sabato 5 settembre 2020

Pseudo-Drider Alchemist, by Aaron Hollingsworth

 Here’s a new installment of the Archetype series by Aaron. This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Pseudo-Drider (Drow Racial Archetype)

Occasionally, a drow fleshwarper with gaze upon a drider with envy for its power and insectile grace. These alchemists emulate this power through their quasi-scientific arts, becoming like the very creations they claim to loathe. 


Drider Mutagen

When a webwarper imbibes a mutagen, he gains some spider-like abilities in addition to his ability score and armor bonuses. The webwarper gains a climb speed of 20 ft and a +8 alchemical bonus to Climb checks. He also sprouts six spider legs from his hips as his original legs, granting him a +4 alchemical bonus to his CMD to resist Trip attempts. He does not need to use his hands to climb.

This alters mutagen and replaces throw anything. 


Webs (Ex) As a standard action that provokes attacks of opportunity, a pseudo-drider can create and throw a number of webs each day equal to his class level + his Intelligence modifier. This is similar to an attack 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 the pseudo-drider. 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 the pseudo-drider’s class level + the pseudo-drider’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.

Pseudo-driders can create sheets of sticky webbing up to three times their size. This counts as one use of their daily webs. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the pseudo-drider that created it and DR 5/—.

A pseudo-drider can move across its own web at their climb speed and can pinpoint the location of any creature touching their web.

This replaces bombs. 


Web Discoveries

A pseudo-drider can select from the following discoveries. 


Cooking Webs (Su): You can create webs that are immune to fire damage. In addition, creatures caught in your burning webs take 1d6 fire damage per round. These webs burn away to ash after 1 minute per class level.  


Chilling Webs (Su): You can create webs that are immune to cold damage. In addition, creatures caught in your chilling webs take 1d6 cold damage per round. These webs crumble away to frosty bits after 1 minute per class level.  


Seasoning Webs (Su): You can create webs that are immune to acid damage. In addition, creatures caught in your seasoning webs take 1d6 acid damage per round. These webs dissolve after 1 minute per class level. 


Vermin Zapper Webs (Su): You can create webs that are immune to electricity damage. In addition, creatures caught in your seasoning webs take 1d6 electricity damage per round. These webs fall apart into useless threads after 1 minute per class level. 

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