Arachne
“You will make a fine meal for my companions.”
Lolth has many servants amongst the drow and her other favoured races. Many favour stealth, poisons and carefully-placed weapons (Assassins, Rogues, and
Lolth's Sting – the Ninja). Some blend martial combat with magical arts, such as the Arcane Guard. There are
Arachnomancers who specialise in spidery magic, various options for priestesses… but for a knight who serves the Spider Queen and the Drow society, there is the Arachne. Specially tested for loyalty, determination, ruthless aggression and quick-thinking, they are champions who sit astride giant spiders and gain some degree of magical ability. At the same time, they have a number of surprises, whether creating undead or poisoning the spells they deliver – the Arachne cannot be tied to one specific thing.
Requirements:
Race: Aranea, Chitine, Choldritch, Deep Dragon, Half Deep Dragon, Drow, Half-Drow, Draegloth or Ettercap
Alignment: Chaotic Evil
Skills: Handle Animal 5 ranks, Knowledge (Dungeoneering) 13 ranks
Feats: Mounted Combat
Domain: Spider
*Special: if a Knight reaches tenth level and becomes a Lolth Knight, they may enter this prestige class without meeting any requirements.
Hit Die: d10
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Climb, Concentration, Craft (Any), Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (Arcana, Dungeoneering, Religion), Ride, Sense Motive, Spellcraft
Base Attack Bonus: Medium
Saving Throws: Good Ref and Will
Level | Special | Spellcasting
|
1 | Spider Mount, Spider Affinity | +1 Cleric
|
2 | Linked Senses, Gift of the Spider Queen | -
|
3 | Web Walker, Poison Spell | +1 Cleric
|
4 | Wrappings of Ages | +1 Cleric
|
5 | Dominate Male Drow, Lolth's Boon | +1 Cleric
|
6 | Lolth's Caress | +1 Cleric
|
7 | Ambush | -
|
8 | Whispers of the Otherworld | +1 Cleric
|
9 | Call the Little Ones | +1 Cleric
|
10 | Transcendence, Yochlol Form | +1 Cleric
|
Spider Affinity (Ex): the Arachne is immune to the venom of Spiders, even monstrous ones (and Monstrous Spiders with templates applied). Furthermore, spiders with an Intelligence less than three will never attack her without provocation unless specifically commanded or controlled by another, and even then the one issuing the command must make a Handle Animal check with a DC equal to double the Arachne's Class Level, plus 15. She may communicate with spiders that have an Intelligence of 1 or more, through
Telepathy with a range of 30 feet.
Spider Mount: at first level, the Arachne is offered a special mount, a Giant Spider which makes its way to her. It has the abilities of a Blackguard's
Fiendish Servant (as per the DMG), and additionally can grow into larger varieties or be replaced as she gains levels. If it is slain, Lolth is briefly angered at the Arachne and afflicts her with a
Bestow Curse effect (no Saving Throw or Spell Resistance allowed, -4 Penalty on Attack Rolls, Saves, Ability Checks and Skill Checks), which she must get removed in the normal way – or it is lifted when she gains a level, as Lolth's attention is fleeting and fickle. When the Curse is removed, a new mount will make its way to her. Similarly, if she goes out of her way to restore the life to a slain mount or raise it as an Undead, the Curse is also removed.
The spider may be a Fiendish Large or Huge Monstrous Spider, Fiendish Spitting Spider, or Tomb Spider. If her Character Level is at least thirteen, she may have a Widowmaker, Bebilith or Gargantuan Fiendish Monstrous Spider. If her Character Level is at least sixteen, she may have a Retriever, Shadow Spider or Colossal Fiendish Monstrous Spider.
Spellcasting: every level except two and seven, the Arachne gains the spellcasting ability as though she had taken a level in Cleric. If she has levels in Cleric, they stack. Otherwise, she gains these as a separate caster level from any others, and gains two Domains - the
Spider Domain and any one other offered by Lolth.
