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==Spider-Monk ==
 
==Spider-Monk ==
  
As a child, this unassuming monk was merely studying simple alchemy when an arcane spell went awry, giving him amazing spider-powers! Now he finds himself infused with greater strength and heightened senses. But with great power must come great responsibility, so the Spider-Monk has vowed to protect the innocent, no matter the cost.
+
There is a secret book of arcane magic, an unnamed tome known by academics as the "labyrinthine cypher." It has been studied for centuries, with a myriad of alternate translations resulting from its exposure to varying, fallible minds. With no known practical use, the book was relegated to the safe keeping of a remote monastery. While there, a brilliant young acolyte decoded a single page, revealing that certain esoteric rituals could grant amazing spider-powers to a person of pure heart and mind. Thus is the Spider-Monk created!
  
 
=== Making a Spider-Monk ===
 
=== Making a Spider-Monk ===
  
The Spider-Monk has an deep sense of responsibility. Because of this, he hones his skills and other attributes for the betterment of those around him. This often includes researching and developing new methods such as making webbing. Despite having excellent hand-to-hand fighting ability, the webs are the Spider-Monk's most valuable tool.
+
The Spider-Monk hones his skills and other attributes for the betterment of those around him, often because of a deep sense of responsibility. This may include researching and developing new methods such as making webbing. Despite having excellent hand-to-hand fighting ability, the webs are the Spider-Monk's most valuable tool.
  
'''Abilities:''' Most of the Spider-Monk's abilities are based on Strength and Dexterity, although some Intelligence will be needed for producing webs.
+
'''Abilities:''' For fighting or using ''spider climb'', spider-monks should have a high level of Strength; and for accuracy in shooting webs, they need to hone their Dexterity. Spider-Monks gain either of these at a greater rate than any other class. For webs, the most important ability is Constitution; and Intelligence is also needed for the faster improvement of necessary skills. These two abilities may only be gained at the normal rate afforded to everyone else.
  
 
'''Races:''' All races can be a Spider-Monk, but the Elf might be the easiest.
 
'''Races:''' All races can be a Spider-Monk, but the Elf might be the easiest.
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|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|1st|| class="left" | +1 || +2 || +2 || +2
+
|1st|| class="left" | +0 || +2 || +2 || +2
| class="left" | Flurry of Blows, Unarmed Strike, Lesser Spider Climb
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Monk_Abilities|Monk Abilities]], [[Spider-Monk_(3.5e_Class)#Spider_Climb|Spider Climb]]
 +
| -2/-2 || 1d6 || 0 || 0
 +
 
 +
|- class="{{Odd-Even|{{#var:odd}}}}"
 +
|2nd|| class="left" | +1 || +3 || +3 || +3
 +
| class="left" | [[Spider-Monk_(3.5e_Class)#Ability_Bonus|Ability Bonus]], [[Evasion#Evasion|Evasion]]
 
| -1/-1 || 1d6 || 0 || 0  
 
| -1/-1 || 1d6 || 0 || 0  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|2nd|| class="left" | +2 || +3 || +3 || +3
+
|3rd|| class="left" | +2 || +3 || +3 || +3
| class="left" | Evasion, Dodge
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Webs|Webs]]
| +0/+0 || 1d6 || 0 || 0
+
| +0/+0 || 1d6 || 0 || +10ft
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|3rd|| class="left" | +3 || +3 || +3 || +3
+
|4th||class="left" | +3 || +4 || +4 || +4
| class="left" | Produce Webs, Shoot Webs
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Spider_Sense_I|Spider Sense I]]
| +1/+1 || 1d6 || 0 || +10ft  
+
| +1/+1 || 1d8 || 0 || +10ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|4th||class="left" | +4 || +4 || +4 || +4
+
|5th||class="left" | +3 || +4 || +4 || +4
| class="left" | Trap Sense +1, Intermediate Spider Climb
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Ability_Bonus|Ability Bonus]]
| +2/+2 || 1d8 || 0 || +10ft  
+
| +2/+2 || 1d8 || +1 || +10ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|5th||class="left" | +5 || +4 || +4 || +4
+
|6th||class="left" | +4 || +5 || +5 || +5
| class="left" | Spider Strength
+
| class="left" |  
| +3/+3 || 1d8 || +1 || +10ft
+
| +3/+3 || 1d8 || +1 || +20ft
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|6th||class="left" | +6/+1 || +5 || +5 || +5
+
|7th||class="left" | +5 || +5 || +5 || +5
| class="left" | Uncanny Dodge
+
| class="left" | [[Improved_Evasion|Improved Evasion]]
| +4/+4/-1 || 1d8 || +1 || +20ft  
+
| +4/+4 || 1d8 || +1 || +20ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|7th||class="left" | +6/+1 || +5 || +5 || +5
+
|8th||class="left" | +6/+1 || +6 || +6 || +6
| class="left" | Trap Sense +2, Improved Produce Webs
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Ability_Bonus|Ability Bonus]], [[Spider-Monk_(3.5e_Class)#Spider_Sense_II|Spider Sense II]]
| +5/+5/+0 || 1d8 || +1 || +20ft  
+
| +5/+5/+0 || 1d10 || +1 || +20ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|8th||class="left" | +7/+2 || +6 || +6 || +6
+
|9th||class="left" | +6/+1 || +6 || +6 || +6
| class="left" | Improved Evasion
+
| class="left" | [[SRD:Ranger#Camouflage|Camouflage]]
| +6/+6/+1 || 1d10 || +1 || +20ft
+
| +6/+6/+1 || 1d10 || +1 || +30ft
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|9th||class="left" | +8/+3 || +6 || +6 || +6
+
|10th||class="left" | +7/+2 || +7 || +7 || +7
| class="left" | Spider Jump, Greater Spider Climb
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Paralyzing_Strike|Paralyzing Strike]]
| +7/+7/+2 || 1d10 || +1 || +30ft  
+
| +7/+7/+2 || 1d10 || +2 || +30ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|10th||class="left" | +9/+4 || +7 || +7 || +7
+
|11th||class="left" | +8/+3 || +7 || +7 || +7
| class="left" | Trap Sense +3, Improved Uncanny Dodge
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Ability_Bonus|Ability Bonus]]
 
