural armor bonus to AC increases by +1. At 5 th level, and every 4 levels thereafter, this bonus increases by an additional +1. The benefits of this ability last for as long as the bloodrage continues to persist. Whichever form it takes, the webbing persists until it is destroyed, or until you end your bloodrage, at which point it dissolves into useless wisps of silky webbing. You can choose to activate both effects of the web armament at once; however, doing so is taxing, and each round that you have both effects active counts as two rounds for the purposes of how many rounds per day you can spend in a bloodrage. Spider Physique (Su): Your spider blood enhances your strength and speed, and allows you to move like a spider when in the grips of a bloodrage. At 4 th level, you gain a +10 feet enhancement bonus to your movement speed, and your carrying capacity is increased by 20 lbs. for each level of encumbrance. Additionally, the amount of weight you can lift, push, and drag is doubled. During your bloodrage, you also gain the ability to move like a spider for as long as the bloodrage persists. This grants you a bonus on Acrobatics checks equal to your level, and allows you to walk along sheer surfaces exactly as though you were affected by the spell spider climb. Finally, you can move about within webs, whether natural or magical, without being hindered by them in any way, as though you were under the effects of a freedom of movement spell. Web Shot (Su): Your spider blood allows you to create and throw harpoon-like lines of web which can latch on to a target and be used to drag them closer, or which can be climbed by you in order to reach difficult places. Beginning at 8 th level, you can unleash a web shot as a standard action which provokes attacks of opportunity. The web shot is made as ranged touch attack with a range increment of 30 feet. In order for the web shot to have any effect, you must successfully hit either a targeted creature or a square or object whose surface is not slick or wet (a square has a touch AC of 5). If you hit a creature with the web shot, that creature gains the entangled condition, and you can attempt opposed Strength checks as a standard action on subsequent rounds in order to pull the target 10 feet closer to you with each success. If a creature is adjacent to you and entangled by a web shot, you gain a +5 bonus on combat maneuver checks made to grapple that character and can use the web to tie up the target in a fashion similar to a silk rope. An entangled character can escape the entanglement with a combat maneuver check or Escape Artist check (DC equal to 5 + your CMD). Alternatively, the webbing can be cut (it has hardness 10 and 2 hit points per bloodrager level you possess). 2

If you choose to target a square, a successful hit causes the web shot to adhere to that surface, and you can climb the web shot to that square as though it were a knotted rope. When used in this fashion, the web can support up to 1,000 lbs. Other characters can attempt to climb the rope, but must succeed on a Reflex save (DC 10 + 1/2 your level + your Charisma modifier) each round they attempt to climb the web shot, or become trapped in the web and gain the entangled condition. A strand created by a web shot has 10 AC and 2 hit points per level. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Drain Blood (Su): In the throes of rage, your spider blood allows you to manifest spider-like fangs that you can bury into a foe in order to drain his fluids. At 12 th level, while you are in a bloodrage, you automatically manifest spider fangs which can be used to drain the blood of your foes. In order to drain blood in this fashion, you must begin the round in control of a grapple with the target. If you do, in lieu of doing damage, you may attempt a grapple check which, if successful, allows you to drain vital fluids from your victim. This deals 1d4 points of Constitution damage and fuels your bloodrage, allowing you to rage for an additional round for every 2 points of Constitution damage dealt this way. If your target is helpless, you are able to drink more deeply, dealing 2d4 points of Constitution damage each round, instead. These extra rounds of bloodrage must be used to extend the duration of your current bloodrage and are wasted if they are not used before your bloodrage ends. Creatures which are immune to bleed damage cannot be drained of blood in this fashion, though creatures without blood can still feed you with other vital fluids and organic matter. Secrete Venom (Ex): Your spider blood allows you to infuse your web armament with a dreaded spider poison. Beginning at 16th level, whenever you damage a target with a weapon created by your web armament ability, or whenever an opponent damages you with a natural attack or an adjacent foe damages you with a melee weapon while you are under the effects of a web shield created by your web armament ability, that opponent becomes exposed to your venom. When exposed to your venom, the target must succeed on a Fortitude save (DC 10 + 1/2 your bloodrager level + your Constitution modifier) or suffer 1d2 points of Strength damage. This is a poison effect. Spider Manifestation (Sp): As you reach the zenith of your powers, you can fully manifest your spider blood when you enter a bloodrage. Beginning at 20th level, at any time during your bloodrage, as a swift action, you can assume the form of a large giant spider, an aranea, a drider, or an ettercap. This ability functions as beast shape IV or vermin shape II. If the selected form is that of a drider or an ettercap, you gain benefits as though you were affected by beast shape IV, even though those creatures are aberrations and not magical beasts. New Sorcerer Bloodline Spider Bloodline The power of the spider flows through your veins, granting you exceptional power to weave the fates of others. Your powers might stem from a spidery creature in your ancestry, or may be the result of contact with powerful otherworldly spiders and their cruel gods. However you came by your powers, you find yourself growing ever more predatory and alien as the power in your blood develops, granting you a host of spider-like powers to accompany the changes. Class Skills: Climb, Knowledge (dungeoneering). Bonus Feats: Acrobatic, Alertness, Fleet, Improved Initiative, Iron Will, Mobility, Silent Spell, Still Spell, Skill Focus (Climb). Bonus Spells: jump (3 rd ), web (5 th ), poison (7 th ), fear (9 th ), giant vermin (11 th ), swarm skin APG (13 th ), mass hold person (15 th ), binding (17 th ), weird (19 th ). Bloodline Arcana: Increase the variable numerical value of the duration of all of your mind-affecting spells by an amount equal to the spell s level (for example, a hold person spell would have its duration increased by 3 rounds, while a dominate person spell would have its duration increased by 5 days). Bloodline Powers: You grow to be ever more spiderlike as your power increases, slowly transforming into a terrible spidery being. This allows you to perform numerous impressive feats with the spider s greatest weapons: its fangs and magically enhanced webs. Spider Bite (Su): You can transfigure 2 of your fingers into massive venomous pincers, like the fangs of a spider, and use them to deliver a quick bite-like pinch, injecting arcane-infused venom. As a standard action, you can make a melee touch attack which does not provoke attacks of opportunity; if you hit, you deal 1d4 points of damage and impose a -1 Strength penalty to the target. At 5 th level, and every 4 levels thereafter, the Strength penalty imposed by this attack increases by 1, to a maximum of -5 at 17 th level. These penalties are cumulative but cannot be used to reduce the target s Strength below 0. The Strength penalty imposed by this attack lasts for 1 round per sorcerer level. Each round, as a free action, the target can attempt a Fortitude save (DC 10 + ½ your sorcerer level + your Charisma modifier) in order to negate all Strength penalties acquired as a result of the spider bite ability. You may use this ability a number of times each day equal to 3 + your Charisma modifier. The Strength penalty is a poison effect. Web: At 3 rd level, you gain the web special attack common to spiders and similar creatures. You can throw a web up to eight times per day. This is similar to an attack 3