Linked Senses (Su): starting at second level, the Arachne may concentrate to see through the eyes and hear through the ears of her spider mount. No matter the distance between the two, as long as they are on the same plane she may do this, perceiving the world through it. Any spells allowing her to sense things (such as
Detect Magic or
True Seeing) do not carry over, however any effects allowing the mount to sense things do carry across to her.
Gift of the Spider Queen: at second level, the Arachne is blessed by the Spider Queen with greater drow magic. If she for some reason does not have
Darkness, Faerie Fire and
Dancing Lights as Spell-Like or Supernatural Abilities, she gains the ability to cast them each once per day. If she already has the ability, she gains an additional daily use of each.
If she has at least four ranks in Spellcraft, she may spend a use of
Dancing Lights to instead create a
Silent Image effect (with a duration of Concentration) or a
Hypnotic Pattern effect, and may spend a use of
Faerie Fire to instead create a
Mirror Image effect (only creating 1d4 images).
If she has at least nine ranks in Spellcraft, she may spend a use of
Darkness to instead create a
Deeper Darkness effect (with a duration of one minute per level), and may do this as an Immediate Action. Additionally, she may spend a use of both
Darkness and
Faerie Fire to instead create a
See Invisibility effect (with a duration of 1 round per level).
If she has at least fourteen ranks in Spellcraft, she may also cast
Levitate, Detect Good and
Detect Magic once each per day. With a Swift Action, she may spend a use of each of
Darkness, Faerie Fire and
Dancing Lights to instead create a 20' radius Burst of light: all in the area must pass a Reflex Save or be
Blinded for one round. Additionally, this makes her Invisible for one round per level (or until she ends the effect by attacking).
If she has at least nineteen ranks in Spellcraft, she can cast
Dancing Lights, Darkness, Faerie Fire, Detect Good, Improved Invisibility, Detect Magic and
Levitate (and thus their alternate uses and combinations) at will. When casting
Darkness, she may instead cast it as
Damning Darkness, and when casting
Faerie Fire, everyone else has
Concealment against the target.
Web Walker (Su): the third-level Arachne has the spell
Web added to her Cleric spell list (as a Second-Level Spell), and is immune to the effects of
Web spells (as though under a
Freedom of Movement effect). Additionally, she can walk just fine on any web able to hold her weight, not needing to make balance checks and able to move normally.
Poison Spell (Ex): at level three, the Arache gains the ability to poison her spells. By holding a Contact or Injury based poison when casting a spell that is resolved with a Melee Touch Attack or Ranged Touch Attack, she applies the poison – it is consumed in the process, and wasted if the attack misses. If the spell hits, then even if the target Resists the spell or passes any saving throws, they must still save against the effects of the poison.
Wrappings of the Ages: at level four, the Arachne gains Wrappings of the Ages as a bonus feat. Mummies will often be wrapped in web if there is little care for them, or spidersilk if they are special. The Arachne may also use this feat to create Husk Vermin and Web Mummies.
Dominate Male Drow (Su): at fifth-level, the Arachne gains the ability to cast
Dominate Person once per day, targeting Male Drow only. The Save DC is Charisma-based.
Lolth's Boon: at level five, the Arachne gains Lolth's Boon as a Bonus Feat. If she lacks the ability to Turn or Rebuke Undead, she may simply use this ability three times per day.
Lolth's Caress: at level six, the Arachne gains Lolth's Caress as a Bonus Feat. If she lacks the ability to Turn or Rebuke Undead, she may simply use this ability three times per day.
Ambush (Ex): it is hard to catch the seventh-level Arachne by surprise, and when she catches others off-guard, she can take better advantage of it. When she could normally act in a Surprise Round, she is able to take a Full Round Action (or a Move Action and a Standard Action) instead of just a Standard or Move Action. When she normally could not act in a Surprise Round, she is instead able to make a single Move or Standard Action.
