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    Default Spiderblood Assassin [3.5e Class][PEACH]

    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.

    Role: 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.

    Alignment: A Spider Blood Assassin can be of any alignment.

    Hit Die: d8.

    Starting Gold: As rogue.

    Class Skills
    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
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Poison Use, Sneak Attack +1d6

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Assassin Techniques, Trapfinding

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Evasion, Spider Blood +1, Spider Tongue

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Assassin Techniques, Sneak Attack +2d6, Uncanny Dodge

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    | Spider Blood +2, Trapsense +1, Weapon Finesse

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Assassin Techniques, Spider Empathy

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    | Spider Blood +3, Hidden Weapons

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +2
    |Assassin Techniques, Improved Uncanny Dodge, Sneak Attack +3d6

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +3
    | Spider Blood +4

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +3
    |Advanced Techniques, Assassin Techniques, Trapsense +2, Weapon Subtly

    11th|
    +8/+3
    |
    +7
    |
    +7
    |
    +3
    | Spider Blood +5

    12th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    |Assassin Techniques, Sneak Attack +4d6, Whispers of the Web

    13th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    | Spider Blood +6

    14th|
    +10/+5
    |
    +9
    |
    +9
    |
    +4
    |Assassin Techniques

    15th|
    +11/+6/+1
    |
    +9
    |
    +9
    |
    +5
    | Nest of Fangs, Spider Blood +7, Trapsense +3

    16th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Assassin Techniques, Sneak Attack +5d6

    17th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    | Spider Blood +8

    18th|
    +13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Assassin Techniques

    19th|
    +14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    | Spider Blood +9

    20th|
    +15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Assassin Techniques, A Thousand Eyes, Sneak Attack +6d6, Spider Thrall, Trapsense +4[/table]

    Class Features
    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.

    Poison Use: Spider Blood Assassins innately understand how to handle poison and cannot accidentally poison themselves when applying poison to a weapon.

    Assassin Techniques: 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
    Spoiler
    Show

    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.

    Camouflage (Su): 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

    Combat Trick: 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.

    Weapon Training: 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.

    Widowís Toxin: 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.


    Trapfinding: 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.

    Evasion (Ex): 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.

    Spider Blood: 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.

    Weapon Finesse: 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.

    Advanced Techniques: 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
    Spoiler
    Show

    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.


    Weapon Subtly (Ex): 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.
    Last edited by Milo v3; 2012-09-18 at 01:08 AM.
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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    I have to admit, as someone who played a Ninja as their second character, this class looks amazing.

    In other news, if you were to combine Ledge Walker, Grip of the Spider, Sense of the Hunter, Silk Weaver, Spider's Leap, you would have Spiderman and you know that I am right. Now all we need is a bard...

    It would work, except that once the bard starts playing the Spiderman theme song, rocks would fall on us.
    Last edited by masterstalker2; 2012-04-18 at 01:02 AM.

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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    I have to admit, as someone who played a Ninja as their second character, this class looks amazing.

    In other news, if you were to combine Ledge Walker, Grip of the Spider, Sense of the Hunter, Silk Weaver, Spider's Leap, you would have Spiderman and you know that I am right. Now all we need is a bard...
    Thanks. That is what I was going for.
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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    How hard is it to make a homebrew class? I'm asking because I'm planning a campaign in the world of Guild Wars 2, and if I go through with it, I'll need to work on 6 of the classes, or just leave most of them out.

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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    How hard is it to make a homebrew class? I'm asking because I'm planning a campaign in the world of Guild Wars 2, and if I go through with it, I'll need to work on 6 of the classes, or just leave most of them out.
    Depends on a lot of things. I make classes a lot faster if I have a lot of knowledge on the theme and am inspired and might take a week at most, but with a different class I'm making it has currently taken half a month.

    And there is also around three classes that I have had half-made for months.

    But it isn't really the difficulty that slows you down. You need a drive to make homebrew, and for me it is generally rather quick if I have the drive and slow if I don't have any.
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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    Thank you for replying to my question about making a homebrew class.

    I have a few thoughts on some of the abilities for the Assassin.

    Whispers of the Web seems to me like it would be better if the Assassin got it at level 10, and Spider Empathy seems to me like it might be better at level 5.

    Also for Whispers of the Web, I think that there should also be a low level version of it where you have to make a Linguistics check to see if they understand you, which is replaced by the normal version of Whispers of the Web when you gain it at level 10/12 (depends on whether you change it).

    By the time that the Assassin gets to level 5, it's likely that he'll have already taken Weapon Finesse as a feat, so I think that either they gain it at first level (which would probably be a bad idea) or, upon reaching level five, they gain Weapon Finesse if they don't already have it, and if they do, then they can either choose another feat to get instead, or choose an Assassin Technique to learn.

