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| Kevtar04-11-07, 03:24 PM | Hi all, I wasn't sure exactly where to post this, but since I wanted to get the input of other DMs, this seemed like the best spot. With the upcoming release of Spiderman 3, my son has started showing an interest in playing a Spiderman PC. There have been a few attempts (really good attempts at that) on the boards to create a PC like this, but most of these examples do not include the aspect of being a "mutant." I put together a Template called "Spider-mutant" that can be applied to any Humanoid and would like some creative criticism please. (or PEACH or whatever acronym is currently used) The BIG questions are: (1) Is the amount of LA appropriate? (2) Would something like this affect gameplay more-so than a PC with items that grant similar abilities? Here is the template: Spider-Mutant Template A spider-mutant creature is an acquired template that can be added to any corporeal humanoid or monstrous humanoid. A spider-mutant creature has all the base creature's characteristics except as noted here. Size/Type: Creatures with this template become aberrations if they are not already. Hit Dice: No Change Speed: Character gains a climb speed of 20'/round AC: +2 Insight bonus or the base creature's Armor Class. Attacks: A spider-mutant creature gains the ability to use webbing 8x/day as a natural attack. Special Attacks: Web (Ex): A spider-mutant can throw a web eight times per day. 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 of up to Medium size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. Spider-mutants can also create sheets of sticky webbing from 5 to 60 feet square. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. Special Qualities: A spider-mutant can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web. A spider-mutant’s climb speed is 20 ft./round. In addition, a spider-mutant and does not lose its Dex bonus while climbing. Skills: Spider-mutants have a +4 racial bonus on Spot and Jump checks and +8 on Climb checks. Due to their near-precognizant awareness and wide-vision, a spider-mutant cannot be flanked. Abilities: +4 Dex LA: +3 Thanks in advance for your input. |
| jadehawk04-11-07, 03:35 PM | Looks pretty good, LA and everything. I would suggest granting a +4 or so bonus to Jump as well. I doubt that would move the LA to +4 alone. |
| Eled_the_Worm_Tamer04-11-07, 03:37 PM | Looks a little weak For La +3, Id say it was a strong La +1, or a weakish La+2. What books do you have acess too? Knowing might help us find a solution. |
| Kevtar04-11-07, 03:40 PM | Looks pretty good, LA and everything. I would suggest granting a +4 or so bonus to Jump as well. I doubt that would move the LA to +4 alone. Ah - yeah, good call. |
| Kevtar04-11-07, 03:41 PM | Looks a little weak For La +3, Id say it was a strong La +1, or a weakish La+2. What books do you have acess too? Knowing might help us find a solution. I have all of the WOTC books with the exception of the Eberron stuff. I haven't bought any 3rd party stuff. This template came together using bits of the Insectile Template from Savage Species, MMI, and the SRD. |
| Archangel6204-11-07, 04:06 PM | Well, actually I think spiderman could be a warlock. Leaps and Bounds, Spiderwalk, and with the webbing you could use the bracers of entangling blast. The web swinging replaced with flight but admittedly I'm not sure how you'd do that one exactly. (maybe claim to be spidey during the Captain Universe arc) |
| starfire31104-11-07, 04:31 PM | seems a little weak for the LA, but my question would be, is spiderman even a mutant? I thought he was a human, that was altered and gained powers, kinda like the FF, the x-men are mutants. |
| drake_vampiel_d04-11-07, 05:57 PM | 1) Spider-man is NOT a mutant Mutants are born with abilityies Spider-man came about his abilities through a scientific mishap (kind of like Captain America who the 8@$tards killed off!!!) 2) (with that out of my system now on to the more important stuff I think he should also gain an insight bonus to Init (spidey sense) not just armor he should also gain a bonus to STR (maybe +2 or +4) since he is very strong, Then that should make him LA+3 |
