What Underdark PrC, Feat or Spell would you like to see?

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Nachti
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What Underdark PrC, Feat or Spell would you like to see?

Unread post by Nachti »

And please whrite down, why you think it would be a good addition to our server.
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by chad878262 »

Drow Judicator for our Lolthite/Selvetarm faction:

https://www.dandwiki.com/wiki/Drow_Judi ... ige_Class)

Darkmask (which would be nice to have a Mask version for the surface as an option for surfacer Cleric/Rogues.. Note this is a house rules class and would need to be modified to be balanced for our server). I find it odd that our only Cleric/Rogue PRC has a very Kossuth RP attached to it. There really should be a Maskarran/Vhaerunite based PRC for Cleric/Rogues:

http://drowcampaign.roleplaynexus.com/h ... kmask.html
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by aaron22 »

yes. i am thinking paladin of tyranny from d20. i know we have BG class, but this would be cool as a base class. evil getting it's pali would be awesome.
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by The Whistler »

chad878262 wrote:Drow Judicator
chad878262 wrote:Drow Judicator
chad878262 wrote:Drow Judicator
chad878262 wrote:Drow Judicator
chad878262 wrote:Drow Judicator
chad878262 wrote:Drow Judicator
chad878262 wrote:Drow Judicator
chad878262 wrote:Drow Judicator
chad878262 wrote:Drow Judicator
plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by 7threalm »

the vunerite one would be easy it to do cause its like master of disguise with few tweaks.


drow judicator would be easy as well, kinda of like dreadlord, a
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by Moridin »

I would like to see both a Judicator:
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and an Arachnomancer:
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Last edited by Moridin on Mon Jun 26, 2017 7:08 pm, edited 3 times in total.
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by Infra »

Moridin wrote:I would like to see both a Judicator:
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and an Arachnomancer:
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Yes!
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by Moridin »

Infra, I just realized I missed a part of the Arachnomancer profile.
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by Moltrazahn »

Demon Binder

http://archive.wizards.com/default.asp? ... 30a&page=3

Warlock prestige class. Yaaay! ^^

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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by Glowfire »

Some spells I dug up. They're from various sourcebooks, some 2nd edition ones.


The first three are related to light blindness. They're three spells that are a bit different but my overall feeling is that it shouldn't give any extra benefits and the duration for a low level spell should be short - enough to move from an interior to another so 1 round/lvl. A higher level one could perhaps have a higher duration but I'd be mindful to not replace the Daylight Adaptation feat. Should be made available to both clerics and wiz/sorc.

Cloak of Dark Power (Evocation, Alteration)
First level
Sphere: Necromantic
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
This spell creates a dark aura of coursing, swirling power around the caster. The priest's body and anything worn or carried (by the caster only) are protected by this aura from the effects of full sunlight, even under the open, daytime sky of the surface world (arms and armor imbued with the radiations of the Underdark don't begin to lose their power, and the drow caster suffers no "bright light" combat penalties). This magic is specifically fashioned to prevail against a light spell. A priest shrouded in a cloak of dark power functions as if of one experience level higher, in all dealings with undead. Arachnids (and others using arachnid forms) attack a cloak -wearer at -3.

SHADOW SHROUD
Evocation [Darkness]
Level: Cleric 2, sorcerer/wizard 2
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level (D)
A thin membrane of darkness coats your body. This spell negates any penalties or other harmful effects imposed by your light blindness or light vulnerability. You also gain a +5 competence bonus on Hide checks made in areas of shadow or darkness. As with any darkness spell, the effect is suppressed if you enter the area of a light spell of 3rd level or higher.

NIGHT’S MANTLE
Abjuration
Level: Clr 4
Components: V,S
Casting Time: 1 action
Range: Personal
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You imbue a creature with an invisible shield that protects it from all effects of sunlight. If cast on a vampire or other creature that is normally harmed or destroyed by exposure to sunlight, the spell allows that creature to function in sunlight without hindrance. The spell does not overcome any aversion the target creature may have for sunlight, however.

Night’s mantle is not countered or dispelled by any light spell of equal or lower level (such as the 3rd-level cleric spell daylight). It can be countered or dispelled by a light spell of greater level (such as the 8th-level cleric spell sunburst, which both counters night’s mantle and inflicts its normal damage).
Material Component: Powdered ruby (value no less than 1,000 gp).


