PDA

View Full Version : Pathfinder The Weaver Patron Pact and Clauses [Avowed Homebrew] Plus More Spiders (PEACH)



Aniikinis
2018-12-24, 11:29 AM
First off, I know it's not too polished, but here goes. Also the Spider Lord clauses are probably too broken. I'm not sure how powerful this is, and I'd love some input on it.

Weaver Pact (Patron)
In seeming nowhere, connected to the astral, ethereal, and shadow planes there lies a strange demiplane. Where most would see this as a strange parody of the Demonweb Pits, few see it for what it really is: the lair of the first spider to exist anywhere in the planes. What even fewer would know is that this creature is not only alive, but thriving and reproducing. Every single spider and spider-like creature across the planes has its origins connected to it somehow. From the humble house spider in the cobbler's hut, to the goliath spiders of Golarion, to the twisted driders that stalk the underdark, to the phase spiders that flit between the planes, to even the aranea that infiltrate societies for knowledge and fun.

In many cases, an avowed so inclined will try to make a pact with one of the more powerful arachnoid entities. Seldom does it end with the avowed keeping their life. Rare still are the cases in which the entity actually agrees and grants them power. And then there are those cases so rare that they are only spoken of in hushed whispers around campfires and shrouded in legend. In those cases, the entity sends the avowed to deal with the Great Weaver or the avowed seeks her out on their own.

Often these individuals end up eaten by her progeny or even by her. Occasionally one will somehow, either by luck, fate, or some other happenstance, manage to catch her sight and manage to speak with her, the truly lucky or fateful will manage to make a pact with her. Her pact twists them on a truly fundamental level to be more like her progeny and grants them powers to restrict, connect, and explore as well as augmenting them physically.

She never merely sends them on their way, however. Whenever she makes a pact, she makes sure to keep a close watch on her avowed and just may send them small gifts, allies, quests, or information. But should they break their pact, she will not allow them to live or pass on to their afterlife. Instead they will be trapped in her realm and used however she sees fit.

Weaver Pact Features
The following are the weaver pact's features.

Pact Skills: Knowledge (Local), Perception, Stealth. A weaver-pact avowed gains their insight bonus on perception checks.

Attunement: You gain a 20 ft. climb speed, if you didn't have one already, and the ability to spontaneously create silk rope and strands. You can create up to 25 feet of silk rope per day per level of avowed. You may produce 5 feet as a move action, 10 feet as a standard action, and 15 as a full-round. You can split that amount between any of the following types of silk you want. All silk created by you has the same basic stats: 4 hit points and damage reduction 2/slashing.

The differences of the types are as follows:
Curling: When used on a grappling trap or as an item as part of a grapple, the wielder or trap gains a +2 untyped bonus to grapple.
Firm: When used as a rope, it grants a +6 to checks used to secure a location or creature.
Foundation: This silk has 6 hit points and damage reduction 3/slashing.
Soft: This silk has 2 hit points and grants a +2 competence bonus to diplomacy if made into clothing.
Sticky: When used as part of a rope, single-use item, or trap, it causes any creature other than aranea to become entangled. When used as part of a rope, it can also allow the rope to be used as a grappling hook.

A silken rope can be made from up to three different types of the above silk. In addition, you can move across your own web/silk at your climb speed and can pinpoint the location of any creature touching the silk while you are in contact with it. You are also proficient with any ropes you create.

At level 10 you gain the Web ability.

Sense: You automatically detect the presence of spiders within 30 feet, even through walls and other barriers. This does not reveal the location of spiders , only that they are there. If you wish, you can exclude specific spiders that you are aware of from this sense.

Weaver Pact Empowerments
The following are the weaver pact's empowerments

Spider Bites (4th): You gain a bite attack that deals 1d6 damage and the bitten creature must make a fortitude save vs poison (10+1/2 avowed level+Charisma modifier) each round for 4 rounds or take 1d4 Dex damage. The creature is cured with two consecutive saves.

In addition, you gain a natural armour bonus equal to 1/3 your avowed level and a +6 to saves against poison from spiders and spider-like creatures.

Artful Maneuvering (8th): Your climb speed becomes equal to your highest movement speed. In addition, any time a creature fails at their saving throw against an entangling effect you used on them, they take a -2 penalty against further saves against your entangling effects for a number of rounds equal to your avowed level.

Vast Strands (12th): You gain vast strands as a bonus clause.

Coiling Silk (16th): You gain coiling silk as a bonus clause.

World Weaver (20th): Creatures that are entangled, grappled, or otherwise restrained(such as with rope or by being staked to a wall) are treated as willing for the purposes of clauses, abilities, and effects originating from you. Such creatures automatically fail saves against your mind affecting effects, and take a –4 penalty on saves against your other abilities.

You also gain the ability to climb the air as though it were your own silk. By climbing the threads of reality, you can move at your climb speed in any direction even if there is nowhere for you to hold onto. You gain the ability to move as if you had a natural fly speed equal to your climb speed with perfect maneuverability, however you must make climb checks instead of fly checks when ascending, descending, or performing tricks and must have a free hand to move. In addition, you cannot make any move you would not normally be able to make while climbing a rope while using this ability, though you are still able to use clauses and fight with melee weapons as though unhindered.