| Kevtar04-11-07, 06:50 PM | 1) Spider-man is NOT a mutant Mutants are born with abilityies True, true... Spider-man came about his abilities through a scientific mishap (kind of like Captain America who the 8@$tards killed off!!!) Yeah! and they made him go out like a punk too - assassinated?! puh-leaze... 2) (with that out of my system now on to the more important stuff I think he should also gain an insight bonus to Init (spidey sense) not just armor he should also gain a bonus to STR (maybe +2 or +4) since he is very strong, Then that should make him LA+3 Good idea. I also thought about giving him unlimited webbing for "utility, non-combat" situations, but as far as combat goes, still leaving it to the 8x/day for the webbing. |
| Pallin Rahl04-11-07, 06:59 PM | Agreed: Bit too weak for the +4 LA. I'd give a bonus to Jump as well... and (in keeping with Spider-Man) a bonus to STR and to DEX would be fitting as well, to be honest. How about this for awesomeness points: Give him a pair of magical bracers that function as the Rod of Ropes from Complete Scoundrel (instead of pressing buttons on a rod, he presses palm-mounted buttons from the bracers). Should definitely do the trick. :D |
| starfire31104-11-07, 07:00 PM | If you want ti to truly be spiderman, it would take a lot more than what you has there. How about this, plus what is in the original template. Raise the dex to +6 Str +4 Con +2 +8 Insight bonus to spot and listen to avoid surprise Uncanny Dodge(retain dex when flat-footed) yes I know this won't give you spidey, but it will bring what you have closer to LA +3. Also I dislike the webbing 8x per day, how about something like once per 1D4 rounds and it dissolves after an hour |
| Shinryouga04-11-07, 07:36 PM | Consider for a moment that Spidey is incredibly strong, but it's "proportionate" strength. A racial ability that grants the ability to carry weight as if you were 2 size catagories larger does an awesome job of illustrating how much weight he can lift without adding an insane modifier to strength (although I think a strength bonus is needed). Just something to consider. Also, an insight bonus to AC might represent spider sense, also improved init as a bonus feat. Finally, don't forget that becomming an aberration without any racial HD is pretty good, you can't be affected by any of the "____ person" spells. |
| Kevtar04-11-07, 08:25 PM | Agreed: Bit too weak for the +4 LA. I'd give a bonus to Jump as well... and (in keeping with Spider-Man) a bonus to STR and to DEX would be fitting as well, to be honest. How about this for awesomeness points: Give him a pair of magical bracers that function as the Rod of Ropes from Complete Scoundrel (instead of pressing buttons on a rod, he presses palm-mounted buttons from the bracers). Should definitely do the trick. :D "SIGH" -- Unfortunately, my son prefers the "movie" Spidey where his web-shooters are organic:rolleyes: Ah, the foolishness of youth ;) These are some good suggestions. I had thought about an increase to strength, but I did tend to error on the side of caution when customizing stuff because I hate super-characters, which is problematic when my players want their D&D PCs to emulate super-heroes, LOL. Maybe we should play Mutants and Masterminds for a while :) |
| yellowdingo04-12-07, 12:41 AM | "SIGH" -- Unfortunately, my son prefers the "movie" Spidey where his web-shooters are organic:rolleyes: Ah, the foolishness of youth ;) These are some good suggestions. I had thought about an increase to strength, but I did tend to error on the side of caution when customizing stuff because I hate super-characters, which is problematic when my players want their D&D PCs to emulate super-heroes, LOL. Maybe we should play Mutants and Masterminds for a while :) The Organic spidy with the webshooter glands, the nanobarbs in the fingers and toes to allow wall climb appeared in the Spidey 3000? comic series. He gets it all when the company executive stuffs him in a genesplicer and gensplices him with spider. You dont need to adhere to the rules. A Wizard with the Spiderman Template can be applied here. Starts out with spiderclimb, advances in exp to use web, Did the same thing for NINJA. Took a wizard and dropped a NINJA Template on it. 3rd level Ninja, uses throwing stars enhanced with magic misslie variant spell allowing autohit and 1d6+1 damage(as spell). Blowgun puts out Web Spell, or Sleep. A Ninja with throwing stars that autohit and Orc Ninjas with great cleavers scare the players. A wizard of third level with orc sidekick does not. |