    About Weapon Subtly, is it that it adds half of your DEX to your damage which will already be using DEX from Weapon Finesse?

    I think that the Spiderblood Assassin should have Handle Animal act as a trained skill if he is using it on a spider, and maybe a bonus to Diplomacy and Handle Animal when using them on a spider.

    I would also like to see the SB Assassin raise their sneak attack damage at the same rate that rogues and ninjas do. I would also like to see the same done with the skill points per level, so that is the same as it is for Rogue and Ninja.

    Also, a Technique I would like to see added is a web grenade-type technique, where the Assassin throws a ball of web that explodes upon impact, dealing no damage, but entangling everyone in a 5' radius.

    I would also like to see a few of things added to Silk Weaver/Web Hunter, the ability to use web to make a sort of kite/parachute to slow down your fall and allow you to land safely, and the ability to use Silk Weaver to grab items and pull them to you or send flying away. Another use that I think should be added to Silk Weaver is the ability to use it to grapple enemies and pull them towards you or possibly pin them. I would enjoy seeing the ability to use Silk Weaver to pull yourself towards a wall at a faster speed (sending the web at a wall and using it to propel yourself to it and land safely on it if you have Grip of the Spider or next to it if you don't). Also, could Silk Weaver be used to go from wall to wall (Spiderman-style, I just had to ask this)?


    If you read all of it and use some of it in the Spiderblood Assassin, then thank you, and these are just some thoughts I came up with, so use them if you like. Also, I would like to know what bonuses to my AC I would get if I used Silk Weaver to make myself light armor made of spider silk since spider silk is as strong as steel and really durable.
    Last edited by masterstalker2; 2012-04-18 at 06:11 PM.

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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    Whispers of the Web seems to me like it would be better if the Assassin got it at level 10, and Spider Empathy seems to me like it might be better at level 5.
    I think that would add too many abilities to levels 10 and 5 (considering the scaling)

    Also for Whispers of the Web, I think that there should also be a low level version of it where you have to make a Linguistics check to see if they understand you, which is replaced by the normal version of Whispers of the Web when you gain it at level 10/12 (depends on whether you change it).
    Spider Empathy was designed to be a lower level version of Whispers of the Web.

    By the time that the Assassin gets to level 5, it's likely that he'll have already taken Weapon Finesse as a feat, so I think that either they gain it at first level (which would probably be a bad idea) or, upon reaching level five, they gain Weapon Finesse if they don't already have it, and if they do, then they can either choose another feat to get instead, or choose an Assassin Technique to learn.
    A bonus feat sounds rather overpowered as it could grant any feat. And the Assassin's balance was based on one for every two levels, so I would prefer to not give them extra Techniques. But I think I could put a bonus in.

    About Weapon Subtly, is it that it adds half of your DEX to your damage which will already be using DEX from Weapon Finesse?
    I think you misunderstand Weapon Finesse. Weapon Finesse's bonus is only to attack rolls, while Weapon Subtly's bonus is only to damage rolls.

    I think that the Spiderblood Assassin should have Handle Animal act as a trained skill if he is using it on a spider, and maybe a bonus to Diplomacy and Handle Animal when using them on a spider.
    Interesting idea.

    I would also like to see the SB Assassin raise their sneak attack damage at the same rate that rogues and ninjas do. I would also like to see the same done with the skill points per level, so that is the same as it is for Rogue and Ninja.
    I think that would be rather overpowered.

    Also, a Technique I would like to see added is a web grenade-type technique, where the Assassin throws a ball of web that explodes upon impact, dealing no damage, but entangling everyone in a 5' radius.
    If I can figure out how it would work I'll put it in.

    I would also like to see a few of things added to Silk Weaver/Web Hunter, the ability to use web to make a sort of kite/parachute to slow down your fall and allow you to land safely, and the ability to use Silk Weaver to grab items and pull them to you or send flying away. Another use that I think should be added to Silk Weaver is the ability to use it to grapple enemies and pull them towards you or possibly pin them. I would enjoy seeing the ability to use Silk Weaver to pull yourself towards a wall at a faster speed (sending the web at a wall and using it to propel yourself to it and land safely on it if you have Grip of the Spider or next to it if you don't). Also, could Silk Weaver be used to go from wall to wall (Spiderman-style, I just had to ask this)?
    Parachute wouldn't work sadly, yes to grab and pull, I don't see how you would pull yourself towards a wall, and I'll add in rules for spider-man style webswinging.

    If you read all of it and use some of it in the Spiderblood Assassin, then thank you, and these are just some thoughts I came up with, so use them if you like. Also, I would like to know what bonuses to my AC I would get if I used Silk Weaver to make myself light armor made of spider silk since spider silk is as strong as steel and really durable.
    Despite it being stronger than steel in some ways, it has several flaws for being made into armor.
    Firstly, it would be amazingly fragile until it is made thick, it would break if you raised your arm while making it.
    Second, because of its fragility it must be made onto the person directly and won't be able to be taken off without destroying the suit.
    Third, if it actually protected you from anything more damaging than dust it will restrict your movement if not stop it all together.
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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    Thank you again for replying to my post.