In addition, when you reach 20th level, you gain a realm of your own in the twilit web. This realm is created the moment you gain this ability, as if by a permanent create greater demiplane spell, except that its area is always 100 1-mile cubes instead of one acre. Your woven realm has the Bountiful, Shape, Structure, and Morphic features, with the manifestations of each determined by you when you gain this ability.

Finally, you gain into the parlour as a bonus clause.

Weaver Pact Clauses
The following three clauses are granted by the weaver pact, and cannot be selected normally.

Coiling Silk
Final Pact (9th); standard or full-round action; spell resistance: yes(single target only)
Granted by Coiling Silk(16th)
You attempt to cover an enemy in a spider web. As a standard action, you can choose to either affect an area or a single target. If you effect an area, you use web, as the spell on the area you target. If you affect a single target they must make a reflex save or be entangled for 1d4 rounds. If they fail by 5 or more, they are cocooned and immobilized for 1d4 rounds and remain entangled for 1d6 rounds afterwards. If they fail by 10 or more, they are cocooned and immobilized for 1d6 rounds and remain entangled for 1d8 rounds afterwards.

You may instead choose to activate this clause as a full-round action. If you do and effect an area, you also summon 1d4 of scarlet spinners within the web that are under your control. If you effect a single target, you summon a single scarlet spinner to attack the target. If the target fails the the save by 5 or more, you instead summon 1d2 scarlet spinners. If the target fails by 10 or more, you summon 1d4 scarlet spinners.

Vast Strands
Greater Pact (6th); move or standard action; spell resistance: yes
Granted by Vast Strands (12th)
You touch a creature and create a small ethereal strand of silk that leads from them back to you. The strands are nearly invisible (DC 40) to see, are intangible, and can extend up to 1 mile per avowed level before the effect is forcefully ended. While the silk is attached, you may count yourself and the creature count as one individual for the purposes of spells and clauses with a range of personal and you can communicate between each other in any language you both know as if you were standing next to one another.

In addition, you may use this in combat as a standard action. If you do, you make a melee touch attack to place a strand on your opponent. You are always counted as having line of effect to the target and can pull the target towards you as though with a rope (making the appropriate drag or reposition maneuver checks as needed). This does not allow the affected creature to be dragged/affected through walls even though you still have line of effect.

Into the Parlour
Final Pact (7th); standard action; spell resistance: yes
Granted by World Weaver (20th)
You move yourself and others to or from your realm. This clause functions as the plane shift spell, except that it only works on yourself and willing creatures, and you can only travel to the realm created by your pact (or to the last plane you were on, if you are already on your demiplane).

General Clauses

Spider Lord I
Least (2nd); Full-round action; spell resistance: no
You use summon monster II, as the spell, save that you can only summon 1 Giant Spider, 1d3 Giant Crab Spiders, or 1d4+1 Scarlet Spinners. You may only use this clause once per day per two avowed levels you have.

Spider Lord II
Lesser (4th); Full-round action; spell resistance: no
You use summon monster IV, as the spell, save that you can only summon 1 Giant Black Widow, 1d3 Starry Spinners, or 1d4+1 Giant Crab Spiders. You may only use this clause once per day per five avowed levels you have.

Spider Lord III
Greater (6th); Full-round action; spell resistance: no
You use summon monster VI, as the spell, save that you can only summon 1 Ogre Spider, 1d3 Phase Spiders, or 1d4+1 Giant Spiders. You may only use this clause once per day per ten avowed levels you have.

Spider Lord IV
Final (9th); Full-round action; spell resistance: no
You use summon monster IX, as the spell, save that you can only summon 1 Bebilith, 1d3 Shadeweb Recluses, or 1d4+1 Moon Spiders. You may only use this part of the clause once per day

Vermin Love Me
Least (2nd); standard action; spell resistance: no (targets self)
You transform your very being, becoming closer to the natural, if a bit creepy crawly world. When you activate this clause, select a type of creature typically seen as vermin (spiders, rodents, etc.). You gain wild empathy as a druid of your caster level that can only be used on your choice of creature and creatures like them but works on them regardless of creature type. In addition, all of those creatures and creatures like them start at 1 attitude level higher towards you, to a maximum of friendly. This is a permanent effect, and lasts until dispelled or dismissed.

Spider Rider
Lesser (4th); 1 hour; spell resistance: no (targets self)
You summon a Giant Black Widow Spider as a mount. This functions identically to the paladin's Divine Bond class ability save that it gains the respective template of your alignment at level 11 instead. This is a permanent effect, and lasts until dispelled or dismissed.

In addition, at level 11 you may choose a phase spider instead of a giant black widow. At level 16, you can also choose a shadeweb recluse and a starry spinner as well.

My Spider Sense Is Tingling
Greater (6th); full-round action; spell resistance: no (targets self)
You may sense the world through all non-magical spiders with HD equal to or less than your avowed level within 1 mile as though they were your own. The distance increases to 2 miles at level 15, and to 3 miles at level 19. At level 17, you may also choose to affect supernatural spiders with this ability.

