Spider Blood Assassin
Do not struggle or it will only kill you faster - A Spider Blood Assassin to his latest victim.
Poison is commonly used by assassinís whether a toxic gas, put into the food, or dripped upon his blade. But some are gifted with the ways of the spider and are masters with toxins of all kinds. But this is only one of their several gifts; they can climb walls and traverse webs. And with enough skill you can call those of the web to your aid.
The Spider Blood Assassins are granted these gifts by a pact with a spider goddess, whether knowingly or not. And they use these gifts with great finesse.
Strangely despite the classes name, one doesn't have to be an assassin nor ever kill anyone and several Spider Blood Assassin simply use their skills to be master thieves.
A Spider Blood Assassin is like a rogue using stealth and guile to attack its foes from the shadows, also with their use of poison even if the foe survives it will be weaker for the rest of the group to kill. They are also very skilled individuals being able to use their wits to ruin traps, and pick locks.
A Spider Blood Assassin can be of any alignment.
The Spider Blood Assassin's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (Local), Knowledge (nature), Knowledge (nobility), Perception (Wis) , Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at First Level:
(6 + Int modifier)
Spider Blood Assassin
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|Poison Use, Sneak Attack +1d6|
|Assassin Techniques, Trapfinding|
|Evasion, Spider Blood +1, Spider Tongue|
|Assassin Techniques, Sneak Attack +2d6, Uncanny Dodge|
| Spider Blood +2, Trapsense +1, Weapon Finesse|
|Assassin Techniques, Spider Empathy|
| Spider Blood +3, Hidden Weapons|
|Assassin Techniques, Improved Uncanny Dodge, Sneak Attack +3d6|
| Spider Blood +4|
|Advanced Techniques, Assassin Techniques, Trapsense +2, Weapon Subtly|
| Spider Blood +5|
|Assassin Techniques, Sneak Attack +4d6, Whispers of the Web|
| Spider Blood +6|
| Nest of Fangs, Spider Blood +7, Trapsense +3|
|Assassin Techniques, Sneak Attack +5d6|
| Spider Blood +8|
| Spider Blood +9|
|Assassin Techniques, A Thousand Eyes, Sneak Attack +6d6, Spider Thrall, Trapsense +4|
All of the following are class features of the Spider Blood Assassin.
Weapon and Armor Proficiencies:
Spider Blood Assassins are proficient with all simple weapons, in addition to hand crossbow, rapier, sap, shortbow (normal and composite), short sword, webbed claw
, webbed fang
, and whip. Spider Blood Assassins are proficient with light armor but not with shields.
Sneak Attack (Ex):
If a Spider Blood Assassin can catch an opponent when he is unable to defend himself effectively from his attack, his hunter instincts kick in and he can strike a vital spot for extra damage.
The Spider Blood Assassinís 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 Blood Assassin flanks his target. This extra damage is 1d6 at 1st level, 2d6 at 4th level, and increases by 1d6 every four Spider Blood Assassin levels thereafter. Should the Spider Blood Assassin score a critical hit with a sneak attack, this extra 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 Blood Assassin 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 Ė4 penalty.
The Spider Blood Assassin 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 Blood Assassin cannot sneak attack while striking a creature with concealment.
Spider Blood Assassins innately understand how to handle poison and cannot accidentally poison themselves when applying poison to a weapon.
: As a Spider Blood Assassin gains experience, his pacts grant him several gifts and boons. Starting at 2nd level, a Spider Blood Assassin gains one assassin technique. He gains an additional assassin techniques for every 2 levels of Spider Blood Assassin attained after 2nd level. A Spider Blood Assassin cannot select an individual technique more than once.
Techniques marked with an asterisk add effects to a Spider Blood Assassinís sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
List of Techniques
Araneae Hand (Ex):
A Spider Blood Assassin with this Technique can launch a web at an object and pull the target towards you. As a standard action you can make a touch attack on an object within 30 feet that you have a line of sight to.
If it hits an object which is unattended you can pull that object into your hands as an immediate action. If it hits an object which is being held by an creature you can make a disarm check and if successful you can you can pull that object into your hand.
This ability only works on unattended objects that you could hold in one hand and weapons which are one handed for a creature of the Spider Blood Assassin's size. To use this ability you must have one hand free.
To select this technique you must have the Silk Weaver Technique.
