Spider
The Spider is a thief, a back alley thug, a scoundrel, with enough intelligence to decipher their latest victim's spellbook. They live in the dark places, learning enough to survive. Usually, their street smarts keep them out of trouble. But when that doesn't do it, a few carefully prepared tricks may help. Most Spiders are hard to pick out in a crowd as they wear disguises. Spiders look at Rogues in disdain because the Rogue hasn’t lifted a spellbook yet. They see the Ninja with mutual distrust.
Hit Die: d8
Role: Spiders move about nearly invisible, stalking their prey. They use hit-and-run tactics, and often shoot from a range. They can buff themselves and their party members, but are not as suited to the task as a Wizard or a Cleric. A Spider finds it within his abilities to unlock unbreakable doors, find hidden traps, and scout silently.
Starting Wealth: 3d6x10 gp, average 105 gp. In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The spider's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (All, taken separately), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int modifier.
Table: Spider
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | ||||
0 | 1st | 2nd | 3rd | 4th | ||||||
1st | 0 | +0 | +2 | +2 | Cantrips, Ranged Legerdemain, Sneak Attack +1d6, Street Smarts | 1 | - | - | - | - |
2nd | 1 | +0 | +3 | +3 | Spider Talent, Trapfinding | 2 | - | - | - | - |
3rd | 2 | +1 | +3 | +3 | Teleportation | 2 | - | - | - | - |
4th | 3 | +1 | +4 | +4 | Sneak Attack +2d6, Teleportation Understanding (Dimensional Agility) | 2 | 0 | - | - | - |
5th | 3 | +1 | +4 | +4 | Uncanny Dodge, Tricky Spells 2/day | 3 | 1 | - | - | - |
6th | 4 | +2 | +5 | +5 | Spider Talent | 3 | 1 | - | - | - |
7th | 5 | +2 | +5 | +5 | Sneak Attack +3d6, Teleportation Understanding (Dimensional Assault) | 3 | 1 | 0 | - | - |
8th | 6/1 | +2 | +6 | +6 | Tricky Spells 3/day, Stealthy Relocation | 4 | 1 | 1 | - | - |
9th | 6/1 | +3 | +6 | +6 | Improved Uncanny Dodge | 4 | 2 | 1 | - | - |
10th | 7/2 | +3 | +7 | +7 | Sneak Attack +4d6, Spider Talent, Advanced Spider Talent | 4 | 2 | 1 | 0 | - |
11th | 8/3 | +3 | +7 | +7 | Tricky Spells 4/day | 4 | 2 | 1 | 1 | - |
12th | 9/4 | +4 | +8 | +8 | Invisible Thief | 4 | 2 | 2 | 1 | - |
13th | 9/4 | +4 | +8 | +8 | Sneak Attack +5d6, Teleportation Understanding (Spells) | 4 | 3 | 2 | 1 | 0 |
14th | 10/5 | +4 | +9 | +9 | Spider Talent, Tricky Spells 5/day | 4 | 3 | 2 | 1 | 1 |
15th | 11/6/1 | +5 | +9 | +9 | Empowered Spells | 4 | 3 | 2 | 2 | 1 |
16th | 12/7/2 | +5 | +10 | +10 | Sneak Attack +6d6 | 4 | 3 | 3 | 2 | 1 |
17th | 12/7/2 | +5 | +10 | +10 | Tricky Spells 6/day | 4 | 4 | 3 | 2 | 1 |
18th | 13/8/3 | +6 | +11 | +11 | Spider Talent | 4 | 4 | 3 | 2 | 2 |
19th | 14/9/4 | +6 | +11 | +11 | Sneak Attack +7d6, Teleportation Strike | 4 | 4 | 3 | 3 | 2 |
20th | 15/10/5 | +6 | +12 | +12 | Tricky Spells 7/day, Superior Sneak Attack | 4 | 4 | 4 | 3 | 3 |
Class Features: The following are the class features of the spider.
Weapon and Armor Proficiency: Spiders are proficient in the following Fighter weapon groups: Light Blades, Bows, Close, Crossbows. Spiders are also proficient in light armor. A spider can cast spells in light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spider wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spider still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells (Su): A spider casts arcane spells drawn from the spider spell list presented in Spell Lists. A spider must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the spider must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spider's spell is 10 + the spider's intelligence modifier.
A spider can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Spider. In addition, he receives bonus spells per day if he has a high intelligence score (see Table: Ability Modifiers and Bonus Spells). When Table: Spider indicates that the spider gets 0 spells per day of a given spell level, he only gains the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A spider may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the spider decides which spells to prepare.
A spider may leave spell slots open to fill later as he gains additional knowledge of what he may encounter. No matter how many spells the spider prepares to fill these open slots, the process takes at least 15 minutes. The process takes longer if he prepares more than 1/4 of spells.
Any spells granted to the Sorcerer/Wizard or Witch spell lists due to choice of race is also considered to be on the spider's spell list if the spider is of the appropriate race.