| Altar_Boy04-12-07, 04:46 PM | The Organic spidy with the webshooter glands, the nanobarbs in the fingers and toes to allow wall climb appeared in the Spidey 3000? comic series. He gets it all when the company executive stuffs him in a genesplicer and gensplices him with spider. You dont need to adhere to the rules. A Wizard with the Spiderman Template can be applied here. Starts out with spiderclimb, advances in exp to use web, Did the same thing for NINJA. Took a wizard and dropped a NINJA Template on it. 3rd level Ninja, uses throwing stars enhanced with magic misslie variant spell allowing autohit and 1d6+1 damage(as spell). Blowgun puts out Web Spell, or Sleep. A Ninja with throwing stars that autohit and Orc Ninjas with great cleavers scare the players. A wizard of third level with orc sidekick does not. *Puts on Nerd hat* Actually, it was Spider-man 2099. And Spider-man has recently become able to shoot webs from his body since Friendly Neighbourhood Spider-man #3. *Takes off nerd hat* One way to adjuicate his powers is to make the PC a monster of legacy (from Weapons of Legacy). There's plenty of stat-bonuses and web as a spell-like ability for a LA of +2. |
| Thrushfeather04-12-07, 06:48 PM | Shouldn't it be an Aquired Template as opposed to an inherited template. Peter gained his abilities after being bitten by the imfamous spider, he wasn't born as Spiderman. |
| Kevtar04-12-07, 08:39 PM | Shouldn't it be an Aquired Template as opposed to an inherited template. Peter gained his abilities after being bitten by the imfamous spider, he wasn't born as Spiderman. True. Thanks for pointing that out. I've looked closely at other templates (like the Feral template), and I think I've underpowered the LA, so a new version is on its way. |
| Krusk04-12-07, 10:44 PM | item of jump + 30, rod of ropes, and slippers of spiderclimb come to mind if someone asks me to play spidermanesqu PC. or check out the prestige in song and silence, it turns you into a horrible spider monster. One of my favorites. |
| Kazeofwinds04-12-07, 10:51 PM | I'd say Powerful Build would be a good addition to a spider man template. Along with a bit of a strength bonus. http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm <- Powerful Build |
| Vaalingrade Ashland04-13-07, 12:09 AM | True. Thanks for pointing that out. I've looked closely at other templates (like the Feral template), and I think I've underpowered the LA, so a new version is on its way. Inherited OR Aquired, actually, because Mayday Parker, his daughter in MC2, inherited his spider powers. Also, since I'm geeking out anyway, Spidey is a mutate in Marvel terms because 'mutant' is used for someone born with the X-gene in Marvel. But scientifically speaking, he's still a mutant as his genes have become mutated. Anyway, I'd suggest not trying to create an effect for webline swinging and just describe it as flavor text for most jumping (ignore the movement limit on jumps... always) |
| trapspringer04-13-07, 12:30 AM | True. Thanks for pointing that out. I've looked closely at other templates (like the Feral template), and I think I've underpowered the LA, so a new version is on its way. NO! For the love of all that's holy no! The feral template is horribly, terribly broke. Like really really. By the guidelines in the front of that same book the thing should be LA+4 or so. (natural weapons that deal more damage than a simple weapon, fast healing, and ability increases would net you a +3 alone). I think you're on the right track in general, though. And good show working with your players on character concepts. Kudos. You might look over the d20 modern mutation rules. The SRD is linked in my sig. Just another resource. I think templates are the way to go, but this might help you with balancing. On that note, why not start with the winged template. Drop the wings, shift the natural armor bonus to an insight bonus, bump the wisdom boost to strength, give him a climb speed instead of a fly speed, and give him the ability to generate an effect equivelant to a tangelfoot bag every so often. |
| Kensan_Oni04-13-07, 01:59 AM | If your game is a high enough level, I'd say skip all the fancy stuff. Make him a Wiz/Rog, Give him boots of Spiderclimbing, and give him the web spell. WHAMO! Spiderman. |
| Potato Weasel04-13-07, 03:18 AM | How about lowering it to a +2, but make all the abilities HD dependent? That gives it the ability to be more flexible, and less impact at lower levels, but allowing him to get bigger powers at high. Also makes it more like a real hero developing. |
| Dougan Axehammer04-13-07, 03:38 AM | I don't have too many books, but it seems to me that this would be better suited as a class rather than a race. |