    The reason that I suggested the web parachute is that some spiders do that in real life. Also, Wizards get the Fly spell at level 5, and Sorcerers get it at level 6. The web slinging allows travel through some areas better than others. By allowing the SB Assassin the ability to make a sort of kite made out of web, they can get through places like forests much easier, and can be combined with the web slinging to keep them going. Maybe you could have it so that, if you have Silk Weaving, if you reach level 5 or you get the Technique after level 5, you can use the kite to glide to help keep up with those flying wizards.

    Also, how exactly would it be overpowered to have the sneak attack and skill points progress at the same rate as a ninja or rogue?

    About Weapon Finesse, my group has it so that it is also used for damage.

    Also, you are already giving the SB Assassin a bonus feat, you could just give them options for them to choose from where they must meet the requirements and they have to be on the list, also it would be nice to have the ability to exchange it for a Technique, not an Advanced Technique of course, just a regular one. Also, need I mention the fact that a Fighter gets 11 bonus feet, I mean sure they don't get many abilities, but it still helps make them a lot stronger if done right.

    I suggest having it so that spiders start off neutral or unfriendly towards the SB Assassin if that spider is normally hostile to make it possible to talk to and befriend the spider.

    Also, about using web to get onto a wall, it's based on Spiderman, mostly a memory of one of the games where, in one level, you have to get pass laser sensors, and to do that you use web to go from one wall to another without touching the sensors, and when you get to the wall, you stay on the wall. It's like Spiderman using webslinging to go from building to building and being able to just stop and hang out on the side of a building, I mean, he doesn't fall off, now does he?

    May I also suggest adding some Weapon Proficiencies (like katanas and wakizashis) because Ninjas ended up making the Rogue class seem much less useful, especially with all their weapon proficiencies.

    Also, how about the ability to use Silk Weaving to, let's say, grab a bomb that is near an ally with a strand of web, and send it flying off behind you. Also, how about using your web to disarm an enemy by using it to grab their weapon. How about using your web powers to pin an enemy to the ground or to a tree.


    Also, I think that the ability to bring back the spider web that you make would be useful (using the web to descend from the ceiling, stab a guard, and then have the web recede so that your on the ceiling again).

    How about the ability to have the web be held by your feet when you stop moving downward, but when you do move upward/downward, you have to use your hands? (so that an SB Assassin could just come down, break a guards' neck, and come back up, could be explained by having that part of the web be sticky)

    You just know that people will be refering to the Sense of the Hunter Technique as their "spidey senses tingling." Well, that is until the GM has a rock fall on them...

    For Grip of the Spider, did I read this right, you can walk on walls and across ceilings using only your feet? Heck yeah. *stands on wall, uses Oil of Silence on a rifle, and shoots a guard* Was I reading it right though?

    I suggest that you set this class as an alternate class for Rogue (like Ninja is) so that players can take levels in SB Assassin or Rogue or Ninja, but only one of those three, not two of them or all three.

    Also, how are there not more people commenting on this class?
    Last edited by masterstalker2; 2012-04-18 at 09:23 PM.

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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    This is going to be my attempt at making web slinging/gliding mechanics, because I can and I'm bored.

    [spoiler] A Spider Blood Assassin with the Silk Weaver Technique has the ability to use this ability as an alternate form of movement, using the strength of spider silk to keep him in the air. The silk used is a special kind that dissolves once the Assassin releases it for more than two rounds.

    The SB Assassin sends web from his hand to a location of his choice (or just a location that allows him to continue moving in the direction he wants to) and, if held, can be used to turn, as in turn around corners or turn around.

    This form of movement allows the Spider Blood Assassin to avoid many obstacles that would hinder his movement if he was on the ground (for example, spikes). Though there may be other obstacles, like birds and bridges high up going from tower to tower.

    If the Spider Blood Assassin hits a structure, he can make web to get down safely or continue web slinging before falling. If he has the Grip of the Spider Technique, than he will not fall and can climb up the wall if he wants to get to a window or some other spot on the structure.

    A Spider Blood Assassin with the Silk Weaver Technique who reaches level 5, or learns the Technique after level 5, gains the ability to use Silk Weaver to make a sort of kite and glide around with it, using Silk Weaver to raise his altitude when he to low and is near a structure taller than he is high.

    A Spider Blood Assassin is also capable of using Silk Weaver to propel himself towards a wall, landing next to the wall, or on the wall if he has Grip of the Spider. [spoiler]

    Please tell me what you think about it, I just came up with this in about 10-20 minutes at 12:30 AM.