Cantrips (Su): Spiders can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Spider under “Spells per Day”. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: A spider must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all spiders can prepare from memory.
A spider begins play with a spellbook containing all 0-level spells from the Spider Spell List. At each new spider level beyond 3rd, he gains a new spell of any level he can cast that he can add to his spellbook. At any time, a spider can also add spells found in other spiders' or wizards' spellbooks, or by bargaining with a witch or her familiar to teach him a spell to add to his spellbook. Spiders may also independently research spells not normally on his spell list or copy a spell that is on his Spider Spells List from a scroll. (See Magic, Arcane Spells section of the Core Rulebook.)
Sneak Attack (Ex): If a spider can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The spider's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the spider flanks his target. The extra damage is 1d6 at 1st level, and increases by 1d6 every 3 spider levels thereafter. Should a spider score a critical hit with a sneak attack, this damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a spider can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
The spider must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A spider cannot sneak attack a creature with concealment.
Street Smarts (Ex): As a free action a number of times per day equal to 1 + 1/2 the spider's level, the spider may grant himself an insight bonus equal to his Intelligence modifier to one attack roll made to Sneak Attack. He may use this multiple times per round or when making an attack of opportunity if he is able to sneak attack, but must expend one use per attack.
Ranged Legerdemain (Su): While concentrating on a casting of mage hand, a spider can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and a spider cannot take 10 on this check. Any object manipulated must weigh 5 pounds or less. He can only use this ability if he has at least 1 rank in the skill being used.
Spider Talent: As a spider gains experience, he learns a number of talents to aid him and confound his foes. Starting at 2nd level, a spider gains one Rogue Talent or Ninja Trick. He gains an additional Rogue Talent or Ninja Trick for every 4 levels of Spider attained after 2nd level. A spider cannot select an individual talent or trick more than once. (See Rogue: Rogue Talents and Ninja: Ninja Tricks.) Use your spider level as your effective rogue or ninja level to determine eligibility and the effects of selected rogue talents and ninja tricks. A spider may not select a rogue talent or a ninja trick more than once unless specified in the description. A spider may not select the Minor Magic or Major Magic Rogue Talents. The Extra Rogue Talent feat can be used to take another spider talent. The Familiar Advanced Rogue Talent becomes a Rogue Talent for the Spider and may be taken without meeting its normal prerequisites.
Trapfinding: A spider adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A spider can use Disable Device to disarm magical traps.
Teleportation (Sp): At 3rd level a spider may teleport himself to a more advantageous location. This functions as Dimension Door, except with the following restrictions:
Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day a spider can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. This ability can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
At 7th level and every 4 levels thereafter, a spider gains an extra daily use of this ability.
Uncanny Dodge (Ex): Starting at 5th level, a spider can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses the Dexterity bonus to AC if immobilized. A spider with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a spider already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
Tricky Spells (Su): Starting at 5th level, a spider can cast his spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in cast time or spell level. He can use this ability 2 times a day at 5th level, plus one additional time per day for every 3rd level after 5th. The spider decides to use this ability at the time of casting.
Teleporting Dodge (Su): Starting at 6th level, the spider may choose to spend two uses of his Teleportation ability as an immediate action instead of rolling a Reflex save. The spider must be able to teleport safely out of the area of effect or take full damage.
Stealthy Relocation (Su): Any time the spider uses his Teleportation ability to move him to a spot that grants cover or concealment, the spider gains a +10 circumstance bonus to Stealth checks made until the end of his next turn.
Improved Uncanny Dodge (Ex): A spider of 9th level or higher can no longer be flanked. This defense denies another spider the ability to sneak attack the character unless the attacker has at least four more rogue levels (or other class that gains the uncanny dodge ability) than the target does.
If a character already has uncanny dodge (see above) from another class, the levels stack to determine the minimum rogue level required to flank the character.
Advanced Spider Talents: At 10th level, and every two levels thereafter, a spider can choose an advanced rogue talent or master trick in place of a rogue talent or ninja trick. (See Rogue: Advanced Talents and Ninja: Master Tricks.) A spider may not select an advanced rogue talent or a master trick more than once unless the description specifies it. A spider may select the Familiar Advanced Rogue Talent without meeting the normal prerequisites at 10th level.
Invisible Thief (Su): At 12th level, a spider can become invisible, as if under the effects of greater invisibility for a number of rounds equal to his spider level. His caster level for this effect is equal to his spider level. These rounds need not be consecutive.
Empower Spells (Su): Whenever the spider uses his tricky spells ability, the spell can also be empowered, as the Empowered Spell feat. This does not affect the spell level or the cast time of spells cast while using this ability.
Teleportation Strike (Sp): Upon reaching 19th level, a spider becomes a master of positioning for the kill. Any time the spider uses his Teleportation ability, he may make one attack at his highest Base Attack Bonus against one target within his reach. This attack denies the target his Dexterity bonus to AC for that attack.