| +8/+8/+3 || 1d10 || +2 || +30ft  
 
| +8/+8/+3 || 1d10 || +2 || +30ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|11th||class="left" | +10/+5 || +7 || +7 || +7
+
|12th||class="left" | +9/+4 || +8 || +8 || +8
| class="left" | Paralyzing Strike
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Spider_Sense_III|Spider Sense III]]
| +9/+9/+4 || 1d10 || +2 || +30ft
+
| +9/+9/+4 || 2d6 || +2 || +40ft  
 
 
|-
 
|12th||class="left" | +11/+6/+1 || +8 || +8 || +8
 
| class="left" | Spider Agility
 
| +10/+10/+5/+0 || 2d6 || +2 || +40ft  
 
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|13th||class="left" | +12/+7/+2 || +8 || +8 || +8
+
|13th||class="left" | +9/+4 || +8 || +8 || +8
| class="left" | Trap Sense +4, Greater Improved Produce Webs
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Extra_Arms|Extra Arms (+2)]]
| +11/+11/+6/+1 || 2d6 || +2 || +40ft  
+
| +9/+9/+4 || 2d6 || +2 || +40ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|14th||class="left" | +12/+7/+2 || +9 || +9 || +9
+
|14th||class="left" | +10/+5 || +9 || +9 || +9
| class="left" | Tremorsense
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Ability_Bonus|Ability Bonus]]
| +12/+12/+7/+2 || 2d6 || +3 || +40ft  
+
| +10/+10/+5 || 2d6 || +3 || +40ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|15th||class="left" | +13/+8/+3 || +9 || +9 || +9
+
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9
| class="left" | Blind-Fight
+
| class="left" | [[Spider-Monk_(3.5e_Class)#True_Spider_Climb|True Spider Climb]]
| +13/+13/+8/+3 || 2d6 || +3 || +50ft  
+
| +11/+11/+6/+1 || 2d6 || +3 || +50ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|16th||class="left" | +14/+9/+4 || +10 || +10 || +10
+
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10
| class="left" | Trap Sense +5, True Spider Climb
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Spider_Sense_IV|Spider Sense IV]]
| +14/+14/+9/+4 || 2d8 || +3 || +50ft  
+
| +12/+12/+7/+2 || 2d8 || +3 || +50ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|17th||class="left" | +15/+10/+5 || +10 || +10 || +10
+
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10
| class="left" | Four Arms
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Ability_Bonus|Ability Bonus]]
| +15/+15/+10/+5 || 2d8 || +3 || +50ft  
+
| +12/+12/+7/+2 || 2d8 || +3 || +50ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|18th||class="left" | +16/+11/+6/+1 || +11 || +11 || +11
+
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11
| class="left" | Hide in Plain Sight
+
| class="left" | [[SRD:Ranger#Hide_in_Plain_Sight|Hide in Plain Sight]]
| +16/+16/+11/+6/+1 || 2d8 || +3 || +60ft  
+
| +13/+13/+8/+3 || 2d8 || +3 || +60ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|19th||class="left" | +17/+12/+7/+2 || +11 || +11 || +11
+
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11
| class="left" | Trap Sense +6, Spider Shadow Walk
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Extra_Arms|Extra Arms (+4)]]
| +17/+17/+12/+7/+2 || 2d8 || +3 || +60ft  
+
| +14/+14/+9/+4 || 2d8 || +3 || +60ft  
  
|-  
+
|- class="{{Odd-Even|{{#var:odd}}}}"
|20th||class="left" | +18/+13/+8/+3 || +12 || +12 || +12
+
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12
| class="left" | Web of Life
+
| class="left" | [[Spider-Monk_(3.5e_Class)#Ability_Bonus|Ability Bonus]], [[Spider-Monk_(3.5e_Class)#Spider_Sense_V|Spider Sense V]]
| +18/+18/+13/+8/+3 || 2d10 || +4 || +60ft  
+
| +15/+15/+10/+5 || 2d10 || +4 || +60ft  
  
 
|-
 
|-
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
The Spider-Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (other) (Int), Craft (traps) (Int), Craft (webs) (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
+
The Spider-Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft(other) (Int), Craft(trap making) (Int), Craft(webs) (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
  
 
|}
 
|}
  
====Class Features====
+
==== Class Features ====
  
All of the following are class features of the Spider-Monk.
+
'''Weapon and Armor Proficiency:''' Spider-Monks may be proficient with all simple weapons plus handaxe, kama, nunchaku, quarterstaff, sai, shuriken, and siangham. After a Spider-Monk gains web shooters, he would be proficient in that too. Spider-Monks need the greatest range of movement possible and so can't use any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Spider-Monk loses AC bonus, as well as fast movement and flurry of blows abilities.
  