Araneae Shell (Ex):
A Spider Blood Assassin with this Technique's flesh warps into a hard exoskeleton, but strangely looks exactly like and is as flexible as his normal flesh. This grants natural armor equal to half Spider Blood Assassin Level. This doesn't stack with any other form of natural armor.
Bleeding Attack* (Ex)
: A Spider Blood Assassin with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the Spider Blood Assassinís sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
: A Spider Blood Assassin with this ability can change the color of their bodies allowing them to disappear in the wilderness. A Spider Blood Assassin with this ability can use the Stealth skill in any sort of natural terrain, even if the terrain doesnít grant cover or concealment.
To select this Assassin Technique you must have at least 9 Ranks in the Stealth skill.
Child of Araneae (Ex)
: A Spider Blood Assassin generally hunts alone, but by using their instincts they can form a close bond with a giant spider. This spider is a loyal companion that accompanies the Spider Blood Assassin on his adventures as appropriate for its kind.
This ability functions like the druid vermin companion ability from Ultimate Magic, except that the Spider Blood Assassin's effective druid level is equal to his Spider Blood Assassin level Ė 5. The animal companion possesses half its master's sneak attack dice as well
To select this Assassin Technique you must have at least 6 ranks in Knowledge (Nature).
Also upon reaching tenth level, you can have your giant spider grow to the large size category but your effective druid level is equal to your Spider Blood Assassin level -7. In all other ways the large giant spider acts as a Child of Araneae
: A Spider Blood Assassin that selects this Technique gains a bonus combat feat.
Drain the Fluids (Ex)
: A Spider Blood Assassin that selects this technique gains one of the macabre gifts of the spider. As a full round action, as Spider Blood Assassin with this ability can drink the fluids from a corpse that has died within the last 10 minutes (or 100 rounds). This heals 1d8 points of health per HD of the drained creature. This ability can only be used a number of times per day equal to your Spider Blood Assassin level + Constitution Modifier.
This ability can only be used on the corpse of a creature with the following types: Aberration, Animal, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Outsider without the Elemental Subtype, and Vermin. Once this ability is used on a corpse it cannot be used again on that specific corpse.
To select this Assassin Technique you must have a constitution score of 10 or higher.
Entropic Disciple (Su):
While Spiders come in many sizes a Spider Blood Assassin's companion is generally restricted, but some Spider Blood Assassins can use magic to warp their minions size. A Spider Blood Assassin with this technique can change the size of his Child of Araneae a number of times per day equal to 1/2 your Spider Blood Assassin level (Rounding Down).
A use of this ability can change the Child of Araneae's size up to two steps smaller. If used on his Child of Araneae when it is already affected by this ability, it returns to its natural size.
To select this Technique you must have the Child of Araneae Technique. If you have the Disciple of Araneae Advanced Technique then you can use this ability to make the Child of Araneae grow one step larger.
Fast Stealth (Ex):
This ability allows a Spider Blood Assassin to move at full speed using the Stealth skill without penalty.
Grip of the Spider (Ex):
Using tiny invisible barbs on his flesh a Spider Blood Assassin who has selected this technique can can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
The affected creature doesnít need his hands free to climb in this manner and can use his feet if he is barefoot. The subject gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down), or a slope. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.
Ledge Walker (Ex):
This ability allows a Spider Blood Assassin to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a Spider Blood Assassin with this technique is not flat-footed when using Acrobatics to move along narrow surfaces.
Major Mimicry (Sp):
Some spiders can disguise themselves to appear as other arthropods, with this technique you can disguise yourself as similiar creatures. A Spider Blood Assassin with this technique cast Alter Self (as the spell) a number of times per day equal to Spider Blood Assassin level + Charisma Bonus (if you have one).
Your caster level for the purpose of this ability is equal to your Spider Blood Assassin Level.
This Technique does not replace Minor Mimicry.
Minor Mimicry (Sp):
Spiders have mastered the art of using slight appearance differences to help survive, and now you can master it to. A Spider Blood Assassin with this technique cast Disguise Self (as the spell) a number of times per day equal to Spider Blood Assassin level + Charisma Bonus (if you have one).
Your caster level for the purpose of this ability is equal to your Spider Blood Assassin Level.
Sense of the Hunter (Ex)
: This ability causes the Spider Blood Assassin to sense his prey by feeling the vibrations in the air, he gains Blindsight with a radius of 40ft.