    PS - If someone would tell me how to make spoilers on my posts, I would appreciate it.
    Last edited by masterstalker2; 2012-04-18 at 11:51 PM.

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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    Thank you again for replying to my post.

    The reason that I suggested the web parachute is that some spiders do that in real life.
    They don't actually. Some people call it a parachute but all they are doing is creating a webline, letting the web be caught in the wind, this then pulls them with the web because of their tiny weight.

    Also, Wizards get the Fly spell at level 5, and Sorcerers get it at level 6. The web slinging allows travel through some areas better than others. By allowing the SB Assassin the ability to make a sort of kite made out of web, they can get through places like forests much easier, and can be combined with the web slinging to keep them going. Maybe you could have it so that, if you have Silk Weaving, if you reach level 5 or you get the Technique after level 5, you can use the kite to glide to help keep up with those flying wizards.
    I don't think Wizards can do it, makes it a valid argument for balance. Also if you can web swing, why would you ever glide?

    Also, how exactly would it be overpowered to have the sneak attack and skill points progress at the same rate as a ninja or rogue?
    Because the class in its current state is as powerful as a Ninja or Rogue, if not more powerful. Adding in more power, makes it more powerful.

    About Weapon Finesse, my group has it so that it is also used for damage.
    That doesn't change how my ability works though.

    Also, you are already giving the SB Assassin a bonus feat, you could just give them options for them to choose from where they must meet the requirements and they have to be on the list, also it would be nice to have the ability to exchange it for a Technique, not an Advanced Technique of course, just a regular one. Also, need I mention the fact that a Fighter gets 11 bonus feet, I mean sure they don't get many abilities, but it still helps make them a lot stronger if done right.
    I've changed it so that you gain a Technique.

    I suggest having it so that spiders start off neutral or unfriendly towards the SB Assassin if that spider is normally hostile to make it possible to talk to and befriend the spider.
    That would mean mind controlling every spider creature you come across, that would be too powerful flavour wise for me to put that at a low level.

    Also, about using web to get onto a wall, it's based on Spiderman, mostly a memory of one of the games where, in one level, you have to get pass laser sensors, and to do that you use web to go from one wall to another without touching the sensors, and when you get to the wall, you stay on the wall. It's like Spiderman using webslinging to go from building to building and being able to just stop and hang out on the side of a building, I mean, he doesn't fall off, now does he?
    I was meaning how does he propel himself towards the wall. As this class is you could probably already do that. Jump at the wall then use Grip of the Spider to hold onto the building.

    May I also suggest adding some Weapon Proficiencies (like katanas and wakizashis) because Ninjas ended up making the Rogue class seem much less useful, especially with all their weapon proficiencies.
    I see no reason to add in japanese weapons into a class that has nothing to do with japan, flavour-wise or mechanically.

    Also, how about the ability to use Silk Weaving to, let's say, grab a bomb that is near an ally with a strand of web, and send it flying off behind you. Also, how about using your web to disarm an enemy by using it to grab their weapon. How about using your web powers to pin an enemy to the ground or to a tree.
    So far you can pull objects and weapons towards you but I haven't got the mechanics to make you throw it away. I do plan on adding in the ranged grapple using web though.

    Also, I think that the ability to bring back the spider web that you make would be useful (using the web to descend from the ceiling, stab a guard, and then have the web recede so that your on the ceiling again).
    Good idea.

    You just know that people will be refering to the Sense of the Hunter Technique as their "spidey senses tingling." Well, that is until the GM has a rock fall on them...


    For Grip of the Spider, did I read this right, you can walk on walls and across ceilings using only your feet? Heck yeah. *stands on wall, uses Oil of Silence on a rifle, and shoots a guard* Was I reading it right though?


    I suggest that you set this class as an alternate class for Rogue (like Ninja is) so that players can take levels in SB Assassin or Rogue or Ninja, but only one of those three, not two of them or all three.
    I didn't know that you can't be a Rogue and a Ninja.

    Quote Originally Posted by masterstalker2 View Post
    This is going to be my attempt at making web slinging/gliding mechanics, because I can and I'm bored.

    [/spoiler]
    A Spider Blood Assassin with the Silk Weaver Technique has the ability to use this ability as an alternate form of movement, using the strength of spider silk to keep him in the air. The silk used is a special kind that dissolves once the Assassin releases it for more than two rounds.

    The SB Assassin sends web from his hand to a location of his choice (or just a location that allows him to continue moving in the direction he wants to) and, if held, can be used to turn, as in turn around corners or turn around.

    This form of movement allows the Spider Blood Assassin to avoid many obstacles that would hinder his movement if he was on the ground (for example, spikes). Though there may be other obstacles, like birds and bridges high up going from tower to tower.