'''Weapon and Armor Proficiency:''' Spider-Monks may be proficient with simple weapons such as club, crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. After a Spider-Monk gains web shooters, he would be proficient in that too. Spider-Monks need the greatest range of movement possible and so can't use any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Spider-Monk loses AC bonus, as well as fast movement and flurry of blows abilities.
+
'''{{Anchor|Monk Abilities}} {{Ex}}:''' Upon taking this class, all spider-monks automatically gain the following abilities of monks:  [[SRD:Monk#Unarmed_Strike|Unarmed Strike]], [[SRD:Monk#Flurry_of_Blows|Flurry of Blows]], [[SRD:Monk#Fast_Movement|Fast Movement]], and [[SRD:Monk#AC_Bonus|AC Bonus]]. Follow the chart above for the details of those abilities.
  
'''Flurry of Blows''' - When unarmored, a Spider-Monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty (for the first six levels), as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column above. This penalty applies for 1 round, so it also affects attacks of opportunity the Spider-Monk might make before his next action. When a Spider-Monk reaches 7th level, the penalty lessens to -1, and at 15th level, it disappears. A Spider-Monk must use a full attack action to strike with a flurry of blows.<br/> - There are many more details to this form of attack, so see the Monk section on p.41 of the Players Handbook v.3.5 for everything pertaining to this feat.
+
'''{{Anchor|Spider Climb}} {{Sp}}''' - At level 1, the Spider-Monk's powers begin to manifest. Instead of making a Climb check, he may use the spell-like ability [[Spider_climb|Spider Climb]] at will, but with the following modifications: The duration is only one round per use, but uses can be chained together for continuous effect. The climb speed is equal to (2 x Climb skill) + (movement speed/2) (total rounded to the nearest 5), limited to normal unarmed movement speed (with bonuses). '''Example''': A Dwarfish lv-8 Spider-Monk with a Climb of 10 would get a spider climbing speed of 40ft (the maximum allowable speed for this race at this level).<br/> - This ability may be used as a move action or as an immediate action, as the situation dictates.<br/> - Starting at level 9, if spider climbing speed meets or exceeds unarmed movement speed, the spider-monk attains [[Spider-Monk_(3.5e_Class)#True_Spider_Climb|True Spider Climb]].
  
'''Unarmed Strike''' - This is exactly the same as in the Monk section of the Player's Handbook 3.5.
+
'''{{Anchor|Ability Bonus}} {{Ex}}:''' Spider-monks grow in physical prowess much faster than other classes do. At 2nd level, and every third level after that, they gain a +1 Ability bonus to either Strength or Dexterity (whichever the spider-monk chooses). This is in addition to any other Ability bonuses gained through normal level-ups.
  
'''Lesser Spider Climb''' - At level 1, the Spider-Monk's powers begin to manifest. Once per Spider-Monk level per day, he can climb and travel on vertical surfaces or even traverse ceilings. The duration lasts only one round. Instead of making a Climb check, the subject gains a Climb speed of 15 feet (this bonus does not apply when the Spider-Monk runs out of ''spider climbs'' and must do a regular Climb check). A ''spider climbing'' creature retains its Dex bonus to AC while climbing and enemies get no special bonus against it. It cannot, however, use the run action while climbing. This feat improves at levels 4, 9, and 16.
+
'''{{Anchor|Webs}}:'''<br/>
 +
'''Craft Webs {{Ex}}:''' Most craft skills are Intelligence-based. Since webs are crafted biologically, switch the craft(webs) skill to be [[SRD:Constitution|Constitution]]-based.<br/>
 +
'''{{Anchor|Produce Webs}} {{Ex}}''' - At 3rd level, the Spider-Monk can produce an amount of webbing once each day equal to Craft(webs) + 10 (increasing by another 10 at levels 8, 13, and 18). The resulting number is the feet of usable webbing gained. Any length of webbing used dissolves into nothing after one hour (increasing by 1 hour at levels 8, 13, and 18), but remains very strong until then. Unused webbing may accumulate from day to day up to a maximum of twice the production amount. <br/>
 +
:Webbing can be used for any number of purposes - rope for climbing, binding enemies, or crafting traps, just to name a few. Spider-Monks are encouraged to be creative with their usages, but should be aware of the limit of their web length. Appropriate checks (Craft, Use Rope, etc.) should also be done, depending on the situation. Dungeon Masters get final say on whether a certain use is allowable in any given context.<br/>
 +
:If an enemy is bound in webbing, it can make an Escape Artist check against the Spider-Monk's Use Rope skill check to free itself; or the subject could try a Strength check of DC 21 + [[SRD:Constitution|Con]].<br/>
 +
:The webbing, when in use, is only sticky in places where the spider-monk wants it to be (e.g. one end only, for sticking to a ceiling). Webs cannot stick to wet, oily, or extremely hot (fiery) surfaces.<br/>
 +
:Webbing is vulnerable to sharp objects and fire, against which it has an AC of 18 + [[SRD:Constitution|Con]], with 2 HP per inch thickness.
 +
'''{{Anchor|Shoot Webs}} {{Ex}}''' - At 3rd level, Spider-Monks can shoot webs a distance of 50 feet (improving by another 10 feet at levels 8, 13, and 18), as a standard action. This can be used to affix one end of a web to an object some distance away, or it can be used as a '''ranged touch attack''' resulting in binding, grappling, or entangling an enemy, but it does no damage upon impact, unless on a natural 20. In the case of a Critical hit, damage is equal to 1d4. Damage on a critical hit is increased to 1d6 at level 8, 1d8 at level 13, and 1d10 at level 18.<br/>
 +
:'''Called Shots:''' Spider-Monks must make a called ranged touch attack in order to bind an arm, leg, or any other part of a foe. For medium sized creatures, this costs 3 feet of webbing. Double this for every size category above medium, and halve it for every size category smaller, or modify it for differing purposes.<br/>
 +
:'''Non-Called Shots:''' When not calling a shot, spider-monks use 10 feet of webbing to cause [[SRD:Entangled|entanglement]] without allowing a reflex save. Double this cost for every size category above medium, and halve it for every size category smaller.<br/>
 +
:The webs may also be used to attempt to trip or disarm an enemy, exactly as a whip can. The webbing cost would simply be the length between the two characters.
 +
:The spinnerettes/web shooters are biological growths, as opposed to a magical item or manufactured tool. They cannot be used with ''Flurry of Blows'', but they are permanently affixed to the forearms, so they never have to be equipped or unequipped.
  