To select this Assassin Technique you must have at least 6 ranks in the Perception skill.
Silk Weaver (Su)
: Spider Blood Assassinís sometimes wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the Spider Blood Assassin and one creature of the same size. Creating a silk strand is a standard action and creates 30ft or less long strand of silk.
Silk Strands created this way must either be verticle or horizontal in nature. Verticle Silk must be attached to a ceiling, and each end of a horizontal silk strand must be attached to a solid verticle surface (Such as two walls).
To select this technique you must have a Dexterity score of 13 or more.
Also upon reaching fifteenth level, you are counted as also having the Araneae Hand Technique if you don't already have it.
Slow Reactions* (Ex):
Opponents damaged by the Spider Blood Assassinís sneak attack can't make attacks of opportunity for 1 round.
Spiderís Leap (Ex):
You take no penalties for making an Acrobatics Skill Checks to jump without a running start, and you gain +15 racial bonus on all Acrobatics Skill Checks when jumping.
Surprise Attack (Ex):
During the surprise round, opponents are always considered flat-footed to a Spider Blood Assassin with this ability, even if they have already acted.
Tarantulaís Tool (Su):
A Spider Blood Assassin with this technique can warp his face and gain huge fangs similar to that of a Tarantula. As a standard action a Spider Blood Assassin with this technique can grow a bite attack. This is a primary attack that deals 1d6 damage plus 1-1/2 times the Spider Blood Assassin's Strength bonus. These fangs and bite attack be be dismissed as a free action.
Unrelenting Grip (Ex):
The tiny barbs with allow you ascend walls empowered your grip with other things. A Spider Blood Assassin with this technique gains a bonus on checks made to grapple a foe and to his Combat Maneuver Defense whenever an opponent tries to grapple him equal to a quarter of his Spider Blood Assassin level.
In addition you can never be disarmed.
To select this technique you must have the Grip of the Spider ability.
Weapon of the Web (Ex):
By weaving web together you can create a weapon. A Spider Blood Assassin with this technique can create a Whip as a Full-Round action.
Also upon reaching fifth level, you can decide to create a Webbed Fang
by using this ability and losing a non-magical dagger or a Webbed Claw
by using this ability and losing a non-magical shortsword.
To select this technique you must have the Silk Weaver Technique.
: A Spider Blood Assassin that selects this technique gains Weapon Focus as a bonus feat.
At 10th level the Spider Blood Assassin gains Greater Weapon Focus as a bonus feat.
Web Sling (Ex):
As a move-action a Spider Blood Assassin with this technique can launch a strand of web and use it for travel. As part of this action he may move up to 50' in a straight line (as viewed from above).
If he is at ground level he must first jump at least 5 feet off the ground (DC 20 or higher, see the Acrobatics skill description). This may be done as part of the same move action used to swing but the movement consumes part of the 50'.
Each time he uses this ability he must anchor the strand to an object at least 10 feet above him (at least 15' off the ground) and halfway between his current position and new position (as viewed from above). After this movement he ends his turn the same height above the ground. On his next turn he may release the thread as a free action to jump, sling again or to perform some other action.
These threads last for 2 hours before decaying.
This Technique requires Silk Weaver, and a Dexterity score of 15 or more.
A Spider Blood Assassin with this ability have a venomous toxin in their saliva. As such whenever he uses a bite attack the target is affected by the venom. Also as a full-round action he can coat his weapon in this venom.
The poison can affect a target via injury or being ingested (this can be done with a kiss). The poison has the following statistics: save Fort DC 10 + 1/2 Spider Blood Assassin Level + Constitution Bonus; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 1 save.
: At level two a Spider Blood Assassin adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Spider Blood Assassin of second level or above can use Disable Device to disarm magic traps.
At 3rd level and higher, a Spider Blood Assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spider Blood Assassin is wearing light armor or no armor. A helpless Spider Blood Assassin does not gain the benefit of evasion.
: At 3rd level, the Spider Blood Assassin has innate knowledge on poisons and his body his naturally resistant to them. A Spider Blood Assassin gains a +1 saving throw bonus against poisons of all kinds (Even those that are magical or supernatural in nature).
In addition any poison he creates via Craft (Alchemy) has its Fort DC increased by +1.