    If the Spider Blood Assassin hits a structure, he can make web to get down safely or continue web slinging before falling. If he has the Grip of the Spider Technique, than he will not fall and can climb up the wall if he wants to get to a window or some other spot on the structure.

    A Spider Blood Assassin with the Silk Weaver Technique who reaches level 5, or learns the Technique after level 5, gains the ability to use Silk Weaver to make a sort of kite and glide around with it, using Silk Weaver to raise his altitude when he to low and is near a structure taller than he is high.

    A Spider Blood Assassin is also capable of using Silk Weaver to propel himself towards a wall, landing next to the wall, or on the wall if he has Grip of the Spider.
    [/spoiler]

    Please tell me what you think about it, I just came up with this in about 10-20 minutes at 12:30 AM.
    Spoilers work by doing a this (without the ?): [SP?OILER]Inside area[/SPOILER] or you could click the SPOIL button at the top of the text area of the edit/new post page.

    As for your ability, how much distance can they travel each round with this ability, how much does the altitude change with each use of the kite, how far can you go with the kite, how far distance can you move with propeling yourself to the wall, does it take an action?
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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    The distance the kite can go, well I'm not sure, it depends on whether or not they continue propelling themselves using web, and the kite would, for the most part, be used in areas where it would be hard to use webs (forests, deserts, etc). Also, for propelling yourself towards a wall, you send the web at the wall, it hits the wall, and you then have it recede, pulling you towards the wall a good speed without hitting the ground, though that would probably need to be balanced, and it could be used to get pass traps or go down a hallway at high speeds.
    *cue a minotaur seeing a blur speeding pass him and the minotaur falling down in surprise*

    For sending items away after grabbing them with the web, think of a sling, only instead of spinning it in your hand, it spins around you, and you spin the item around on the end of the web, and then you let go, sending it flying away.

    For weapon proficiencies, the katana and wakizashi were examples of items that could be added.

    You never gave me a response on the things about using the web to go down behind a guard and using a grapple roll to break his neck while staying up using a sticky part of web between your legs.

    Propelling yourself pass a wall, I think that may be a free action, I'm not sure. The distance you can travel each round would depend on the wind (I was thinking a base of 60 feet, like the Fly spell, or maybe 45 feet), also it depends on if he is propelling himself pass a wall, which he can do to gain speed and altitude. Doing a dive and then pulling up can also add speed.

    May I also suggest you give the Spider Blood Assassin proficiency in Whips and an ability that allows the the SB Assassin to use his web as a one-handed whip, and can dual-wield them, possibly with daggers on the end if he attaches them.

    How about, as a mount, the SB Assassin gains a large-sized spider as a mount as a class ability, since Samurai and Cavalier and Wizards and Sorcerers can summon mounts.... you know what, never mind, he can just websling and hitch a ride on one of them. Though you could have the Child of Araneae grow large-sized as a mount when the SB Assassin chooses to but gains no size bonuses or penalties except for a bonus to speed which is only received out of combat.

    Also, seeing as how this is effectively an alternate class for the rogue, it seems like they should get the full Sneak Attack damage, not like SB Assassin can turn invisible or have a ki pool, while the Rogue and Ninja get plently of things that the SB Assassin don't have, the SB Assassin also have things that Rogue and Ninja don't have.

    I'm surprised I'm thinking straight, since it's 2:00 AM and I went to sleep at 3:00 AM yesterday.

    Also, how am I the only person, other than you Milo, who is commenting on this, it's an amazing class.
    Last edited by masterstalker2; 2012-04-19 at 01:10 AM.

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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    The distance the kite can go, well I'm not sure, it depends on whether or not they continue propelling themselves using web, and the kite would, for the most part, be used in areas where it would be hard to use webs (forests, deserts, etc).
    The Kite doesn't make sense though, the air would go through it, and if it doesn't I doubt it would be generate enough lift to slow your decent.

    Also, for propelling yourself towards a wall, you send the web at the wall, it hits the wall, and you then have it recede, pulling you towards the wall a good speed without hitting the ground, though that would probably need to be balanced, and it could be used to get pass traps or go down a hallway at high speeds.
    *cue a minotaur seeing a blur speeding pass him and the minotaur falling down in surprise*
    It isn't a mechanically device, you can't get the web to receed.

    For sending items away after grabbing them with the web, think of a sling, only instead of spinning it in your hand, it spins around you, and you spin the item around on the end of the web, and then you let go, sending it flying away.
    I understand that, I was more meaning mechanically.

    For weapon proficiencies, the katana and wakizashi were examples of items that could be added.
    Those weapon have nothing to do with this class though as this isn't Japanese Oriented.

    You never gave me a response on the things about using the web to go down behind a guard and using a grapple roll to break his neck while staying up using a sticky part of web between your legs.
    I don't see why you can't do that already.