Feat:
PLANAR WEBS
You are able to harness the power of spiders beyond the mundane within your silk.
Prerequisite: Avowed level 10, Spider Lord II, ability to create webs or silk
Benefit: You may choose to create starry spinner web instead of normal silk. This counts towards your total number of uses per day.
Normal: Your silk acts as normal spider silk.
Special: If you have Spider Lord III, you can choose to summon ether weavers instead of phase spiders and may also choose to create ether weaver web instead of normal silk. This counts towards your total number per day. If you have Spider Lord IV, you may also choose to create shadeweb recluse web instead of normal silk. This counts towards your total number per day.

Aniikinis
2018-12-24, 11:41 AM
Now for the spiders. If I decide to stat up the Great Weaver as a goddess, I'll edit this post to contain the statblock (3.5 DaD type statblock). I'm tempted to stat up a Blightwidow too, but I'm not certain if I'm up to do it justice.

Ether Weaver
Before you sits a strange creature, like a phase spider and an orb weaver were fuzed together.

Ether Weaver CR 6
XP 2,400
N Large magical beast(extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +8, Will +3
Defensive Abilities: ethereal jaunt
OFFENSE
Speed: 40 ft., climb 20 ft.
Melee: bite +10 (2d6+7)
Space: 10 ft.; Reach 5 ft.
Special Attacks: web (+8 ranged, DC 16, 5 hp)
STATISTICS
Str 20, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Base Atk: +6; CMB: +12 (+16 grapple); CMD: 25 (37 vs. trip)
Feats: Ability Focus (poison), Improved Initiative, Skill Focus (Stealth)
Skills: Climb +18, Perception +6, Stealth +7
Languages: Aklo

SPECIAL ABILITIES
Ethereal Jaunt (Su): An Ether Weaver can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).

Ethereal Webs (Su): The webs of a shadeweb recluse are phased between the shadow and material planes. If a creature is touching the web on either plane, the astral spinner can pinpoint if the creature is on either plane and their web ability can affect creatures on both planes.

Starry Spinner
Sitting in a dazzling web seemingly made of starlight and diamonds is a peculiar spider. It looks like it's made of glass, jewels, and a strange pattern covers its abdomen.

Starry Spinner CR 6
XP 2,400
N Large magical beast(extraplanar)
Init +7; Senses astralsense 100 ft., darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +8, Will +3
Defensive Abilities: astral jaunt
OFFENSE
Speed: 40 ft., climb 20 ft.
Melee: bite +10 (2d6+7 plus poison)
Space: 10 ft.; Reach 5 ft.
Special Attacks: web (+8 ranged, DC 16, 5 hp)
STATISTICS
Str 20, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Base Atk: +6; CMB: +12 (+16 grapple); CMD: 25 (37 vs. trip)
Feats: Ability Focus (poison), Improved Initiative, Skill Focus (Stealth)
Skills: Climb +18, Perception +6, Stealth +7
Languages: Aklo

SPECIAL ABILITIES
Astral Jaunt (Su): A starry spinner can shift from the Astral Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th) except it accesses the Astral Plane.

Astralsense (Su): A starry spinner can automatically detect the location of anything within 100 feet of it on the Astral Plane.

Astral Webs (Su): The webs of a starry spinner are phased between the astral and material planes. If a creature is touching the web on either plane, the astral spinner can pinpoint if the creature is on either plane and their web ability can affect creatures on both planes.

Poison (Ex): Bite—injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The save DC is Constitution-based.


Shadeweb Recluse
The silk is inky black and seems to be seeping shadows into the nearby environment and absorbing light. After a few seconds of struggling to pull your hand away, a large black and purple spider with a bright white skull marking on its' abdomen appears seemingly out of nowhere.

Shadeweb Recluse CR 6
XP 2,400
N Large magical beast(extraplanar)
Init +7; Senses shadowsense 100 ft., darkvision 120 ft., low-light vision; Perception +6
DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +8, Will +3
Defensive Abilities: shadow jaunt
OFFENSE
Speed: 40 ft., climb 20 ft.
Melee: bite +10 (2d6+7 plus poison)
Space: 10 ft.; Reach 5 ft.
Special Attacks: web (+8 ranged, DC 16, 5 hp)
STATISTICS
Str 20, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Base Atk: +6; CMB: +12 (+16 grapple); CMD: 25 (37 vs. trip)
Feats: Ability Focus (poison), Improved Initiative, Skill Focus (Stealth)
Skills: Climb +18, Perception +6, Stealth +7
Languages: Aklo

SPECIAL ABILITIES
Shadow Jaunt (Su): A shadeweb recluse can shift from the Plane of Shadow to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th) except it accesses the Plane of Shadow.

Shadowsense (Su): A shadeweb recluse can automatically detect the location of anything within 100 feet of it on the Plane of Shadow.

Shadow Webs (Su): The webs of a shadeweb recluse are phased between the shadow and material planes. If a creature is touching the web on either plane, the shadeweb recluse can pinpoint if the creature is on either plane and their web ability can affect creatures on both planes.

Poison (Ex): Bite—injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d4 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based.