'''Evasion''' - A Spider-Monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw, against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Spider-Monk is wearing light armor or no armor. A helpless Spider-Monk (unconscious, for example) does not gain the benefit of Evasion.
+
'''{{Anchor|Spider Sense I}} {{Ex}}:''' At level 4, spider-monks begin to develop extrasensory perception that warns them of potential danger. At this level, it is manifested as [[SRD:Rogue#Trap_Sense|Trap Sense +2]] and [[SRD:Rogue#Uncanny_Dodge|Uncanny Dodge]].
  
'''Dodge''' - At 2nd level, a Spider-Monk can use the Dodge feat, even if he doesn't meet the prerequisites. Spider-Monk may choose one opponent per round against whom he will receive a +1 dodge bonus to AC. See other details in Players Handbook 3.5.
+
'''{{Anchor|Spider Sense II}} {{Ex}}:''' At 8th level, spider-monks gain greater senses in the form of  [[SRD:Rogue#Trap_Sense|Trap Sense +4]] and [[SRD:Rogue#Improved_Uncanny_Dodge|Improved Uncanny Dodge]].
  
'''Produce Webs''' - At 3rd level, the Spider-Monk can produce an amount of webbing once each day by rolling a Craft (webs) check. The resulting number is the feet of usable webbing gained. Unused webbing may accumulate indefinitely. Any length of webbing used dissolves into nothing after one hour, but remains strong as a normal rope until then. <br/>
+
'''{{Anchor|Paralyzing Strike}} {{Ex}}:''' At level 10, Spider-Monk's strikes gain a paralyzing effect that may stack with other attacks. Usable 1/2 Spider-Monk level/day, the Spider-Monk may call one unarmed strike (but not in ''Flurry of Blows'') to be a ''Paralyzing Strike''! 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 + 1/2 Spider-Monk level + Str) or be [[SRD:Paralyzed|paralyzed]] for 1 round.<br/> - '''Paralyzing while grappling''' - First the Spider-Monk must call a paralyzing strike and perform a successful unarmed attack (at highest BAB -4 for grappling). This counts as a full attack action. After the attempt, grappling resumes. If the paralyzing was successful, the spider-monk may choose to release the opponent immediately and make any available actions left to him.
- Webbing can be used for any number of purposes - rope for climbing, binding enemies, or crafting traps, just to name a few. Spider-Monks are encouraged to be creative with their usages, but should be aware of the limit of their web length. Appropriate checks (Craft, Use Rope, etc.) should also be done, depending on the situation. Dungeon Masters get final say on whether a certain use is allowable in any given context.<br/>
 
- If an enemy is bound in webbing, it can make an Escape Artist check against the Spider-Monk's Use Rope skill check to free itself; or the subject could try a Strength check of DC 19<br/>
 
- The webbing, when in use, is only sticky in places where the Spider-Monk wants it to be (e.g. one end only, for sticking to a ceiling). Webs cannot stick to wet, oily, or extremely hot (fiery) surfaces.<br/>
 
- Webbing is vulnerable to sharp objects and fire, against which it has a breaking DC of 16. The webbing improves at levels 7 and 13.
 
  
'''Shoot Webs''' - At 3rd level, Spider-Monks can shoot webs a distance of 10 feet per Spider-Monk level, as a standard action. This can be used to affix one end of a web to an object some distance away, or it can be used as a ranged attack resulting in binding or grappling an enemy, but it does no damage upon impact, unless on a natural 20. In the case of a Critical hit, damage is equal to 1d4 + damage mod.<br/> - When binding a medium (man-sized) foe, consider this rule of thumb for web usage: It takes about 3 feet of webbing to bind each limb, another 3 feet to cover the head (giving a total of 15 feet for total body covering, at minimum). Scale this up or down depending on the size of the enemy (or use of webs).<br/> - The Spider-Monk will list ''web shooter'' among his usable weapons. It cannot be used with ''Flurry of Blows'', but it is permanently affixed to the forearm, so it never has to be equipped or unequipped.
+
'''{{Anchor|Spider Sense III}} {{Ex}}:''' At 12th level, spider-monks gain greater senses in the form of [[SRD:Rogue#Trap_Sense|Trap Sense +6]] and [[SRD:Tremorsense|Tremorsense]] of 60 feet in contact with the ground, and any distance in contact with a Spider-Monk's web. They also gain [[SRD:Blindsight_and_Blindsense|Blindsense]] out to 20 feet.
  