| alecthemad04-13-07, 10:23 AM | How about you drop the whole LA thing and try to make it with a wizard (nerdy sciency guy like peter) and teach your son how he can be like spiderman by casting jump, web, etc. Make the character 4th level with a high int and make sure he has all the spells he needs to be as close to spiderman as possible. You can also drop a magic item on him to give him extra spell slots (rings of wizardry). In this fashion your son should learn the basic rules of the game without it being suited up to his fancies. (Or do the LA thing, what do I care). |
| daggeroflath04-13-07, 10:36 AM | 1) Spider-man is NOT a mutant Mutants are born with abilityies Spider-man came about his abilities through a scientific mishap (kind of like Captain America who the 8@$tards killed off!!!) Apparently these days they're saying that the radioactive spider triggered his pre-existing mutant X-gene. I'm not a huge fan of that storyline idea though... It takes a lot to make you feel like a geek while on a roleplaying forum, but I think I just managed it. |
| Kensan_Oni04-13-07, 10:59 AM | It takes a lot to make you feel like a geek while on a roleplaying forum, but I think I just managed it. Sigged! |
| MoogleEmpMog04-13-07, 11:00 AM | It certainly wouldn't hurt to play Mutants & Masterminds for a while, as that would do this concept much, much easier - for obvious reasons.:) One alternative that might work well - look into a d20 supers sytem that should be either completely or very close to compatible with core d20. I don't actually have a copy of Blood & Vigilance (http://www.rpgnow.com/product_info.php?products_id=2158&), but all the RPG Objects releases I've gotten have been extremely high quality. I've used d20 Modern material alongside D&D material on a regular basis and never had any troubles. It's a shame Wizards either canned or indefinitely delayed their in-house d20 supers system.:( |
| trapspringer04-13-07, 12:25 PM | I think the OP is probably trying to avoid the whole "you can look like spiderman via wizard" in favor of "you are mechanically identicle to spider man." I know for me, at least, it just isn't the same to immitate something. If the stuff is coming from the wrong place, it isn't right (like all these "jedi" builds using mind blade. WTF?). |
| Kensan_Oni04-13-07, 12:48 PM | Wouldn't a Jedi be better pulled of using Psy-Warrior with a Brilliant Blade, anyway? |
| FeceMan04-13-07, 01:58 PM | Yes, Spider-Man is a metahuman, not a mutant. But, whatever, that's completely not the point. Personally, I'd change the climb speed to be equal to the character's ground speed. |
| trapspringer04-13-07, 02:05 PM | Wouldn't a Jedi be better pulled of using Psy-Warrior with a Brilliant Blade, anyway? That's always been my point. But what 'ya gunna do? As for spiderman, You could make a class for him. That might be the most accurate and "pure" way to describe Spidey in a D&D setting. After all, with a template, his spider-abilities will gradually fade into uselessness as he advanced in... basically any class. |
| FeceMan04-13-07, 02:30 PM | That's always been my point. But what 'ya gunna do? As for spiderman, You could make a class for him. That might be the most accurate and "pure" way to describe Spidey in a D&D setting. After all, with a template, his spider-abilities will gradually fade into uselessness as he advanced in... basically any class. That's true. For Spider-Man, I'd wager that the "class" would be like the monk class with the following changes: --No stupid monk abilities. No still mind, no SLAs, no ki strike (lawful; I'd keep magic just because and adamantine works well), no spell resistance, no slow fall, etc. --Insight bonus to AC based on Intelligence. --"Web" abilities you listed; DC is 10 + 1/2 class level + Constitution modifier. --+8 Strength, +16 Dexterity, +4 Constitution over 20 levels (yipes). --Poor Will saves. --Permanent spider climb that gains a bonus of half the monk's unarmored bonus speed. --Uncanny dodge, improved uncanny dodge. --Full BAB. (The monk needed this in the first place.) Personally, I wouldn't worry too much about balance because I'm guessing your son is pretty young. He's just interested in playing as Spider-Man, not being able to wtfpwn a balor (although that'd be an interesting fight). |
| trapspringer04-13-07, 03:00 PM | "YOU SHALL NOT PASS!" *squish* *Pass* |
| FeceMan04-13-07, 05:23 PM | "YOU SHALL NOT PASS!" *squish* *Pass* Pretty much. |
