Spider Savage (3.5e Prestige Class)

Summary::Evil martial class, with spider-like fighting and ability to summon a monstrous spider Length::10 Minimum Level::4 Base Attack Bonus Progression::Good Fortitude Save Progression::Good Reflex Save Progression::Good Will Save Progression::Poor Class Ability::Martial Maneuvers Class Ability Progression::Other

Spider Savage
"So... If I could take it all back, would I?... I'd wager that's what you're wishing now, isn't it?"

The mysterious book known only as the "Labyrinthine Cypher" holds many secrets. Little by little, those secrets are decoded and divulged. To adepts, it becomes clear that a deep arcana, tempered by an artist's hand, went into the craft of the transformation magics revealed within. The spider transformation rituals may grant extraordinary power to noble champions of justice, or they may be perverted with selfish intent, thus creating a gnarled beast - a Spider Savage.

Becoming a Spider Savage
This is what happens when a Spider-Monk strays from the path of righteousness, or when another class attempts the transformation magic that creates a Spider-Monk, but with selfish intent. This prestige class need not be limited to Spider-Monks (or even regular Monks), but the powers offered may also lure Barbarians, Fighters, Rogues, or even the occasional Ranger.

Class Features
Weapon and Armor Proficiency - A Spider Savage cannot be proficient in armor. In fact, he may prefer to wear only a woolen cloak to hide his disgustingly arachnidian features. For weapons, he may remain proficient in whatever weapons he used before taking on this prestige class, but he gains proficiency with web shooters at level 2 and with fangs at level 5.

Spider-Monk Abilities - A Spider Savage's class levels may stack with his former monk or spider-monk class levels for determining his unarmed damage, unarmored AC bonus, and unarmored speed bonus. If any of these are unspecified by his former class, use the chart provided above.

 : Spider savages grow in physical prowess much faster than other classes do. At 1st level, and every third level after that, they gain a +1 Ability bonus to either Strength, Dexterity, or Constitution (whichever the spider savage chooses). This is in addition to any other Ability bonuses gained through normal level-ups.

  - At first level, the Spider Savage may use the version of Spider Climb as seen in the Spider-Monk class. Levels in Spider Savage stack with levels in Spider-Monk for determining spider climbing speed. - If the character's total levels in Spider Savage and Spider-Monk reach 16, then he automatically gets the Spider-Monk feature True Spider Climb.

  - At 2nd level, the Spider Savage gains the ability to produce and shoot webs. Produce Webs (stacking) - If a Spider Savage has already learned Produce Webs from being a Spider-Monk, then every level modifier in this class stacks with those levels. Furthermore, a Spider Savage may choose to continue letting his webs grow stronger as they are, or modify them to become Razor Webs as described below. Shoot Webs (stacking) - If the Spider Savage already knows this feat from being a Spider-Monk, then shooting distance stacks with those levels and add +1 to ranged attacks.

  - At level two, the eldritch mutations of the Spider Savage already make it a fearful sight to behold, so it gains +6 to its inherent Intimidate skill.

 (Ex) - Starting level 3, the Spider-Savage's skin begins to harden to an exoskeleton of tough plates, giving it a +1 natural armor bonus to AC for every Spider Savage level/3. This stacks with unarmored AC bonuses. For example, at class level 6, the spider savage would have an AC bonus of +3 (+1 unarmored bonus, +2 natural).

  - At 5th level, the Spider Savage's mouth has metamorphosed into a spider's chelicerae, complete with piercing fangs. Consider this a new weapon that cannot be used with Flurry of Blows, but can be used for damage in a grapple attack, and does damage of 1d8 + Str. A spider savage's fangs may also gain a poisoning effect. Once per class level per day, he may call one fang attack to be a Poison Fang! This must be called before the attack roll is made. If it misses, he may not try again until the next round. If it hits, the opponent must make a Fortitude save (DC 10 + Spider Savage level + Con) or be poisoned. Poisoning causes Constitution damage of 1d4/round.

  - At 6th level, when not using the Poison Fang attack, the Spider Savage may use fangs as a draining attack. Half the total damage dealt to the target is then transferred to the HP of the Spider Savage.

  - Starting at level 8, the Spider Savage's hands more closely resemble the tarsus at the end of a spider's leg. These appendages now have the potential to rend an opponent's armor. This attack counts as a full attack action, using two hands and it deals 4d6 + Str points of damage to the opponent's armor. Creatures not wearing armor take this damage to their HP. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

  - At 9th level, a Spider Savage may transform into a medium-sized spider once per day. The effect lasts for 1 minute each time. During this time, the Spider Savage retains all previous knowledge, feats, and other attributes, but loses the ability to communicate with intelligent beings. - This spider form is not exactly like the medium monstrous spider, but think of it more as a super spider. The Spider Savage in this form gains a +10 communication bonus when using Spider Empathy. Furthermore, he gains +10 to all Climb checks, +1 to attack and damage, and does damage with an additional d6 for every attack. He cannot use Flurry of Blows or any artificial weapons in this form, but may otherwise make natural spider attacks (web shooter, unarmed strike, grapple, fang) as usual. - When the effect ends, the Spider Savage feels fatigued for 1d4 rounds.

Special Feature:

  - A Spider Savage who evolved to this state from being a Spider-Monk may sacrifice strength of webbing in order to make them cause more damage. Once this feature is taken, webs become weaker in their Armor Class and Difficulty Class (for breaking, etc.) by 5, although they still grow in strength at the same rate as described here. Damage is also reduced by one die size (e.g. from 1d6 to 1d4). The size of the damage die increases at the same total level as it would in the Spider-Monk class. - The webs are now covered in razor sharp barbs wherever the Spider Savage wants them to be (for example, an area in the middle of a line for creating a simple trap). Whenever anyone comes in contact with razor webs (friend and foe alike), they take damage. This counts for initial contact on a ranged web attack as well as delayed contact in the case of a net, trip-wire, etc. Additionally, a bound enemy would have to take this same damage on every Escape Artist attempt or Strength check to break their bonds (whether successful or not). - On a critical hit during a ranged attack with razor webs, damage is x2.

Fallen Spider-Monk
Spider Savages who have levels in the Spider-Monk class (that is to say, are now ex-Spider-Monks) gain Sneak Attack as consolation for losing their extra senses. They gain +1d6 of sneak attack damage, beginning at Spider-Monk level 4, and increasing by +1d6 for every 3rd subsequent level in Spider-Monk (i.e. for levels 7, 10, 13, 16, and 19), to a maximum of +6d6.

Ex-Spider Savage
The worst thing about being a Spider Savage is that he will have to live with his scars and deformities for the rest of his life, no matter what other classes he takes. His abject ugliness will forever make him shunned, an outcast from all societies. He will never know love, but only pain and rage and the ecstasy of battle. Since this is an evil class, the Spider Savage could only take levels as another class that permits evil or complete a mission of atonement in order to cleanse himself of his evil taint.