'''Trap Sense''' - Starting at 4th level, a Spider-Monk has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Spider-Monk levels thereafter. Trap sense bonuses gained from other classes stack.
+
'''{{Anchor|Extra Arms}} {{Ex}}''' - At 13th level, the Spider-Monk's mutations become more grotesque as he grows two more arms! This allows him to hold two more one-handed weapons (or one more two-handed weapon), but he gains no extra attacks.<br> - Spider-Monk gains a +1 attack bonus to Melee and +3 attack bonus to Grapple.<br/> - Spider-Monk may also use his extra arms to use webbing while fighting as one of his possible attacks. The web shooters should be considered the off-hand weapon. The spider-monk gains the Two-Weapon Fighting feat as long as one of the weapons used is the web shooter.<br/> - At level 19, another set of arms grows (+4 total arms), doubling the effects given by the previous new pair of arms. However, if the Spider-Monk had more than four limbs to begin with, this feature cannot allow more than eight limbs in all.
  
'''Intermediate Spider Climb''' - At 4th level, Spider-Monk can use the ''spider climb'' feat to add an additional 10 to climb speed (stacking, for a total of 25 + Climb skill).
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'''{{Anchor|True Spider Climb}} {{Sp}}''' - At 15th level (if the Spider-Monk hasn't already achieved this ability), he can always perform ''spider climb'' at maximum movement speed (but he still can't sprint while climbing) without the need for adding more ranks into Climb skill.
  
'''Spider Strength''' - At 5th level, a Spider-Monk gains a permanent +2 to Strength (which gives +1 to Str mod). Just as a reminder, this affects Melee attack, Grapple attack, damage, Climb, Jump, and Swim.
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'''{{Anchor|Spider Sense IV}} {{Ex}}:''' At 16th level, spider-monks gain greater senses in the form of [[SRD:Rogue#Trap_Sense|Trap Sense +8]] and [[SRD:Blindsight_and_Blindsense|Blindsight]] out to 20 feet.
  
'''Uncanny Dodge''' - At 6th level, a Spider-Monk gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dex bonus to AC if immobilized. If a Spider-Monk already has Uncanny Dodge from another class, he automatically gains Improved Uncanny Dodge.
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'''{{Anchor|Spider Sense V}} {{Ex}}:''' At level 20, spider-monks attain the zenith of their danger-warning sense. First, they may use [[SRD:Rogue#Trap_Sense|Trap Sense +10]]. Secondly, they may use ''[[SRD:Foresight|Foresight]]'' (assuming a caster level of 6, save DC of 19 + [[SRD:Intelligence|Int]] if cast on an unwilling subject) as a spell-like ability once/day.
  
'''Improved Produce Webs''' - Starting at level 7, Spider-Monks may add 1d10 to their daily Craft(webs) checks.<br/> - The webs are now stronger and stickier. Enemies bound in them must succeed their Escape Artist check against Spider-Monk's Use Rope check; or they could try a Strength check of DC 24<br/> - Since the webs are stronger, if anyone wants to cut a web line (or destroy a web-crafted object), they must roll an attack with a sharp or fiery weapon and beat the web's DC of 21.<br/> - Although using webs as a ranged attack still does no damage normally, on a critical hit, increase the damage die to 1d6.
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==== Ex-Spider-Monk ====
 
 
'''Improved Evasion''' - At 8th level, a Spider-Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless Spider-Monk (like one who is paralyzed) does not gain the benefit of improved evasion.
 
 
 
'''Spider Jump''' - At level 9, Spider-Monks permanently add +6 to their Jump skill.
 
 
 
'''Greater Spider Climb''' - At level 9, Spider-Monk adds an additional 10 to climb speed (stacking, for a total of 35 + Climb skill).
 
 
 
'''Improved Uncanny Dodge''' - At 10th level and higher, a Spider-Monk can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Spider-Monk by flanking him, unless the attacker has at least four more rogue levels than the target has Spider-Monk levels.<br/> - If a character already has improved uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
 
 
 
'''Paralyzing Strike''' - At level 11, Spider-Monk's strikes gain a paralyzing effect that may stack with other attacks. Once each round, the Spider-Monk may call one unarmed strike (but not in ''Flurry of Blows'') or grapple attack to be a ''Paralyzing Strike''! This must be called before the attack role is made. If it misses, he may not try again until the next round. If it hits, the opponent must make a Fortitude save (10 + 1/2 Spider-Monk level + Str) or be paralyzed for 1 round.
 
 
 
'''Spider Agility''' - At 12th level, a Spider-Monk gains a permanent +2 to Dexterity (which gives +1 to Dex mod). Just as a reminder, this affects AC, Initiative, Reflex save, ranged attack, Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope.
 
 
 
'''Greater Improved Produce Webs''' - Starting at level 13, Spider-Monks may add one additional d20 to their Craft(webs) checks for producing webbing. The additional die stacks with previous dice.<br/> - In order for a bound enemy to break loose, it would need an Escape Artist check beating Spider-Monk's Use Rope +2 check; or they could try a Strength check of DC 29<br/> - The webs are now very strong and carry their own DC of 26 to be broken by a sharp or fiery weapon.<br/> - On a critical hit during a ranged attack with webs, increase the damage die to 1d8.
 