| Kevtar04-15-07, 01:29 AM | :tantrum: That's true. For Spider-Man, I'd wager that the "class" would be like the monk class with the following changes: --No stupid monk abilities. No still mind, no SLAs, no ki strike (lawful; I'd keep magic just because and adamantine works well), no spell resistance, no slow fall, etc. --Insight bonus to AC based on Intelligence. --"Web" abilities you listed; DC is 10 + 1/2 class level + Constitution modifier. --+8 Strength, +16 Dexterity, +4 Constitution over 20 levels (yipes). --Poor Will saves. --Permanent spider climb that gains a bonus of half the monk's unarmored bonus speed. --Uncanny dodge, improved uncanny dodge. --Full BAB. (The monk needed this in the first place.) Personally, I wouldn't worry too much about balance because I'm guessing your son is pretty young. He's just interested in playing as Spider-Man, not being able to wtfpwn a balor (although that'd be an interesting fight). LOL - well, believe it or not, he's 16. I'm currently working on a new version of a template using some of the suggestions in this thread, and I'm also planning on working up a class like the Monk suggestion above. Unfortunately, I'm also installing a ceiling in my basement, grading papers from work, and writing final papers for school. Why is it that real-life is always gettin' in the way of my not-so-real life? |
| J.Augustus Rose II04-15-07, 07:11 AM | Well, actually I think spiderman could be a warlock. Leaps and Bounds, Spiderwalk, and with the webbing you could use the bracers of entangling blast. The web swinging replaced with flight but admittedly I'm not sure how you'd do that one exactly. (maybe claim to be spidey during the Captain Universe arc) This is what I'd use for web-swinging. It's from Toxic Paradise: Magic Items of the Rainforest. Just mount them on bracers and replace plant growth with web. Where are the bracers of entangling blast found, though? http://www.wizards.com/default.asp?x=dnd/fw/20030627a Vine of Brachiation: This unique magic item looks like a small, fist-sized globe of green plant matter when not in use. Upon command, it untangles and grows into a long, thin vine of up to 50 feet in length. When one end of the vine is gripped in one hand, the user can mentally command the other end to quickly snake up and attach to any solid plant surface, such as a tree branch or a shrub growing on a cliff face. This is a move-equivalent action. Once the vine is attached, it can serve as a climbing aid. The main use, however, is to allow the user to swing from one location to another with shocking speed and ease. The vine magically lengthens and shortens as necessary, and it also provides the user with the momentum necessary to swing from one location to another. The user can perform one swing as a standard action. A swing can transport the user to any point within a 50-foot radius of the vine's anchor point. The user can detach a vine of brachiation from its anchor as a free action; this causes the vine to instantly retract into its spherical form in the user's hand. If the user lets go of the vine, it remains in vine form until grasped by a creature that wills it to return to spherical form. If the user has at least 5 ranks in Tumble and carries one vine of brachiation in each hand, he can actually use the two vines to swing rapidly through any forested area. The vines magically guide the user, preventing him from hitting branches, trees, or other solid objects. Swinging in this manner is a full round action, but each round the user does this he has an effective fly speed of 100 with perfect maneuverability. A vine of brachiation is quite tough and has hardness 8 and 20 hit points. It is immune to bludgeoning, electricity, and cold damage. It can support 1,000 pounds without snapping. Caster Level: 5th; Prerequisites: Craft Wondrous Item, entangle, plant growth; Market Price: 4,500 gp; Weight: 3 lb. |