These bonuses increase by +1 every two levels.
Spider Tongue (Ex):
At 3rd level, the Spider Blood Assassin gains a +5 insight bonus to Handle Animal checks involving spider or spider-like creatures.
Uncanny Dodge (Ex):
Starting at 4th level, a Spider Blood Assassin can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Spider Blood Assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
Trap Sense (Ex):
At 5th level, a Spider Blood Assassin gains an intuitive sense that alerts him to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Spider Blood Assassin reaches 10th level, to +3 when he reaches 15th level, and to +4 when he reaches 20th level.
Trap sense bonuses gained from multiple classes stack.
Once a Spider Blood Assassin attains 5th level he gains Weapon Finesse as a bonus feat if he doesn't already have it. In addition its normal effects it also affects the web attacks created by a Spider Blood Assassin with the Web Hunter Advanced Assassin Technique.
If the Spider Blood Assassin already possessed the Weapon Finesse bonus feat, then he gains a Assassin Technique instead.
Spider Empathy (Ex):
As of Sixth level a Spider Blood Assassin can improve the initial attitude of a spider or spider-like creature (Ask your DM).
This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The Spider Blood Assassin rolls 1d20 and adds half his Spider Blood Assassin level and his Knowledge (Nature) bonus to determine the wild empathy check result.
To use spider empathy, the Spider Blood Assassin and the Spider must be within 30 feet of one another under normal visibility conditions. Generally, influencing an Spider in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Hidden Weapons (Ex):
At 7th level, a Spider Blood Assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.
Improved Uncanny Dodge (Ex):
A Spider Blood Assassin of 8th level or higher can no longer be flanked.
This defense denies another Rogue or Spider Blood Assassin the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue or Spider Blood Assassin levels than the target does.
If a character already has improved uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue or Spider Blood Assassin level required to flank the character.
: At 10th level, and every two levels thereafter, a Spider Blood Assassin can choose one of the following advanced techniques in place of a assassin technique.
List of Advanced Techniques
Weapon Subtly (Ex):
A Touch of Venom (Ex): You can now transmit your venom through your hands via tiny invisible barbs. If the Spider Blood Assassin successfully delivers an unarmed strike or a melee touch attack, they may use their Widow's Toxin Assassin Technique in addition to the normal effects of the attack.
To select this technique you must have the Widow's Toxin technique.
Crippling Strike* (Ex): A Spider Blood Assassin with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Death Attack* (Ex): If an Spider Blood Assassin studies his victim for 3 rounds and then makes a sneak attack and successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (user's choice). Studying the victim is a standard action. The death attack fails if the target detects the Spider Blood Assassin or recognizes the Spider Blood Assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 5 + the Spider Blood Assassin's class level + the Spider Blood Assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Spider Blood Assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Spider Blood Assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the Spider Blood Assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Defensive Roll (Ex): With this advanced technique, the Spider Blood Assassin can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Spider Blood Assassin can attempt to roll with the damage. To use this ability, the Spider Blood Assassin must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive rollóif he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Spider Blood Assassin's evasion ability does not apply to the defensive roll.
Disciple of Araneae (Ex): With this Technique the effective Druid Level for a medium sized Child of Araneae is equal to your Spider Blood Assassin Level. Also your effective Druid Level for a Large Sized Child Of Araneae is equal to your Spider Blood Assassin level -3.
Improved Evasion (Ex): This works like evasion, except that while the Spider Blood Assassin still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Spider Blood Assassin does not gain the benefit of improved evasion.
Mark of Kaine (Ex): Using the same way you walk on walls, you grasp onto your foe with amazing force and pull back, your grip ripping the flesh from their bodies. If the Spider Blood Assassin successfully delivers an unarmed strike or a melee touch attack, they may deal 1d4 constitution damage in addition to the normal effects of the attack.
To select this technique you must have the Grip of the Spider technique.
Opportunist (Ex): Once per round, the Spider Blood Assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a Spider Blood Assassin with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Pounce Upon the Prey (Ex): If this Advanced Technique is selected the Spider Blood Assassin gains the ability to make a pounce attack, with the following changes: instead of it being a charge the Spider Blood Assassin can jump from a distance.
To select this advanced technique you must have the Spider Leap ability.
Weapon Mastery (Ex): A Spider Blood Assassin who takes this technique gains Weapon Specialization as a bonus feat.