    May I also suggest you give the Spider Blood Assassin proficiency in Whips and an ability that allows the the SB Assassin to use his web as a one-handed whip, and can dual-wield them, possibly with daggers on the end if he attaches them.
    That dagger whip sounds more like an item rather than an ability. But making a whip doesn't sound overpowered.

    How about, as a mount, the SB Assassin gains a large-sized spider as a mount as a class ability, since Samurai and Cavalier and Wizards and Sorcerers can summon mounts.... you know what, never mind, he can just websling and hitch a ride on one of them. Though you could have the Child of Araneae grow large-sized as a mount when the SB Assassin chooses to but gains no size bonuses or penalties except for a bonus to speed which is only received out of combat.
    It shouldn't be hard to gain a large Child of Araneae I'll add one in.

    Also, seeing as how this is effectively an alternate class for the rogue, it seems like they should get the full Sneak Attack damage, not like SB Assassin can turn invisible or have a ki pool, while the Rogue and Ninja get plently of things that the SB Assassin don't have, the SB Assassin also have things that Rogue and Ninja don't have.
    I guess. I would prefer a second opinion before I make changes to this though, as it changes the balance significantly.

    Also, how am I the only person, other than you Milo, who is commenting on this, it's an amazing class.
    Not sure might be people already saw it a month ago, in a competition. In fact the 1st place award in my signature is my prize for this class.
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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    Ok, for the Dagger Whip, it's a dagger at the end of a web, and for the proficiencies, I didn't mean give him Katanas and wakizashis, those were examples, you can give him a longsword, scimitar, Cat-o-nine-tails.

    Also, I'll post suggestions for the web swinging in the web swinging thread.
    Last edited by masterstalker2; 2012-04-19 at 01:54 AM.

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    Default Re: Spiderblood Assassin [PF Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    Ok, for the Dagger Whip, it's a dagger at the end of a web, and for the proficiencies, I didn't mean give him Katanas and wakizashis, those were examples, you can give him a longsword, scimitar, Cat-o-nine-tails.

    Also, I'll post suggestions for the web swinging in the web swinging thread.
    Added Whip and the Dagger Whip to the proficieny as wells editing the Techniques a bit and adding in a way to make weapons.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    I'm not sure whether or not I was kidding when I had mentioned the Dagger Whip, but I don't think I was... but I do not regret suggesting it, though it does need to be a bit stronger, or else the SB Assassin could just buy a Scorpion Dagger instead.

    I was also thinking that maybe there could also be other versions, like a version where you attach a short sword to the end.

    Also, I was thinking that you unlock the Weapon of the Web at level 5 if you have Silk Weaver, rather than having as a separate Technique, same with Araneae Hand, which you have learned at level 10, though it seems like it should be learned at level 5.

    For Camouflage, it says you need 12 ranks in stealth, wouldn't that mean you have to be level 12 to learn it so that, by then, you'll have put 12 skill points into stealth or is this something the group has been doing wrong (which I hope it is).

    Also, for Child of Araneae, I was thinking that at level 10, you can also call a large-sized spider, which can also be used as a mount.

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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    I'm not sure whether or not I was kidding when I had mentioned the Dagger Whip, but I don't think I was... but I do not regret suggesting it, though it does need to be a bit stronger, or else the SB Assassin could just buy a Scorpion Dagger instead.
    Never heard of that before? What book is that in?

    I was also thinking that maybe there could also be other versions, like a version where you attach a short sword to the end.
    Added

    Also, I was thinking that you unlock the Weapon of the Web at level 5 if you have Silk Weaver, rather than having as a separate Technique, same with Araneae Hand, which you have learned at level 10, though it seems like it should be learned at level 5.
    I think adding everything to Silk Weaver would get rather excessive.

    For Camouflage, it says you need 12 ranks in stealth, wouldn't that mean you have to be level 12 to learn it so that, by then, you'll have put 12 skill points into stealth or is this something the group has been doing wrong (which I hope it is).
    My fault. I was remembering 3.5e rules. I'll fix it.

    Also, for Child of Araneae, I was thinking that at level 10, you can also call a large-sized spider, which can also be used as a mount.
    I'll get on that large spider.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Well, have Weapon of the Web and Araneae's hand be the same Technique, and have them unlocked at level 5 if you have Silk Weaver.

    For the Scorpion Whip, it's in Ultimate Combat, I'll post a link to the Scorpion Whip



    Also, what about the Web grenade? could be a normal ability that is gained, or could be a technique that you get if you get the Web Hunter Advanced Technique.

    Also, how about adding a feat where, when taken, you instead get another Assassin Technique, with an advanced version for Advanced Techniques.

    Also, if you have camouflage at 9 ranks, wouldn't that make Child of Araneae 6 ranks? Having it at 9 ranks makes it so that, as soon as they get it, they will have the large-sized spider.

