Spider Disciple (4e Paragon Path)

Spider Disciple

The spider queen rewards my devotion with these gifts; I am an embodiment of spiderkind.

You drive yourself to emulate spiders in every way you can in your divotion to the spider queen. In battle you can fight with the greatest hunting techniques of spiderkind, and all their ferocity too. Your devotion enables you to mutate some of your body parts to become more like a spider- fangs for injecting venom, sensory hairs, hairs for climbiong like a spider, even spider-legs. As you complete your path, you will have the semblance of a half-spider being.

Prerequisite: Worship either Lolth or Arachne

Spider Disciple Path Features

Spydric Speed (11th Level): You gain the Fleet-Footed feat. You also gain a climb speed equal to your speed with the spider climb ability.
Spider-Step Action (11th Level): When you spend an action point, you also gain a move action.
Toxic Fangs (16th Level): You gain a bite attack. Your bite attack is an unarmed group attack that has a damage die of 1d10 and a proficiency bonus of +3. You are automatically proficient with your bite attack.

Pounce Spider Disciple 4e Power Type::Attack 11
You pounce on your enemy, viciously stabbing, slashing and biting.
4e Power Usage::Encounter  Arachane, Weapon
4e Power Action Type::Standard Action Melee weapon
Attack: Strength, Dexterity or Charisma Vs. AC
Hit: 3[W] + Strength, Dexterity or Charisma damage.
Special: You can use this power in place of a melee basic attack when you charge.

Spider Jump Spider Disciple 4e Power Type::Utility 12
Your bond with spiderkind grants you the gift of the salticid's leap.
4e Power Usage::Encounter  Arachane
4e Power Action Type::Move Action Personal
Effect: Make a long jump, but do not roll a skill check. Instead, you jump a distance up to your speed, as if you had rolled sufficiently to jump that distance.

Toxic Fang Spider Disciple 4e Power Type::Attack 20
Your fangs carry a poison strong enough to slay even the toughest of foes.
4e Power Usage::Daily  Arachane, Poison, Weapon, Reliable
4e Power Action Type::Standard Action Melee weapon
Requirement: You must use your bite attack.
Target: One creature
Attack: Strength, Dexterity or Charisma Vs. AC
Hit: 4[W] + Strength, Dexterity or Charisma modifier poison damage, and the target is weakened until the end of your next turn, and takes ongoing 5 poison damage (save ends).
Special: You can use this power in place of a melee basic attack when you charge.



Back to Main Page 4e Homebrew Classes, Paragon Paths, and Epic Destinies Paragon Paths
Back to Main Page 4e Homebrew Sourcebooks Arachonomicon; the Book of Spiderkind Classes.

gollark: Well, assuming magic→electrical conversion can be compact enough, anyone with decent amounts of magic can power portable devices.
gollark: Presumably there are lots of applications for combining them.
gollark: Well, not exactly like that, just in some way.
gollark: Maybe magic telegraphs based on accelerating magic through tubes like that.
gollark: It's probably going to be (slightly) faster than human messengers, I'd expect, and probably better for bulk delivery.
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