Superior Sneak Attack (Su): At 20th level, nothing can escape a spider's deadly skills. Anytime the spider is able to make a sneak attack against a target and successfully hit, he deals sneak attack damage, regardless of if the creature targeted is immune to sneak attack damage, critical hits, or other precision damage. The spider can sneak attack a creature with concealment, but not total concealment.
Spider Spell List:
0-level: Acid Splash, Bleed, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark, Touch of Fatigue
1-level: Adhesive Spittle, Air Bubble, Alarm, Animate Rope, Blurred Movement, Burning Hands, Charm Person, Corrosive Touch, Decompose Corpse, Detect Secret Doors, Disguise Self, Disguise Weapon, Erase, Expeditious Retreat, Feather Fall, Forced Quiet, Heightened Awareness, Hold Portal, Hypnotism, Icicle Dagger, Jump, Longshot, Magic Missile, Magic Weapon, Memorize Page, Mudball, Obscuring Mist, Protection From Law, Ray of Enfeeblement, Reduce Person, Sculpt Corpse, Shadow Weapon, Silent Image, Sow Thought, Touch of Gracelessness, True Strike, Unseen Servant, Vanish, Vocal Alteration
2-level: Accelerate Poison, Acid Arrow, Air Step, Badger's Ferocity, Bear's Endurance, Blindness/Deafness, Blur, Bull's Strength, Cat's Grace, Cushioning Bands, Darkness, Darkvision, Disguise Other, Dust of Twilight, Eagle's Splendor, Extreme Flexibility, Fog Cloud, Frigid Touch, Ghostly Disguise, Haunting Mists, Hideous Laughter, Invisibility, Knock, Minor Image, Minor Hideaway, Misdirection, Oppressive Boredom, Owl's Wisdom, Pernicious Poison, Phantom Trap, Pilfering Hand, Resist Energy, Scorching Ray, See Invisibility, Sentry Skull, Shadow Anchor, Spectral Hand, Spider Climb, Stricken Heart, Twilight Haze, Twisted Space, Unnatural Lust
3-level: Adjustable Disguise, Arcane Sight, Ash Storm, Beast Shape I, Burrow, Countless Eyes, Deep Slumber, Displacement, Distracting Cacophony, Excruciating Deformation, Explosive Runes, Fireball, Flame Arrow, Fly, Gaseous Form, Gloomblind Bolts, Haste, Healing Thief, Improve Trap, Keen Edge, Ki Leech, Lightning Bolt, Greater Magic Weapon, Major Image, Malediction, Pierce Disguise, Polymorph Familiar, Prehensile Pilfer, Ray of Exhaustion, Reckless Infatuation, Secret Page, Shrink Item, Slow, Suggestion, Tiny Hut, Toxic Gift, Unadulterated Loathing, Vampiric Touch, Water Breathing
4-level: Adjustable Polymorph, Arcane Eye, Beast Shape II, Black Tentacles, Calcific Touch, Confusion, Dimension Door, Earth Glide, Enchantment Foil, Enervation, Eyes of the Void, Fear, Fire Trap, Forgetful Slumber, Illusory Wall, Greater Invisibility, Malicious Spite, Minor Phantom Object, Mnemonic Enhancer, Moonstruck, Overwhelming Grief, Secure Shelter, Shadow Conjuration, Shadow Projection, Shadow Step, Solid Fog, Symbol of Laughter, Symbol of Slowing, Terrible Remorse, Vermin Shape I, Wall of Blindness/Deafness
Racial Favored Class Bonuses:
Dwarves: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to Perception for finding hidden doors, passages, or hidden objects.
Elves: Add +1/4 additional spell per day for any spell level they can cast.
Gnomes: Add a +1/2 bonus to Disable Device and Use Magic Device checks.
Half-elves: Add 1/5 to the amount of times per day you may use the Teleportation ability.
Half-orcs: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus +5). This bonus does not stack with Critical Focus.
Halflings: Choose a weapon from the following list: sling, dagger, ray, or any weapon with “halfling” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls made with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Human: The human gains +1/6 of a new Spider Talent.
Catfolk: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
Drow: Add +1/2 bonus on Bluff checks.
Fetchlings: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Goblins: Add +1/2 bonus damage to spells cast with the fire descriptor.
Ifrit: Add a +1/4 bonus on attack rolls and damage rolls with any sneak attack.
Kobold: Add +1/2 to the spider's trap sense bonus to AC.
Orc: Add +1/6 additional sneak attack die.
Ratfolk: Reduce the penalties on Ranged Legerdemain by -1/2. Additional selection of this bonus after penalties are reduced to 0 grant a bonus by +1/2 instead and he may elect to take 10 on Disable Device skill checks while using Ranged Legerdemain except in immediately threatening circumstances.
Tiefling: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Kitsune: The spider gains +1/6 of the Magic Tail feat.
Suli: Gain +1 round to your elemental assault.