    Also, for the Child of Araneae, at level 15 or level 20, have it so that it becomes upgraded to your full level, or to a level higher than 20 (as in, your Spider Blood Assassin levels count as druid levels for this Technique but with a +2).
    Last edited by masterstalker2; 2012-04-19 at 11:26 PM.

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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    If you don't mind, I'm going to put a spoiler box with Weapon Proficiency suggestions.

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    Weapons Page - http://www.d20pfsrd.com/equipment---final/weapons

    Katar, Tri-bladed - http://www.d20pfsrd.com/equipment---...tar-tri-bladed

    Bastard Sword - http://www.d20pfsrd.com/equipment---.../sword-bastard

    Garrote - http://www.d20pfsrd.com/equipment---...ptions/garrote

    Butterfly Knife - http://www.d20pfsrd.com/equipment---...nife-butterfly
    Helps to have a good hold-out weapon to attach to a web whip

    War Razor - http://www.d20pfsrd.com/equipment---...ions/war-razor

    Falcata - http://www.d20pfsrd.com/equipment---...ptions/falcata

    Longbow (normal and composite), Crossbow (Light, heavy, repeating, heavy repeating, double)

    I take it firearms are a no?

    Firearms - http://www.d20pfsrd.com/equipment---final/firearms



    Just tell me what you think about them being used for this class, also, I suggest using the Pathfinder website that lists the weapons to make finding the stuff easier. Even I use it, and I have all the books.
    Last edited by masterstalker2; 2012-04-19 at 10:28 PM.

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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Umm, can you please respond to my previous posts.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    Well, have Weapon of the Web and Araneae's hand be the same Technique, and have them unlocked at level 5 if you have Silk Weaver.
    Weapon of the Web and Araneae's Hand have nothing to do with each other.

    For the Scorpion Whip, it's in Ultimate Combat, I'll post a link to the Scorpion Whip

    My computer blocks that site so I can't see what is on it.

    Also, what about the Web grenade? could be a normal ability that is gained, or could be a technique that you get if you get the Web Hunter Advanced Technique.
    But how would it work?

    Also, how about adding a feat where, when taken, you instead get another Assassin Technique, with an advanced version for Advanced Techniques.
    I think they are already getting too many Techniques.

    Also, if you have camouflage at 9 ranks, wouldn't that make Child of Araneae 6 ranks? Having it at 9 ranks makes it so that, as soon as they get it, they will have the large-sized spider.
    I'll fix that.

    Also, for the Child of Araneae, at level 15 or level 20, have it so that it becomes upgraded to your full level, or to a level higher than 20 (as in, your Spider Blood Assassin levels count as druid levels for this Technique but with a +2).
    [/QUOTE]That would make it more powerful than Animal Companion which would be overpowered.

    Quote Originally Posted by masterstalker2 View Post
    If you don't mind, I'm going to put a spoiler box with Weapon Proficiency suggestions.

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    Weapons Page - http://www.d20pfsrd.com/equipment---final/weapons

    Katar, Tri-bladed - http://www.d20pfsrd.com/equipment---...tar-tri-bladed

    Bastard Sword - http://www.d20pfsrd.com/equipment---.../sword-bastard

    Garrote - http://www.d20pfsrd.com/equipment---...ptions/garrote

    Butterfly Knife - http://www.d20pfsrd.com/equipment---...nife-butterfly
    Helps to have a good hold-out weapon to attach to a web whip

    War Razor - http://www.d20pfsrd.com/equipment---...ions/war-razor

    Falcata - http://www.d20pfsrd.com/equipment---...ptions/falcata

    Longbow (normal and composite), Crossbow (Light, heavy, repeating, heavy repeating, double)

    I take it firearms are a no?

    Firearms - http://www.d20pfsrd.com/equipment---final/firearms



    Just tell me what you think about them being used for this class, also, I suggest using the Pathfinder website that lists the weapons to make finding the stuff easier. Even I use it, and I have all the books.
    I can put in some crossbow stuff. But I can't access anything else because of the blocks on my computer.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    I'll put in the stats for the weapons.

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    Katar, tri-bladed - Damage (DAM) -1d3 small (S), 1d4 medium (M), Piercing (P), Crit X4

    Garrote - DAM - 1d4 (S) 1d6 (M), Slashing, can be used to choke (choke could be added to the Weapon of the web).

    War Razors are effectively daggers but with a +2 to sleight of hand.

    Butterfly Knives are effectively daggers, but the crit is 19-20/X2 and has a +2 on sleight of hand.

    Longbow - DAM - 1d6 (S) 1d8 (M), X3 crit, range of 100, range of 110 for composite. Could be used for Weapon of the Web where, instead of the whole weapon is made of web, you use the string to add more damage, and you would have to make the bow or just replace the string (I wouldn't blame you for not taking this Weapon of Web thing for the longbow seriously).


