Difference between revisions of "Spider-Monk (3.5e Class)"
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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. | '''{{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. | ||
− | '''{{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]]'' as a spell-like ability once/day. | + | '''{{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 1) as a spell-like ability once/day. |
==== Ex-Spider-Monk ==== | ==== Ex-Spider-Monk ==== |
Revision as of 00:58, 10 October 2013
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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
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
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: The most important ability in this class is Intelligence. Strength and Dexterity tie for second place.
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"
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) |
Class Features
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, 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) + Spider-Monk level + 10 (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 38, which rounds up to 40ft (the maximum allowable speed for this race at this level).
- This ability may be used as a standard action or as an immediate action, as the situation dictates.
- The Spider-Monk may use this ability up to 1/2 class level + 3 times per day (Ex: A lv-8 Spider-Monk could use this 7 times per day).
- Starting at level 9, if spider climbing speed meets or exceeds unarmed movement speed, 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:
Produce Webs (Ex) - At 3rd level, the Spider-Monk can produce an amount of webbing once each day equal to (Craft(webs) + Spider-Monk level) x2. The resulting number is the feet of usable webbing gained. Unused webbing may accumulate indefinitely as cartridges of web fluid. 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.
- 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 15 + 1/2 Spider-Monk level + INT
- 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 12 + 1/2 Spider-Monk level + INT, with 2 HP per inch thickness.
Shoot Webs (Ex) - 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 + Str mod.
- Damage on a critical hit is increased to 1d6 at level 8, 1d8 at level 13, and 1d10 at level 18.
- When binding a foe, medium creature limbs require 3 feet of webbing to immobilize and another 3 feet to cover the head. Double this for every size category above medium, and halve it for every size category smaller, or modify it for differing purposes.
- The web shooter is a manufactured tool, as opposed to a magical item or biological growth. 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.
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 without limits on use/day. Spider climbing speed is now the same as normal movement speed (but he still can't sprint while climbing).
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 1) as a spell-like ability once/day.
Ex-Spider-Monk
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, and blind-fight. 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 level 7.
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.
Article Balance | Moderate + |
Author | Nolanf + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Martial Maneuvers + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rated By | Franken Kesey +, Wildmage +, Foxwarrior + and Planterobloon + |
Rating | Rated 2.8 / 4 + |
Reflex Save Progression | Good + |
Summary | Amalgamation of Monk, Rogue, and Spider-Man + |
Title | Spider-Monk + |
Will Save Progression | Good + |