 
 
'''Tremorsense''' - At 14th level, a Spider-Monk can detect and pin-point any creature or object within 60 feet in contact with the ground, or within any range in contact with the Spider-Monk's webs.
 
 
 
'''Blind-Fight''' - At level 15, Spider-Monks know how to fight in melee without being able to see their foes.<br/> - In melee, every time Spider-Monk misses because of concealment, he can re-roll his miss chance percentile roll one time to see if he actually hits.<br/> - Please see other details in Players Guide 3.5.
 
 
 
'''True Spider Climb''' - At 16th level, Spider-Monk can always perform the ''spider climb'' feat, without llimitations. Spider climbing speed is now the same as normal movement speed (but he still can't sprint while climbing). Because of this, the Climb skill is no longer valid.
 
 
 
'''Four Arms''' - At 17th level, the Spider-Monk's mutations become more grotesque as he grows two more arms! This allows him to hold two more one-handed weapons (or one more two-handed weapon).<br> - Spider-Monk gains a +4 attack bonus to Grapple.<br/> - Spider-Monk may also use his extra arms to use webbing while fighting (as long as he is ''not'' using a Flurry of Blows attack). Webbing can only be used effectively against opponents on whom he is focussed.
 
 
 
'''Hide in Plain Sight''' - While in any sort of natural terrain, a Spider-Monk of 18th level or higher can use uncanny spider-like camouflage to use the Hide skill even while being observed.
 
  
'''Spider Shadow Walk''' - At 19th level, once per day, Spider-Monk and any creature he touches may transport along a path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. They may travel very quickly on this planar border and reappear anywhere in the Material Plane. They may travel even to places they've never been to before, but details of the Material Plane appear blurred while in transit. Because this mode of travel is not entirely precise, an exact target space may or may not be reached when the spell ends. Everyone in the ''shadow walk'' is shunted 1d10 x10 feet in any passable direction from the target space.
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A Spider-Monk who ceases to be good, who willfully commits an evil act, or who grossly violates the code of conduct loses all sense-augmenting features, i.e., '''trap sense, uncanny dodge, improved uncanny dodge, tremorsense, blindsense, blindsight, and ''foresight''.''' He may not progress any further in levels as a Spider-Monk. He would regain his abilities and advancement potential if he atones for his violations, as appropriate.<br/> - As an alternative to keeping a Good alignment, a Spider-Monk may turn Evil and change to the prestige class [[Spider_Savage_(3.5e_Prestige_Class)|Spider Savage]] after at least class level 4.<br/>
 +
If a [[Spider_Savage_(3.5e_Prestige_Class)|Spider Savage]] ever wants to resume levels in Spider-Monk, he must complete a mission of atonement and vow never to be evil again.<br/> - A Spider-Monk who takes on another class for other reasons incurs no penalties.
  
'''Web of Life''' - By level 20, the Spider-Monk has attained a level of spider-enlightenment that allows him to sense the vibrations of the ethereal web that binds all life forms together.<br/> - This allows him to sense the actions of all past and present adventure companions, no matter how far away they are. He also gets a vague sense of their whereabouts, dependent on a Concentration check. This sense gives the impression of looking and listening through a slightly foggy window.<br/> - This connection also allows Spider-Monk to keep a companion alive after their HP has gone below 0. As long as Spider-Monk keeps within 5 feet of a fallen friend, none of their points lower any more than they already have, unless another character causes more harm to befall them. This does not affect the Spider-Monk's ability to attack or defend.
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{{Copyright Disclaimer}}
  
==== Ex-Spider-Monk ====
 
  
A Spider-Monk must always be good and try to help the people around him. If a Spider-Monk ever does anything evil, and has reached at least level 6, he must change to the prestige class Spider Savage on his next level-up.
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If a Spider Savage ever wants to resume levels in Spider-Monk, he must complete a mission of atonement and vow never to be evil again.
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{{3.5e Base Classes Breadcrumb}}
A Spider-Monk who takes on another class for other reasons incurs no penalties.
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[[Category:3.5e]]
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[[Category:User]]
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[[Category:Class]]
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[[Category:Base Class]]
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Amalgamation of Monk, Rogue, and Spider-Man 20 1 Moderate Good Good Good Martial Maneuvers Class Ability Progression: Other



Spider-Monk[edit]

There is a secret book of arcane magic, an unnamed tome known by academics as the "labyrinthine cypher." It has been studied for centuries, with a myriad of alternate translations resulting from its exposure to varying, fallible minds. With no known practical use, the book was relegated to the safe keeping of a remote monastery. While there, a brilliant young acolyte decoded a single page, revealing that certain esoteric rituals could grant amazing spider-powers to a person of pure heart and mind. Thus is the Spider-Monk created!

Making a Spider-Monk[edit]

The Spider-Monk hones his skills and other attributes for the betterment of those around him, often because of a deep sense of responsibility. This may include researching and developing new methods such as making webbing. Despite having excellent hand-to-hand fighting ability, the webs are the Spider-Monk's most valuable tool.

Abilities: For fighting or using spider climb, spider-monks should have a high level of Strength; and for accuracy in shooting webs, they need to hone their Dexterity. Spider-Monks gain either of these at a greater rate than any other class. For webs, the most important ability is Constitution; and Intelligence is also needed for the faster improvement of necessary skills. These two abilities may only be gained at the normal rate afforded to everyone else.

Races: All races can be a Spider-Monk, but the Elf might be the easiest.