unable to leave their square. On each subsequent round, an entangled creature can attempt a new Reflex save in order to free himself from the web. Webs created in this way persist for a number of rounds equal to the level of the spell used to create the web. You can use this ability once per day at 9 th level, and an additional time per day every 4 levels thereafter, to a maximum of 3 times per day at 17 th level. You are never hampered by your own web in this way and can move through the web as though the area was not difficult terrain and without risking becoming entangled in the web yourself. Cast Through Webs: You can channel your spells into spider webs, allowing you to easily affect victims you have cocooned in webs while they are helpless to stop you. At 15 th level, you can cast any spell with a range of touch through a spider web you created which is within 100 feet of you, allowing you to target that creature even if you cannot actually touch him, as long as he is touching a web that you created. You cannot affect more targets than the spell would normally allow you to affect with this ability. For the purposes of this ability, you can target any creature entangled by your web special attack, entangled in a web created by your web spells special ability, or entangled by a spell you cast which generates a web effect, such as web and any spell which works like web. The GM may choose to allow other spells which create spider webs to function for this ability, or disallow certain spells which work similarly to web, at his discretion. Touch spells that require a successful touch attack to hit the target automatically hit a victim targeted in this way, and any spell cast this way which requires a saving throw has its saving throw DC increased by 1. This bonus stacks with Spell Focus and similar effects. 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 you. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions, with a DC equal to 10 + 1/2 your level + your Charisma modifier. Attempts to burst a web by those caught in it take a 4 penalty. Web Spells: You can infuse your spells with spiderlike magic in order to cause them to form sticky webs which last for a short time. Beginning at 9 th level, whenever you cast a spell with a casting time of 1 standard action or less, which affects an area, you can choose to increase that spell s casting time to 1 full round in order to infuse it with web like energy. If you do, then after the spell s effects have ended, the spell leaves behind a sticky web in the area of the spell. The whole area is treated as difficult terrain and may cause creatures to get entangled. Creatures in that area or which enter that area later must succeed on a Reflex save (DC equals the spell s DC) or become caught in the web. Creatures caught in the web gain the entangled condition and are anchored in place, Spider Apotheosis: As your power reaches its zenith, your bloodline manifests by granting you more overt spiderlike abilities and qualities. While this can manifest in cosmetic physical changes, such as growing a hairy carapace and sprouting mandibles or gaining additional eyes, it doesn t necessarily have to, and every spider bloodline sorcerer s physical changes (if any) are unique to the individual. Regardless of any cosmetic changes, at 20 th level, you gain immunity to poison and mind-affecting effects, can move among webs of all kinds without impediment, gain a climb speed equal to your land speed, and gain a +8 racial bonus on Climb checks. 4

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