[I'd prefer some variant for sorc/wiz too. It should likely be at a higher spell level due to duration and what it does. Lesser Mind Blank is 5th level and is 1 min/lvl. Why the need for this spell though? It works against illithids. You'd think casters in UD would devise ways to conceal their thoughts from mindflayers.]
Deceive Prying (Divination)
6th level
Sphere: All
Range: Touch
Components: V, S, M
Duration: 1 turn +1 turn/level
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: None
This spell protects the priest or another touched being from magical and psionic examination (not attack). The alignment aura, faith, and thoughts of the recipient are overlaid by a false alignment and set of beliefs (chosen during casting), and random surface thoughts are supplied by the spell, in response to what the being sees happening and the false alignment and
faith chosen. The being can cast spells without breaking this protection, and conduct any mental activity desired (including the use of psionics or telepathy) behind the mental screen. A deceive prying spell provides no protection against enchantment/charm spells or psionic attacks except to give a +1 bonus to the initial saving throw against a charm person magic (not the more powerful charm monster), by making the attacker's mind assault less precise.
Priests of Vhaeraun use this spell to hide from those trying to discover their identities. Its material components are a drop of cranial fluid (from any mammal), and a small cube of iron.


[This is probably too good with the SR but I've always thought it would be nice to be able to use the VFX for Magic Missile from Shadow Conjuration as a regular spell because it looks very neat.]
Shadow Bolt
Evocation [Shadow]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Adark missile of shadow energy flies from your fingertips to strike its target. The missile deals 1d4 points of damage per your caster level (maximum 10d4). Like the closely related magic missile spell, the shadow bolt strikes its target unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of the creature cannot be singled out, and inanimate objects cannot be damaged by this spell. For every two levels of experience, the missile can harm someone with a greater magic resistance. For every two levels, the missile grants the target a magical –1 penalty to spell resistance (maximum of –5).


[The visual effect of this seems neat. No one uses Burning Hands though... but some variants of this spell can be made at higher levels perhaps, which offer some flavour.]
Shadow Hands
Transmutation [Shadow]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Effect: Semicircular burst of shadows 10 ft. long, centered on your hands
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A wave of murky blackness shoots from your hands. You must hold your hands together and then pull them apart quickly, to either side of you. The sheet of blackness is nearly as thick as your hand. Any creature in the area of the blackness takes 1d4 points of cold damage per your caster level (maximum of 5d4). This spell is closely related to the burning hands spell of the surface world, but is considered more practical in a lightless environment and has served the drow dark blades very well in the past.


[Interesting flavour spell. If negative energy is deemed too powerful for some reason, effects can be changed to cold dmg.]
Shadow Wall
Evocation [Shadow]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
A curtain of inky black shadow appears, giving creatures behind the wall a 9/10 concealment bonus. It is one foot thick and is very resilient. The side of the shadow wall that is facing the caster is always translucent enough for the caster, and anyone else on that side, to see through the wall without being hampered by the darkness. A shadow wall cannot form in an area occupied by physical objects or creatures. The wall deals 2d6 points of negative energy damage +1 point of negative energy damage per caster level (to a maximum of +20) to any creature passing through it. Undead, both corporeal and incorporeal, are healed instead of damaged by the wall. A Fortitude save will reduce this damage to one-half.

If any five-foot portion of the shadow wall takes 20 points of damage from light spells or effects in one round, the wall fades from existence. A light or continual light spell deals 1d4 points of damage/level of the caster against the wall, burning holes through it.
Material Component: A small lantern icon that has been painted black.


[Flavour. Can also have some higher level variants. Black flames? Yes please.]
DARKFIRE
Evocation [Fire]
Level: Clr 3 (drow pantheon)
Components: V, S
Casting Time: 1 action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Dark flames appear in your hand. You can hurl them or use them to touch enemies. The flames appear in your open hand and harm neither you nor your equipment. They emit no light but produce the same amount of heat as an actual fire. You can strike opponents with a melee touch attack, dealing fire damage equal to 1d4 +1 points per two caster levels (maximum +10). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. The darkfire is completely invisible to normal vision but can be seen with darkvision as easily as a normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for creatures with darkvision). The spell does not function underwater. This spell originally appeared in Magic of Faerûn.