Whispers of the Otherworld: at level eight, the Arachne gains Whispers of the Otherworld as a Bonus Feat. Typically this is used to make accursed Wraiths and Spectres.
Call the Little Ones (Sp): the ninth-level Arachne gains the ability to, once per day, cast
Creeping Doom. However, instead of one Centipede Swarm per two levels, it summons one Spider Swarm per level, and the
Distraction and
Poison Save DC are both 10 + half her hit dice + her Charisma Bonus. Alternatively, it may summon one Torment Spider Swarm (treat as Plague Ant Swarm) per three levels (round up), using the above calculation for any Save DC, or one Necrotic Spider Swarm (treat as Scarab Beetle Swarm) per five levels (round up), with the same Save DC as above.
Transcendence: at level ten, the Arachne is exceptionally blessed. If she is not already an Outsider or Undead, she changes her Type to Outsider (Chaotic, Evil, Native), and if she had a maximum age, she no longer does – bonuses and penalties from growing old will not accrue, and she will only die when slain. Do not recalculate any hit dice for turning into an Outsider. Although she is not an actual Fiend, she may now take [Fiend] Feats.
Yochlol Form (Sp): the Arachne who reaches tenth level has attained the pinnacle of her devotion, and is granted the ability to change forms similar to a Yochlol. She may turn into a noxious cloud, as per
Gaseous Form, or a Large Monstrous Spider, as per
Shapechange, at will. At this point she may pursue the path to becoming a Yochlol: a permanent transformation into a Demon, requiring a ritual twelve hours long and the sacrifice of twenty hit dice worth of surface-dweller elves or traitors. It also requires a total of twenty levels of Divine spells to be cast in any combination, typically by various assistants although a Cleric could cast these herself over the course of the ritual. This results in rebuilding the character completely.
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Knight of Pain
“You will suffer greatly for wronging me.”
Requirements:
Skills: Knowledge (Religion) 13 ranks, Use Rope 13 ranks
Patron Deity: Loviatar
Proficiency: Spiked Chain and Armour Spikes
*Special: a Knight who reaches level ten and becomes an Imperial Knight or Hell Knight may enter this Prestige Class without meeting any requirements.
Hit Die: d12
Skill Points: 4 + Int
Class Skills: Bluff, Craft (Any), Diplomacy, Handle Animal, Intimidate, Knowledge (Geography, History, Local, Nobility & Royalty, Religion), Listen, Perform, Ride, Sense Motive, Spot, Use Rope
Base Attack Bonus: Good
Saving Throws: Good Fort and Will
Level | Special Features | Designate Opponent
|
1 | Vicious Barbs, Vengeful Protector | +1d6
|
2 | Flensing Aura, Retribution | +1d6
|
3 | Fiendish Investiture | +1d6
|
4 | Wounding Barbs | -
|
5 | Misery and Suffering | +1d6
|
6 | Ruinous Barbs | +1d6
|
7 | Pain Siphon | +1d6
|
8 | Imprison the Soul | -
|
9 | Burrowing Barbs, Furious Investiture | +1d6
|
10 | Eternity of Torture | +1d6
|
Vicious Barbs (Ex): the Knight of Pain revels in the use of spikes in dealing terrible injuries to others. Any Spiked Chain, Spiked Armour or Spiked Shield she uses is treated as a Magic Weapon with the
Vicious quality.
Vengeful Protector (Su): the Knight of Pain protects others - typically high-ranking priestesses of her faith, or new initiates who need to survive through their harsh training period. At first level, she selects a number of "wards" equal to her Charisma Bonus. Each level, the number may increase by 1, and she may change any around each time she gains a level. Any time one of the Knight's wards is within Close range of her, they gain a Deflection Bonus to Armour Class equal to one third of her level (round up). Additionally, attacking one of the wards provokes Attacks of Opportunity from the Knight.