Alignment: Any Good.

Starting Gold: 2d4 ×10 gp

Starting Age: "Moderate" or "As fighter"

Table: The Spider-Monk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage
AC Bonus Unarmored
Speed Bonus
Fort Ref Will
1st +0 +2 +2 +2 Monk Abilities, Spider Climb -2/-2 1d6 0 0
2nd +1 +3 +3 +3 Ability Bonus, Evasion -1/-1 1d6 0 0
3rd +2 +3 +3 +3 Webs +0/+0 1d6 0 +10ft
4th +3 +4 +4 +4 Spider Sense I +1/+1 1d8 0 +10ft
5th +3 +4 +4 +4 Ability Bonus +2/+2 1d8 +1 +10ft
6th +4 +5 +5 +5 +3/+3 1d8 +1 +20ft
7th +5 +5 +5 +5 Improved Evasion +4/+4 1d8 +1 +20ft
8th +6/+1 +6 +6 +6 Ability Bonus, Spider Sense II +5/+5/+0 1d10 +1 +20ft
9th +6/+1 +6 +6 +6 Camouflage +6/+6/+1 1d10 +1 +30ft
10th +7/+2 +7 +7 +7 Paralyzing Strike +7/+7/+2 1d10 +2 +30ft
11th +8/+3 +7 +7 +7 Ability Bonus +8/+8/+3 1d10 +2 +30ft
12th +9/+4 +8 +8 +8 Spider Sense III +9/+9/+4 2d6 +2 +40ft
13th +9/+4 +8 +8 +8 Extra Arms (+2) +9/+9/+4 2d6 +2 +40ft
14th +10/+5 +9 +9 +9 Ability Bonus +10/+10/+5 2d6 +3 +40ft
15th +11/+6/+1 +9 +9 +9 True Spider Climb +11/+11/+6/+1 2d6 +3 +50ft
16th +12/+7/+2 +10 +10 +10 Spider Sense IV +12/+12/+7/+2 2d8 +3 +50ft
17th +12/+7/+2 +10 +10 +10 Ability Bonus +12/+12/+7/+2 2d8 +3 +50ft
18th +13/+8/+3 +11 +11 +11 Hide in Plain Sight +13/+13/+8/+3 2d8 +3 +60ft
19th +14/+9/+4 +11 +11 +11 Extra Arms (+4) +14/+14/+9/+4 2d8 +3 +60ft
20th +15/+10/+5 +12 +12 +12 Ability Bonus, Spider Sense V +15/+15/+10/+5 2d10 +4 +60ft

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Spider-Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft(other) (Int), Craft(trap making) (Int), Craft(webs) (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: Spider-Monks may be proficient with all simple weapons plus handaxe, kama, nunchaku, quarterstaff, sai, shuriken, and siangham. After a Spider-Monk gains web shooters, he would be proficient in that too. Spider-Monks need the greatest range of movement possible and so can't use any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Spider-Monk loses AC bonus, as well as fast movement and flurry of blows abilities.

Monk Abilities (Ex): Upon taking this class, all spider-monks automatically gain the following abilities of monks: Unarmed Strike, Flurry of Blows, Fast Movement, and AC Bonus. Follow the chart above for the details of those abilities.

Spider Climb (Sp) - At level 1, the Spider-Monk's powers begin to manifest. Instead of making a Climb check, he may use the spell-like ability Spider Climb at will, but with the following modifications: The duration is only one round per use, but uses can be chained together for continuous effect. The climb speed is equal to (2 x Climb skill) + (movement speed/2) (total rounded to the nearest 5), limited to normal unarmed movement speed (with bonuses). Example: A Dwarfish lv-8 Spider-Monk with a Climb of 10 would get a spider climbing speed of 40ft (the maximum allowable speed for this race at this level).
- This ability may be used as a move action or as an immediate action, as the situation dictates.
- Starting at level 9, if spider climbing speed meets or exceeds unarmed movement speed, the spider-monk attains True Spider Climb.

Ability Bonus (Ex): Spider-monks grow in physical prowess much faster than other classes do. At 2nd level, and every third level after that, they gain a +1 Ability bonus to either Strength or Dexterity (whichever the spider-monk chooses). This is in addition to any other Ability bonuses gained through normal level-ups.

Webs:
Craft Webs (Ex): Most craft skills are Intelligence-based. Since webs are crafted biologically, switch the craft(webs) skill to be Constitution-based.
Produce Webs (Ex) - At 3rd level, the Spider-Monk can produce an amount of webbing once each day equal to Craft(webs) + 10 (increasing by another 10 at levels 8, 13, and 18). The resulting number is the feet of usable webbing gained. Any length of webbing used dissolves into nothing after one hour (increasing by 1 hour at levels 8, 13, and 18), but remains very strong until then. Unused webbing may accumulate from day to day up to a maximum of twice the production amount.

Webbing can be used for any number of purposes - rope for climbing, binding enemies, or crafting traps, just to name a few. Spider-Monks are encouraged to be creative with their usages, but should be aware of the limit of their web length. Appropriate checks (Craft, Use Rope, etc.) should also be done, depending on the situation. Dungeon Masters get final say on whether a certain use is allowable in any given context.
If an enemy is bound in webbing, it can make an Escape Artist check against the Spider-Monk's Use Rope skill check to free itself; or the subject could try a Strength check of DC 21 + Con.
The webbing, when in use, is only sticky in places where the spider-monk wants it to be (e.g. one end only, for sticking to a ceiling). Webs cannot stick to wet, oily, or extremely hot (fiery) surfaces.
Webbing is vulnerable to sharp objects and fire, against which it has an AC of 18 + Con, with 2 HP per inch thickness.

