Spider-Monk (3.5e Class)

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Author: Nolan Fleming (talk)
Date Created: 8_11_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, it was discovered that some forgotten 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 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.

Abilities: Most of the Spider-Monk's abilities are based on Strength and Dexterity, although some Intelligence will be needed for producing webs.

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 +1 +2 +2 +2 Flurry of Blows, Unarmed Strike, Lesser Spider Climb -1/-1 1d6 0 0
2nd +2 +3 +3 +3 Evasion, Dodge +0/+0 1d6 0 0
3rd +3 +3 +3 +3 Produce Webs, Shoot Webs +1/+1 1d6 0 +10ft
4th +4 +4 +4 +4 Trap Sense +1, Intermediate Spider Climb +2/+2 1d8 0 +10ft
5th +5 +4 +4 +4 Uncanny Dodge +3/+3 1d8 +1 +10ft
6th +6/+1 +5 +5 +5 Spider Jump +4/+4/-1 1d8 +1 +20ft
7th +6/+1 +5 +5 +5 Trap Sense +2, Improved Produce Webs +5/+5/+0 1d8 +1 +20ft
8th +7/+2 +6 +6 +6 Improved Evasion +6/+6/+1 1d10 +1 +20ft
9th +8/+3 +6 +6 +6 Spider Strength, Greater Spider Climb +7/+7/+2 1d10 +1 +30ft
10th +9/+4 +7 +7 +7 Trap Sense +3, Improved Uncanny Dodge +8/+8/+3 1d10 +2 +30ft
11th +10/+5 +7 +7 +7 Paralyzing Strike +9/+9/+4 1d10 +2 +30ft
12th +11/+6/+1 +8 +8 +8 Spider Agility +10/+10/+5/+0 2d6 +2 +40ft
13th +12/+7/+2 +8 +8 +8 Trap Sense +4, Greater Improved Produce Webs +11/+11/+6/+1 2d6 +2 +40ft
14th +12/+7/+2 +9 +9 +9 Tremorsense +12/+12/+7/+2 2d6 +3 +40ft
15th +13/+8/+3 +9 +9 +9 Blind-Fight +13/+13/+8/+3 2d6 +3 +50ft
16th +14/+9/+4 +10 +10 +10 Trap Sense +5, True Spider Climb +14/+14/+9/+4 2d8 +3 +50ft
17th +15/+10/+5 +10 +10 +10 Four Arms +15/+15/+10/+5 2d8 +3 +50ft
18th +16/+11/+6/+1 +11 +11 +11 Hide in Plain Sight +16/+16/+11/+6/+1 2d8 +3 +60ft
19th +17/+12/+7/+2 +11 +11 +11 Trap Sense +6, Spider Shadow Walk +17/+17/+12/+7/+2 2d8 +3 +60ft
20th +18/+13/+8/+3 +12 +12 +12 Web of Life +18/+18/+13/+8/+3 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 (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).

Class Features

All of the following are class features of the Spider-Monk.

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.

Flurry of Blows (Ex) - 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.
- 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.

Unarmed Strike (Ex) - This is exactly the same as in the Monk section of the Player's Handbook 3.5.

Lesser Spider Climb (Sp) - 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 as a spell-like ability. 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 improves at levels 4, 9, and 16.

Evasion (Ex) - 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.

Dodge (Ex) - 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.

Produce Webs (Ex) - At 3rd level, the Spider-Monk can produce an amount of webbing once each day by rolling a Craft (webs) check + Spider-Monk level. 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.
- 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 19
- 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 a breaking DC of 16. The webbing improves at levels 7 and 13.

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.
- 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).
- The Spider-Monk will list web shooter among his usable weapons (as a manufactured tool, as opposed to a magical 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.

Trap Sense (Ex) - 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.

Intermediate Spider Climb (Sp) - 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).

Uncanny Dodge (Ex) - At 5th 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.

Spider Jump (Ex) - At level 6, Spider-Monks permanently add +6 to their inherent Jump skill.

Improved Produce Webs (Ex) - Starting at level 7, Spider-Monks may add 1d10 to their daily Craft(webs) checks.
- 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
- 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.
- Although using webs as a ranged attack still does no damage normally, on a critical hit, increase the damage die to 1d6.

Improved Evasion (Ex) - 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 Strength (Ex) - At 9th level, a Spider-Monk gains a permanent +2 to Strength.

Greater Spider Climb (Sp) - At level 9, Spider-Monk adds an additional 10 to climb speed (stacking, for a total of 35 + Climb skill).

Improved Uncanny Dodge (Ex) - 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.
- 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 (Ex) - At level 11, 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) or grapple attack 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 (10 + 1/2 Spider-Monk level + Str) or be paralyzed for 1 round.

Spider Agility (Ex) - At 12th level, a Spider-Monk gains a permanent +2 to Dexterity.

Greater Improved Produce Webs (Ex) - 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.
- 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
- The webs are now very strong and carry their own DC of 26 to be broken by a sharp or fiery weapon.
- On a critical hit during a ranged attack with webs, increase the damage die to 1d8.

Tremorsense (Ex) - 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 (Ex) - At level 15, Spider-Monks know how to fight in melee without being able to see their foes.
- 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.
- Please see other details in Players Guide 3.5.

True Spider Climb (Sp) - 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 (Ex) - 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).
- Spider-Monk gains a +4 attack bonus to Grapple.
- 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 (Ex) - 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 (Sp) - 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.

Web of Life (Su) - 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.
- 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.
- 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.

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. 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 BalanceModerate +
AuthorNolan Fleming +
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 +