    Also, I suggest adding Heavy Crossbow as a weapon proficiency, because even wizards get it, which I find... interesting since they use magic.

    Also, all the weapons listed are in the Core Rule Book, except for the War Razor (Inner Sea World Guide), Butterfly Knife and Garrote (Adventure's Armory), both are books that I don't own though.
    Last edited by masterstalker2; 2012-04-20 at 11:42 PM.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    I'll put in the stats for the weapons.

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    Katar, tri-bladed - Damage (DAM) -1d3 small (S), 1d4 medium (M), Piercing (P), Crit X4

    Garrote - DAM - 1d4 (S) 1d6 (M), Slashing, can be used to choke (choke could be added to the Weapon of the web).

    War Razors are effectively daggers but with a +2 to sleight of hand.

    Butterfly Knives are effectively daggers, but the crit is 19-20/X2 and has a +2 on sleight of hand.

    Longbow - DAM - 1d6 (S) 1d8 (M), X3 crit, range of 100, range of 110 for composite. Could be used for Weapon of the Web where, instead of the whole weapon is made of web, you use the string to add more damage, and you would have to make the bow or just replace the string (I wouldn't blame you for not taking this Weapon of Web thing for the longbow seriously).


    Also, I suggest adding Heavy Crossbow as a weapon proficiency, because even wizards get it, which I find... interesting since they use magic.

    Also, all the weapons listed are in the Core Rule Book, except for the War Razor (Inner Sea World Guide), Butterfly Knife and Garrote (Adventure's Armory), both are books that I don't own though.
    I actually don't have any books for Pathfinder at all. Which is why I often make mistakes like that skill ranks thing.

    Also I'll add in that Heavy Crossbow.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Actually, I just realized that the light and heavy crossbows are simple weapons, I do suggest adding Crossbow, Repeating proficiency, and maybe Heavy Repeating Crossbow proficiency.

    I also suggest adding in Longbow proficiency since assassins need a weapon with good range.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    Actually, I just realized that the light and heavy crossbows are simple weapons, I do suggest adding Crossbow, Repeating proficiency, and maybe Heavy Repeating Crossbow proficiency.

    I also suggest adding in Longbow proficiency since assassins need a weapon with good range.
    Repeating Crossbows don't really fit the flavour of the class and you can't use sneak attack at a large range so most would never use a longbow.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Well, with quick draw, you can start of using a longbow, then, when the enemy about to get in range, quick draw the bow away at the end of the turn before he is right next to you and draw your swords, and then when he is up to you, you feint and get a sneak attack in since he'll be flatfooted. This makes a longbow a good choice for a Spider Blood Assassin, who will probably get Quick Draw.
    Last edited by masterstalker2; 2012-04-21 at 12:48 AM.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Please respond to my post about the longbow.
    Last edited by masterstalker2; 2012-04-22 at 01:17 AM.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    Well, with quick draw, you can start of using a longbow, then, when the enemy about to get in range, quick draw the bow away at the end of the turn before he is right next to you and draw your swords, and then when he is up to you, you feint and get a sneak attack in since he'll be flatfooted. This makes a longbow a good choice for a Spider Blood Assassin, who will probably get Quick Draw.
    Sorry about the delay, I was at a party for my seven year old cousin.

    I guess that would work. But I am reluctant to adding in a large number of Proficienies.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Thank you for replying, and I can understand what you mean by that, though three of the proficiencies have to do with Spider Blood Assassin only abilities (ability to make a whip, and ability to make a whip with a dagger or short sword on the end). Also, my thought on being able to restring a bow using spider silk to do more damage using Weapon of the Web is ridiculous, think about it if you dare.
    Last edited by masterstalker2; 2012-04-22 at 01:21 AM.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    I'm currently playing a Spider Blood Assassin in a campaign, and my brother mentioned something about Silk Weaver.

    For Silk Weaver, there is no weight limit, that can lead to instances where a druid turns into a gorilla or some other heavy animal that can climb, and climb up the rope behind you, without the rope breaking. So, for the weight limit of the rope, it should be X + SBAs weight + SBAs max carrying capacity.
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    Default Re: Spiderblood Assassin [3.5e Class][PEACH]

    Quote Originally Posted by masterstalker2 View Post
    I'm currently playing a Spider Blood Assassin in a campaign, and my brother mentioned something about Silk Weaver.

    For Silk Weaver, there is no weight limit, that can lead to instances where a druid turns into a gorilla or some other heavy animal that can climb, and climb up the rope behind you, without the rope breaking. So, for the weight limit of the rope, it should be X + SBAs weight + SBAs max carrying capacity.
    Good to hear my homebrew is being used.
    Also Interestingly Pathfinder doesn't have weight limits on ropes so I didn't add any in. Theoretically Spider Silk might be able to hold amazingly weights because of its Elasticity and Strength.
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