[Not overly fond of the spell description. But might be nice to have a higher level of Undeath to Death. Should also be made available for cleric.]
DEVASTATE UNDEAD
Necromancy
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Undead creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell was created by the lich Larloch to power himself at the expense of his own undead minions. The target undead creatures must succeed at Fortitude saving throws or be destroyed, just as if hit by a disruption weapon. Creatures that are not undead, and undead with Hit Dice greater than the caster’s caster level, are unaffected by this spell. If an undead creature is destroyed by this spell, a portion of the negative energy that gave it unlife flows back to the caster. This negative energy deals (if the caster is living) or cures (if the caster is undead) 5 hit points of damage per hit die of the destroyed undead.
Focus: A disruption weapon of any kind.


[Nice option for the Necromancer to heal their undead. Might be a bit weak for its level, compared to other spell dmg.]
DREAD BLAST
Necromancy
Level: Clr 4 (Cyric)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous (see text)
Saving Throw: Will half (see text)
Spell Resistance: Yes
You fire a black ray of negative energy at a single target. You must succeed at a ranged touch attack to strike your target. A creature struck by this ray takes 3d8 points of damage +1 point per caster level (up to +20). The spell has no effect on constructs or inanimate objects. Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.


[Basically a version of Evard's Black Tentacles.]
LESSER SHADOW TENTACLE
Abjuration (Shadow)
Level: Sor/Wiz 3
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One shadow
Duration: Concentration (1 round/level max)
Saving Throw: None
Spell Resistance: No
You can animate any nearby shadow into a ropelike tentacle. The target shadow transforms into a thick, ropy tentacle. One end of the shadow tentacle remains rooted to the location where it fell on the floor, wall, ceiling, et cetera, while the opposite end can attack and curl about a target. The animated shadow tentacle extends 5 feet per level of the caster (up to 50 feet) from its anchoring point.

The caster directs the shadow tendril, indicating a target for it to attack. The tentacle makes a melee touch attack using the caster’s attack bonus. The tentacle does not inflict damage, but can be used to entangle an opponent. A successful melee touch attack means that the tentacle has entangled its victim. The shadow tentacle is anchored, so it can hold its victim motionless if the caster desires; otherwise, the entangled victim can move at half speed up to the length of the animated tentacle. The shadow tentacle has 20 hit points, AC 15, and can be burst with a Strength check (DC 23). A character can also free himself from the tentacle with an Escape Artist check (DC 20). Changing targets is a standard action. When the caster changes targets, the tentacle releases its current victim and immediately attacks the new target. The tentacle is not affected by bright light, sunlight, or light spells.


[Basically a version of Evard's Black Tentacles.]
GREATER SHADOW TENTACLE
Abjuration (Shadow)
Level: Sor/Wiz 5
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One shadow
Duration: 1 round/level or concentration
Saving Throw: None
Spell Resistance: No
As lesser shadow tentacle, except the spell creates a shadow tentacle that extends up to 10 feet per caster level (maximum 100 feet) from its anchoring point. The tentacle created by this spell has 40 hit points, AC 18, and can be burst with a Strength check (DC 25). A character can also free himself from the tentacle with an Escape Artist check (DC 22).


[Basically like Balagarn's Iron Horn, but it's not a cone.]
BLAST OF FORCE
Evocation [Force]
Level: Force 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You direct an invisible blast of force at a chosen target. The blast is a ranged touch attack that deals 1d6 points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the target to make a Fortitude save or be knocked down (size and stability modifiers apply to the saving throw as if the spell were a bull rush).

[Interesting for flavour.]
DAMNING DARKNESS
Evocation [Darkness, Evil]
Level: Cleric 4, sorcerer/wizard 4, Vile Darkness 4
Components: V, M/DF
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See below
This spell is similar to darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of the darkness is a 20-foot radius, and the object that serves as the spell’s target can be shrouded to block the darkness (and thus the damaging effect).

Damning darkness counters or dispels any light spell of equal or lower level. Spell resistance applies to the damage dealt by this spell but not to the darkness area.
Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.


[Can't really be made to work as the description but possibly a large cloud which deals damage to non-evil opponents? Just an idea.]
UTTERDARK
Conjuration (Creation) [Evil]
Level: Sorcerer/wizard 9, Vile Darkness 8
Components: V, S, M/DF
Casting Time: 3 rounds
Range: Close (25 ft. + 5 ft./2 levels)
Area: 100-ft./level radius spread
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Utterdark spreads outward from you, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the deeper darkness spell, but it cannot be dispelled by magical light (although a light spell or similar effect of equal or higher level can temporarily suppress the utterdark where their areas overlap, restoring normal illumination to the affected area for as long as the light spell or effect lasts). Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.

Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.
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Akroma666
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by Akroma666 »

Moridin wrote:and an Arachnomancer:
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Storm - The Blade Flurry
Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by Laughingman »

Arachnomancer seems incredibly powerful for a hipsing archmage builds. Hide/MS, spell progression, and high Bab. All that for a +2 int +2 dex +2 cha race.....
Konosuba taught me cool wizards don't look at explosions.

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Re: What Underdark PrC, Feat or Spell would you like to see?

Unread post by Nightsong »

The Demon Queen of Spiders is a cruel, capricious deity who delights in pitting her worshipers against one another. Arachnes are priestesses of Loith who have risen to the pinnacle of drow society, worshiping Loith only for the power she grants.
Clerics or cleric/fighters are the mostly likely characters to adopt the arachne prestige class, although other class combinations, particularly those including sorcerer, ranger, and wizard, are not unknown. Arachnes are only very rarely non-drow.
Arachnes are commonly found in drow cities of the Underdark in which priestesses of Lolth reign supreme, such as Menzoberranzan or Ched Nasad. Many arachnes are matriarchs of drow noble houses or the daughters of such matron mothers. Arachnes encountered outside drow cities are often young and less powerful, seeking to make a name for themselves in hopes of establishing or seizing control of their own noble houses some day.
Requirements
To qualify to become an Arachne, a character must fulfill all the following criteria:
Race: Aranea, choldrith, deep dragon, drow, half-drow, half-fiend draegloth
Gender: Female
Alignment: Chaotic evil.
Skills: Handle Animal 3 ranks, Knowledge (arcana) 4 ranks, Speak Language (Abyssal), Spellcraft 4 ranks.
Feats: Great Fortitude, Still Spell, Survivor, plus either Exotic Weapon Proficiency (hand crossbow) or Weapon Finesse (dagger).
Spells: Ability to cast 3rd-level divine spells.
Patron: Lolth.
Special: Must have passed the Test of Lolth (given to above-average followers of Lolth upon reaching 6th level).
Domain: Spider.
Class Skills
The arachne's class skills are Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (religion), Ride, Sense Motive, and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.
Class Features
The following are class features of the arachne prestige class.
Weapon and Armor Proficiency: An arachne gains no weapon or armor proficiencies.
Spells per Day: At each arachne level, the character gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). If the character had more than one divine spellcasting class before becoming an arachne, the player must decide to which class to add each arachne level for the purpose of determining spells per day. The caster level, of spell-like abilities is equal to the arachne's divine spellcaster level.
Familiar (Su): All arachnes can obtain a hairy spider familiar. For purposes of this ability, an arachne's caster level is considered to be her highest divine caster level.
Spider Affinity (Ex): All arachnes are immune to the venom of spiders and spiderlike creatures. Moreover, arachnes can communicate with arachnids and spiderlike creatures of all kinds as long as the creature has an Intelligence score of at least one. Normal spiders never attack or harm arachnes unless magically controlled.
Spidereyes (Su): At 2nd level, an arachne can see though the eyes of her familiar as long as it is within 400 feet + 40 feet per divine caster level. As long as the arachne and her familiar remain on the same plane, she can see and hear as if she were standing where it is, and during her turn she can switch her perception from its location to her own or back again as a free action.
Webspinner (Sp): At 3rd level, an arachne can ignore web spells and spider webbing as if affected by a freedom of movement spell. She can walk along webs as if on solid ground (no Balance check required). The web spell becomes part of her spell list as a 2nd level cleric spell.
Spider Mount (Sp): At 5th- level, an arachne can call an unusually intelligent, strong, and loyal spider to server her as a steed. Such mounts are always monstrous spiders, with medium-size (for a Small arachne) or large (for a Medium-size arachne) being most common. In all other respects, such spider mounts are identical to a paladin's mount. Should the arachne's spider mount die, she may call for another one after a year and a day. The new mount has all the accumulated abilities due a mount of the prestige class level of the arachne.
Dominate Male Drow (Sp): At 7th level, an arachne can cast dominate person once per day, affecting only male drow.
Zin-Carla (Su): At 9th level, an arachne can create a special form of undead called a zin-carla; see the sidebar on this page. A spirit-wraith cannot be made to cast spells without the arachne losing control over its mind entirely, but can fully use its combat abilities and any skills possessed in life.
The arachne maintains a telepathic link to the spirit-wraith over any distance (as long as both remain on the same plane) that allows her to communicate with it and control it. The arachne must make a successful Concentration check opposed by the spirit-wraith's Will saving throw once per day and whenever the spirit-wraith enters combat in order to continue to maintain control. Control is also severed if the arachne and the zin-carla are on different planes or if the arachne dies.
If control is ever lost for any reason, the telepathic link between arachne and spirit-wraith ends immediately and cannot be restored. The zin-carla then becomes a free-willed undead, seeking only vengeance against its creator, and gains the supernatural ability to know the direction and distance to the arachne that animated it. If it manages to slay the arachne, the zin-carla crumbles to dust. In the rare circumstance when the arachne dies without the zin-carla killing her, the zin-carla becomes a free-willed undead.
The zin-carla ritual requires 8 hours and the intact corpse of the creature to be animated. The arachne must expend 50 XP per Hit Die of the creature to be animated.
Transcendence: At 10th level, an arachne becomes a creature blessed of Lolth, transcending her mortal body and becoming a divine creature (native outsider). Her type changes to "outsider (chaotic, evil)," which means she is forevermore treated as an outsider rather than a humanoid. For instance, charm person does not affect her, but she can be affected by spells such as banishment.
Yochlol Form (Su): Once per day the arachne may take the form of a yochlol, a Large black monstrous spider, or a cloud of noxious gas (as a yochlol does), as if using a shapechange spell. She may change form among these shapes or her own shape for a period of 1 minute per caster level.
Arachne
Hit Die: d8
CL
BAB
Fort
Ref
Will
Special
Spells per Day
1st
+0
+0
+0
+2
Familiar, spider affinity
+1 level of divine spellcasting class
2nd
+1
+0
+0
+3
Spidereyes
+1 level of divine spell casting class
3rd
+2
+1
+1
+3
webspinner
+1 level of divine spellcasting class
4th
+3
+1
+1
+4