Designate Opponent (Ex): every level except four and eight, the Knight of Pain's Designate Opponent damage increases by 1d6. If she did not already have Designate Opponent dice, the ability is gained (see the Knight class).
Retribution (Sp): starting at second level, the Knight of Pain can call upon a deadly field of protection, punishing those who successfully attack her. She may cast
Fire Shield on herself at will (only one version at a time), with a Caster Level equal to her hit dice.
Flensing Aura (Ex): the whirling spiked chain of the second-level Knight of Pain moves so quickly and accurately that it is as though she has a damaging aura - those near her simply find wounds opening on their bodies. Any time she deals damage with a spiked chain, the target becomes
Entangled for one round. Furthermore, the entire area she threatens is always treated as Difficult Terrain for her foes.
Fiendish Investiture (Sp): certain magical gifts are bestowed upon the third-level Knight of Pain. She may cast each of the following once per day, with a Caster Level equal to her hit dice, but may only cast them on herself:
Investiture of the Chain Devil, Investiture of the Erinyes, Investiture of the Harvester Devil, Investiture of the Barbed Devil, Investiture of the Malebranche.
Wounding Barbs (Ex): at level four, any Spiked Chain, Spiked Armour or Spiked Shield wielded by the Knight of Pain gains the Tome
Wounding property. Any round, she may choose to suppress this ability to instead use the
Vicious property, but they don't both apply at the same time.
Misery and Suffering (Sp): starting at level five, the Knight of Pain may once per round use a Free Action to afflict someone with terrible agony. The target must be within Close Range, and must have suffered damage from her Designate Opponent class feature. They must pass a Fortitude Save against a [Pain] effect (Charisma-based) or drop everything they are holding and fall Prone and
Staggered.
Ruinous barbs (Ex): at level six, any Spiked Chain, Spiked Armour or Spiked Shield wielded by the Knight of Pain gains the Tome
Ruinous property – again, on any round she may choose to suppress this and instead use
Vicious or
Wounding, but they don’t apply at the same time.
Pain Siphon (Su): the seventh-level Knight of Pain feeds upon the suffering of others. Any time she deals damage to someone who is capable of feeling pain, she regains 1d8 lost hit points, and gains the benefits of having consumed a dose of Agony, without the drawbacks. While the effects linger, her very lips carry the powerful drug, and a simple kiss will treat the target as having taken the drug (both good and bad effects).
Imprison the Soul (Su): at level eight, the Knight of Pain may use a Standard Action to make an attack against a foe who is subject to her Designate Opponent damage. If the attack hits, apply the damage as normal, but the foe must also pass a Fortitude Save (Charisma-based) or die instantly. If the target dies (from failing the save or from simple damage), their soul is extracted and trapped within the weapon until released, consumed or spent.
Burrowing Barbs (Su): at level nine, any Spiked Chain, Spiked Armour or Spiked Shield wielded by the Knight of Pain leaves hatred-infused spines of force burrowing through enemy flesh. Anybody taking damage from one or more of the weapons (including her, if she uses the
Vicious quality) suffers another 4d4 points of damage on her following turn. The number of hits does not matter, damage is suffered once per target on any given round, with no saving throw, ignoring all Damage Reduction and Regeneration.
Furious Investiture (Sp): the ninth-level Knight of Pain may, with a Standard Action, unleash a pulse of fury once per day. Each of her wards within Close Range gains the benefits of the following spells all at once:
Investiture of the Chain Devil, Investiture of the Erinyes, Investiture of the Harvester Devil, Investiture of the Barbed Devil, Investiture of the Malebranche. When she does this, she may elect to
Shapechange herself into a Brachina, Erinyes, Kyton or Excruciarch for the same duration.
Eternity of Torture (Su): at level ten, the Knight of Pain may cast
Eternity of Torture (Charisma-based) at will. The target must be subject to her Designate Opponent damage.