| Kevtar04-17-07, 09:00 AM | Ok, so here is the template part deux -- Spider-Mutant/Metahuman/Whatever Template Spider-Mutant creatures is an acquired template that can be added to any corporeal humanoid or monstrous humanoid. A Spider-Mutant creature has all the base creature's characteristics except as noted here. Size/Type: Creatures with this template become monstrous humanoids if they are not already. Hit Dice: Base Creature's original HD Speed: Land speed +10ft./Climb speed 20' (base) AC: +2 Insight bonus to AC. Attacks: A Spider-Mutant creature gains Web (see below) as a natural attack and as a mode of transportation. Web Uses: (Movement) A Spider-Mutant gains unlimited use of webbing for purposes of movement. The range of the creature's webbing is 50 feet and the creature can swing from tree to tree, building to building, etc... (See Brachiation feat from Complete Adventurer). (Net Attack) This is similar to an attack with a net but has a maximum range of 20 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. A Spider-Mutant may use its webbing at will, but subsequent attacks without rest incur penalties. A Spider Mutant must allow the webbing to "recharge" for two rounds after the initial attack or suffer a -4 penalty to subsequent attacks. Once two rounds without maknig a web attack have passed, the -4 penalty is removed. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. Damage & Effects: Initially, webbing does not deal damage. However, feats can be applied to the webbing feature allowing the PC to change the properties of the attack in much the same way a Warlock can modify her eldritch blast. In addition, a Spider-Mutant gains the following special attacks as it progresses in Hit Dice. Special Features: A Spider-Mutant creature gains special features for its webbing depending on its Hit Dice, as shown on the table below. it gains the special attacks indicated in the row corresponding to its monster Hit Dice, plus all those in previous rows. If the base creature possesses a duplicate ability, the Spider-Mutant creature uses whichever version of the ability is better. A Spider-Mutant can perform these features a total number of times per day equal to 1 + 1/2 its HD (round down). HIT DICE 1-3 (Web Sheets) Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. HIT DICE 4-7 (Web Missiles) A Spider-Mutant creature can make 2 ranged attacks with web-missiles as a full round action, or 1 as a standard action. These deal 1d6 of lethal damage or non-lethal damage (with a -4 penalty). The range of the Web Missiles are 100' with a range increment of 20. HIT DICE 8-11 (Tangle Web) An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by this feature. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. This webbing feature does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the web with a slashing weapon. A creature trying to scrape web off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the web was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. HIT DICE 12+ (Webbed Gloves) As a standard action, a Spider-Mutant cover his/her hands (or melee weapon) in a web-like substance that hardens immediately. This webbing overcomes Hardness and is treated as a +1 for the purposes of overcoming damage reduction. The Spider-Mutant can not use any other web feature gloves or web-covering are removed. The gloves can be willingly dispelled by the Spider-Mutant at any time, otherwise, they will break-down in a number of rounds equal to half the creatures HD. Special Qualities: A Spider-Mutant creature gains additional special qualities shown below. If the base creature possesses a duplicate ability, the Spider-Mutant creature has whichever ability is better. Climb Speed 20, Tremorsense (only when Spider-Mutant is in contact with web as other creatures come in contact with it), Precognition (+4 Bonus to Initiative & +2 Insight bonus to AC) Spider-Mutants can bear additional weight in much the same way Dwarves can. A Spider-Mutant can move at a normal rate of speed when carrying medium or heavy loads. Spider-Mutants cannot be flanked (Uncanny dodge) Skills/Feats: +4 Spot and Jump, +8 Climb. Improved Initiative (Precognizance), Brachiation (See Complete Adventurer) Abilities: +2 Str, +4 Dex, -2,Wis, -2 Cha CR: Up to 3 HD, base creature's CR +1; 4HD to 7HD, base creature's CR +2; 8-11HD, base creature's CR +3; 12+ HD base creature's CR +4 LA: +3 How's that? Does that seem balanced and still useful once the PC is in higher levels? |
| Fitz1001904-17-07, 11:18 AM | The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. The web should improve as the character advances in levels, so it maintains it's usefulness. Or the DCs should be x + mutant's Con bonus, and the web's HP = the mutant's Con bonus. That way the web could improve if the player invests in Con. |