+1 level of divine spellcasting class
5th
+4
+1
+1
+4
Spider mount
+1 level of divine spellcasting class
6th
+4
+2
+2
+5

+1 level of divine spellcasting class
7th
+5
+2
+2
+5
Dominate male drow
+1 level of divine spellcasting class
8th
+6
+2
+2
+6

+1 level of divine spellcasting class
9th
+6
+3
+3
+6
Zin-carla
+1 level of divine spellcasting class
10th
+7
+3
+3
+7
Transcendence, yochlol form
+1 level of divine spellcasting class
Translated from Undercommon, zin-carla means "spirit-wraith." Lolth only grants the zin-carla ritual for the completion of specific tasks and these may never be purely to work revenge or bring harm on other drow. Failure in the task brings on the disfavor of Lolth.
The soul of a spirit-wraith is forcibly returned to its body by the will of the arachne who summons it, and it resents this act.
If the zin-carla's creator loses control of it for any reason, it becomes a free-willed undead, seeking only vengeance against its creator. It gains the supernatural ability to know the direction and distance to the being that animated it. If it manages to slay its creator, the zin-carla crumbles to dust.
Creating A Zin-carla
The zin-carla template can be applied to the body of any formerly living creature with Intelligence 3 or higher. The base creature's type changes to "undead." It uses all the base creature's statistics and special abilities except as noted here.
Special Qualities: A zin-carla retains all, the special qualities of the base creature and those listed below, and also gains the undead type.
Damage Reduction (Su): A zin-carla's undead body is tough, giving the creature damage reduction 10/+1.
Turn Resistance (Ex): A zin-carla has +2 turn resistance.
Abilities: As an undead creature, a zin-carla has no Constitution score.
Skills: Same as base creature.
Climate/Terrain: Any land and underground.
Organization: Solitary
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Alignment: Always neutral.
Advancement: -
Although it acts as an extension of the arachne's will, a Zin-carla is an independent monster. Unlike summoned monsters, which are considered part of an enemy's CR (see DMG Chapter 3), a zin-carla counts as a separate creature and player characters that defeat one earn experience points for that encounter. A zin-carla has a CR equal to that of the original creature +1.
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