At 15th level the Spider Blood Assassin gains Greater Weapon Specialization as a bonus feat.
A Spider Blood Assassin must have the Weapon Training technique to select this one.
Web Hunter (Ex):: If a Spider Blood Assassin selects this technique their ability in weaving webs increases allowing them to make traps to ensare prey. They can throw a web three times a 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 up to one size category larger than the Spider Blood Assassin. An entangled creature can escape with a successful Escape Artist check (DC 16) or burst it with a Strength check (DC 20). This is a standard action. The check DCs are Constitution-based. If used one a target area without a creature in it creates sticky webbing.
Spider Blood Assassins often create sheets of sticky webbing from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 14 hit points, and sheet webs have a hardness of 5
A Spider Blood Assassin can move across its own web at its land speed and can pinpoint the location of any creature touching its web.
Feat: A Spider Blood Assassin may gain any feat that he qualifies for in place of an Assassin technique.
A Spider Blood Assassin of 10th level can add half of his dexterity bonus to damage rolls as long as the weapon used in the attack is an acceptable weapon for Weapon Finesse.
Whispers of the Web (Sp):
As his connection the arachnids grows his can eventually learn to communicate with spiders and similar creatures.
A Spider Blood Assassin of twelfth level or higher can converse with Arachnids as if they shared a language.
Nest of Fangs (Sp):
Slowly a Spider Blood Assassin amasses a number of spiders which can do his bidding.
As of 15th level a Spider Blood Assassin can cast Summon Swarm (as a spell-like ability) as a full round action. This functions as the spell except for the following:
- The swarm is under the full control of the Spider Blood Assassin and can be commanded as a free action
- The swarm must be a swarm of Spiders
- The swarm's Hit Dice is increased to 15
- The duration is changed to 24 hours.
- The spell can be dismissed prematurely if the swarm is adjacent to the Spider Blood Assassin.
This ability can be used once per day per five levels of Spider Blood Assassin. You can only have one Swarm of Spiders summoned by this ability at any one time.
A Thousand Eyes (Sp):
Once a Spider Blood Assassin has achieved his 20th level he can reach out and touch the minds of spiders at a distance. As a move-action he can scry (as the Greater Scrying Spell) on any of his Child of Araneae, Spider Swarms, or Spider Thralls. You can only scry on a Child of Araneae, Spider Swarm, or Spider Thrall if it is on the same plane of existance as you.
If you have the Child of Araneae Assassin Technique, you also gain a telepathic link with your Child of Araneae. This telepathy works as long as you are both on the same plane of existance.
Spider Thrall (Su):
Your connection to spiders allows you to form near unbreakable bonds with spiderkind. As of level twenty a Spider Blood Assassin can undergo a ritual with a Spider or Spider-like creature (ask your DM). This ritual takes an hour to complete and a willing Spider to remain still and reach of the Spider Blood Assassin. Once this ritual is complete the spider is under your control.
This functions as the Charm Monster spell except for the following:
- You can communicate telepathically with the Thrall.
- The duration is permanent.
- Target doesn't make a save when the ability is used, but saves are still made when trying to force the spider to do things against its will are still made.
- The Spider Thrall gain +5 morale bonus on attack, armor class, and Stealth Checks.
Your caster level for the purpose of this ability is equal to your Spider Blood Assassin Level.
You can have up to your Spider Blood Assassin level in Spider Thralls.
Ex-Spider Blood Assassin's
If you become infected with a Symbiote and fail to get rid of it within the next 1d4 days, all your class levels in Spider Blood Assassin become levels in the Tainted Scion of Venom class
, and you can no longer take levels in SBA, unless a spell such as Wish or Atonement is used or the Symbiote is removed.
If the Symbiote is removed then all your levels in Tainted Scion of Venom turn into Spider Blood Assassin.
Spider Blood Assassin's in Blades Of Keran
In Blades of Keran, to become a Spider Blood Assassin you must join the organisation of Spider Blood Assassins. This requires the following:
- Be a Newesti.
- Never had a history of being a Renegade Newesti.
- Your Familiar must be a Spider or Spider-like creature.
- You must swear loyalty to the Estikar Council.
If you are a Kylanth, then you need not be part of the organisation of Spider Blood Assassins as this class represents your growing spider traits.