| trapspringer04-17-07, 12:15 PM | Ok, so here is the template part deux -- Spider-Mutant/Metahuman/Whatever Template Spider-Mutant creatures is an acquired template that can be added to any corporeal humanoid or monstrous humanoid. A Spider-Mutant creature has all the base creature's characteristics except as noted here. Size/Type: Creatures with this template become monstrous humanoids if they are not already. Hit Dice: Base Creature's original HD Speed: Land speed +10ft./Climb speed 20' (base) AC: +2 Insight bonus to AC. Attacks: A Spider-Mutant creature gains Web (see below) as a natural attack and as a mode of transportation. Web Uses: (Movement) A Spider-Mutant gains unlimited use of webbing for purposes of movement. The range of the creature's webbing is 50 feet and the creature can swing from tree to tree, building to building, etc... (See Brachiation feat from Complete Adventurer). (Net Attack) This is similar to an attack with a net but has a maximum range of 20 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. A Spider-Mutant may use its webbing at will, but subsequent attacks without rest incur penalties. A Spider Mutant must allow the webbing to "recharge" for two rounds after the initial attack or suffer a -4 penalty to subsequent attacks. Once two rounds without maknig a web attack have passed, the -4 penalty is removed. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. Damage & Effects: Initially, webbing does not deal damage. However, feats can be applied to the webbing feature allowing the PC to change the properties of the attack in much the same way a Warlock can modify her eldritch blast. In addition, a Spider-Mutant gains the following special attacks as it progresses in Hit Dice. Special Features: A Spider-Mutant creature gains special features for its webbing depending on its Hit Dice, as shown on the table below. it gains the special attacks indicated in the row corresponding to its monster Hit Dice, plus all those in previous rows. If the base creature possesses a duplicate ability, the Spider-Mutant creature uses whichever version of the ability is better. A Spider-Mutant can perform these features a total number of times per day equal to 1 + 1/2 its HD (round down). HIT DICE 1-3 (Web Sheets) Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. HIT DICE 4-7 (Web Missiles) A Spider-Mutant creature can make 2 ranged attacks with web-missiles as a full round action, or 1 as a standard action. These deal 1d6 of lethal damage or non-lethal damage (with a -4 penalty). The range of the Web Missiles are 100' with a range increment of 20. HIT DICE 8-11 (Tangle Web) An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by this feature. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. This webbing feature does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the web with a slashing weapon. A creature trying to scrape web off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the web was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. HIT DICE 12+ (Webbed Gloves) As a standard action, a Spider-Mutant cover his/her hands (or melee weapon) in a web-like substance that hardens immediately. This webbing overcomes Hardness and is treated as a +1 for the purposes of overcoming damage reduction. The Spider-Mutant can not use any other web feature gloves or web-covering are removed. The gloves can be willingly dispelled by the Spider-Mutant at any time, otherwise, they will break-down in a number of rounds equal to half the creatures HD. Special Qualities: A Spider-Mutant creature gains additional special qualities shown below. If the base creature possesses a duplicate ability, the Spider-Mutant creature has whichever ability is better. Climb Speed 20, Tremorsense (only when Spider-Mutant is in contact with web as other creatures come in contact with it), Precognition (+4 Bonus to Initiative & +2 Insight bonus to AC) Spider-Mutants can bear additional weight in much the same way Dwarves can. A Spider-Mutant can move at a normal rate of speed when carrying medium or heavy loads. Spider-Mutants cannot be flanked (Uncanny dodge) Skills/Feats: +4 Spot and Jump, +8 Climb. Improved Initiative (Precognizance), Brachiation (See Complete Adventurer) Abilities: +2 Str, +4 Dex, -2,Wis, -2 Cha CR: Up to 3 HD, base creature's CR +1; 4HD to 7HD, base creature's CR +2; 8-11HD, base creature's CR +3; 12+ HD base creature's CR +4 LA: +3 How's that? Does that seem balanced and still useful once the PC is in higher levels? It looks good. It's more complicated a template than I like to use personally, but you're shooting for some high ideals, here. +3 LA looks appropriate. It'll be a struggle 'til level... sixish or so. Thumbs up. |