Shoot Webs (Ex) - At 3rd level, Spider-Monks can shoot webs a distance of 50 feet (improving by another 10 feet at levels 8, 13, and 18), as a standard action. This can be used to affix one end of a web to an object some distance away, or it can be used as a ranged touch attack resulting in binding, grappling, or entangling an enemy, but it does no damage upon impact, unless on a natural 20. In the case of a Critical hit, damage is equal to 1d4. Damage on a critical hit is increased to 1d6 at level 8, 1d8 at level 13, and 1d10 at level 18.

Called Shots: Spider-Monks must make a called ranged touch attack in order to bind an arm, leg, or any other part of a foe. For medium sized creatures, this costs 3 feet of webbing. Double this for every size category above medium, and halve it for every size category smaller, or modify it for differing purposes.
Non-Called Shots: When not calling a shot, spider-monks use 10 feet of webbing to cause entanglement without allowing a reflex save. Double this cost for every size category above medium, and halve it for every size category smaller.
The webs may also be used to attempt to trip or disarm an enemy, exactly as a whip can. The webbing cost would simply be the length between the two characters.
The spinnerettes/web shooters are biological growths, as opposed to a magical item or manufactured tool. They cannot be used with Flurry of Blows, but they are permanently affixed to the forearms, so they never have to be equipped or unequipped.

Spider Sense I (Ex): At level 4, spider-monks begin to develop extrasensory perception that warns them of potential danger. At this level, it is manifested as Trap Sense +2 and Uncanny Dodge.

Spider Sense II (Ex): At 8th level, spider-monks gain greater senses in the form of Trap Sense +4 and Improved Uncanny Dodge.

Paralyzing Strike (Ex): At level 10, Spider-Monk's strikes gain a paralyzing effect that may stack with other attacks. Usable 1/2 Spider-Monk level/day, the Spider-Monk may call one unarmed strike (but not in Flurry of Blows) to be a Paralyzing Strike! 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 + 1/2 Spider-Monk level + Str) or be paralyzed for 1 round.
- Paralyzing while grappling - First the Spider-Monk must call a paralyzing strike and perform a successful unarmed attack (at highest BAB -4 for grappling). This counts as a full attack action. After the attempt, grappling resumes. If the paralyzing was successful, the spider-monk may choose to release the opponent immediately and make any available actions left to him.

Spider Sense III (Ex): At 12th level, spider-monks gain greater senses in the form of Trap Sense +6 and Tremorsense of 60 feet in contact with the ground, and any distance in contact with a Spider-Monk's web. They also gain Blindsense out to 20 feet.

Extra Arms (Ex) - At 13th level, the Spider-Monk's mutations become more grotesque as he grows two more arms! This allows him to hold two more one-handed weapons (or one more two-handed weapon), but he gains no extra attacks.
- Spider-Monk gains a +1 attack bonus to Melee and +3 attack bonus to Grapple.
- Spider-Monk may also use his extra arms to use webbing while fighting as one of his possible attacks. The web shooters should be considered the off-hand weapon. The spider-monk gains the Two-Weapon Fighting feat as long as one of the weapons used is the web shooter.
- At level 19, another set of arms grows (+4 total arms), doubling the effects given by the previous new pair of arms. However, if the Spider-Monk had more than four limbs to begin with, this feature cannot allow more than eight limbs in all.

True Spider Climb (Sp) - At 15th level (if the Spider-Monk hasn't already achieved this ability), he can always perform spider climb at maximum movement speed (but he still can't sprint while climbing) without the need for adding more ranks into Climb skill.

Spider Sense IV (Ex): At 16th level, spider-monks gain greater senses in the form of Trap Sense +8 and Blindsight out to 20 feet.

Spider Sense V (Ex): At level 20, spider-monks attain the zenith of their danger-warning sense. First, they may use Trap Sense +10. Secondly, they may use Foresight (assuming a caster level of 6, save DC of 19 + Int if cast on an unwilling subject) as a spell-like ability once/day.

Ex-Spider-Monk[edit]

A Spider-Monk who ceases to be good, who willfully commits an evil act, or who grossly violates the code of conduct loses all sense-augmenting features, i.e., trap sense, uncanny dodge, improved uncanny dodge, tremorsense, blindsense, blindsight, and foresight. He may not progress any further in levels as a Spider-Monk. He would regain his abilities and advancement potential if he atones for his violations, as appropriate.
- As an alternative to keeping a Good alignment, a Spider-Monk may turn Evil and change to the prestige class Spider Savage after at least class level 4.
If a Spider Savage ever wants to resume levels in Spider-Monk, he must complete a mission of atonement and vow never to be evil again.
- A Spider-Monk who takes on another class for other reasons incurs no penalties.

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Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceModerate +
AuthorNolanf +
Base Attack Bonus ProgressionModerate +
Class AbilityMartial Maneuvers +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByFranken Kesey +, Wildmage +, Foxwarrior + and Planterobloon +
RatingRated 2.8 / 4 +
Reflex Save ProgressionGood +
SummaryAmalgamation of Monk, Rogue, and Spider-Man +
TitleSpider-Monk +
Will Save ProgressionGood +