Arachnians

Arachnians are a diverse species of sentient Arachnids. They can have body designs and colorations consistent with that of their various spider ancestors.

Arachnians

Medium / Arachnid / Octoped / Quadruped

Description

Arachnians are a diverse species of sentient Arachnids. They can have body designs and colorations consistent with that of their various spider ancestors. When interacting with humanoids Arachnians often walk and dress in a very particular way, so as to make arachnophobes more comfortable and make integration more fluid. They will walk using 4 of their legs, each walking and dressed in pairs as if they were humanoid legs. For whatever reason, this combined with clothing is enough to ease any discomfort associated with spider-like creatures.

Society

Arachnians tend to have diverse societies that can often be directly linked to the behavior of the spider ancestors. For instance; solitary spider descendants tend to form smaller tighter knit communities such as families or clans, while more social spider descendants are more prone to form larger governments and city states.

Subspecies

Choose a Subspecies

Jumper Arachnian

Jumping Spider Arachnian Subspecies

Medium / Arachnid / Octoped / Quadruped

Average Height 150 cm
Average Weight 65 kg
Lifespan 30-50
Age of Adulthood 7
Attribute Modifiers +2 DEX
Movement Speed 5 W, 7 C
Movement Types Walking, Crawling
HP Die Type 1d8
Languages Chitrin and Uman

Description

Jumper Arachnians resemble oversized jumping spiders of various breeds and colorations. Their incredible leaping ability and natural dexterity make them well suited for a variety of roles in Arachnian and mixed societies alike. They are highly sought after by thieves guilds, assassins guilds, mercenary groups and militaries in the various realms.

Traits

Spider Legs

You are considered to have 8 Hands, but you need to use at least 4 of them to Walk and at least 6 to Crawl or Sprint. While prone you can hold, use or manipulate any items, objects or weapons in any and all of your hands. You may acquire any Dual Wielding Traits or Abilities at ½ their listed XP cost.

Spider Crawl

You need to use all 8 legs to Crawl. While crawling you are considered to be able to walk on Walls and Ceilings at your crawling movement speed. If you are knocked prone while crawling in this fashion you fall from your position on the ceiling or wall. You can remain latched to the wall while immobile using at least 4 of your legs.

Abilities

Spider Jump

Spend 1 Stamina or Might to add up to 5 Meters to any Jump Distance.

Spider Webbing

You possess spinnerets that allow you to spin webbing from your body.

Rope Webbing You can generate up to 10 meters of rope webbing using your Movements or Motions. The rope webbing is sticky at 1 end and can support up to 100 kg of weight. You can spend more of your turns movement and motions to both secret more rope webbing, but also any movements you use to secret webbing you can use to descend up to 10 meters suspended on your webbing.

Hunter Arachnian

Wolf Spider Arachnian Subspecies

Medium / Arachnid / Octoped / Quadruped

Average Height 150 cm
Average Weight 65 kg
Lifespan 30-50
Age of Adulthood 7
Attribute Modifiers +2 STR
Movement Speed 5 W, 7 C
Movement Types Walking, Crawling
HP Die Type 1d8
Languages Chitrin and Uman

Description

Hunter Arachnians resemble oversized hunting or wolf spiders of various colorations, typically having long fur covering their entire bodies.

Hunter Arachnians are known for their natural strength and potent venomous bite. They are highly sought after by assassins guilds, mercenary groups and militaries in the various realms.

Traits

Spider Legs

You are considered to have 8 Hands, but you need to use at least 4 of them to Walk and at least 6 to Crawl or Sprint. While prone you can hold, use or manipulate any items, objects or weapons in any and all of your hands. You may acquire any Dual Wielding Traits or Abilities at ½ their listed XP cost.

Spider Crawl

You need to use all 8 legs to Crawl. While crawling you are considered to be able to walk on Walls and Ceilings at your crawling movement speed. If you are knocked prone while crawling in this fashion you fall from your position on the ceiling or wall. You can remain latched to the wall while immobile using at least 4 of your legs.

Abilities

Spider Fangs

You possess a deadly Natural Weapon.

Venomous Bite III

Hunter Arachnian possess a venomous fangs in their jaws that they can use with deadly precision.

Recharging Weapon II

If this weapon is not currently recharged, roll 1d6 at the end of your turn. If you roll a 4, 5 or 6 this weapon recharges. If you choose to use this weapon while it is not recharged, spend 1 Stamina.

Damage Damage Types Range Weapon Traits
1d6 + 1d6+4 Puncture and Venom 1 Meter Natural Weapon, Recharging Weapon II

Spider Webbing

You possess spinnerets that allow you to spin webbing from your body.

Net Webbing You can generate a 3 meter cone of webbing using your Action. Large or smaller creatures in the Area must Roll a STR or DEX Saving Throw. The DC is 12 + the caster's Training Modifier.

Large or smaller creatures that Fail the Saving Throw are Immobilized until they Pass this Ability's Saving Throw at the end of one of their turns.

Large or smaller creatures that Pass the Saving Throw are instead Slowed until the end of their next turn.

Hourglass Arachnian

Black Widow Arachnian Subspecies

Medium / Arachnid / Octoped / Quadruped

Average Height 150 cm
Average Weight 65 kg
Lifespan 30-50
Age of Adulthood 7
Attribute Modifiers +2 CON
Movement Speed 5 W, 7 C
Movement Types Walking, Crawling
HP Die Type 1d8
Languages Chitrin and Uman

Description

Hourglass Arachnians resemble oversized black widow spiders. They typically have dark hairless bodies with a red pattern on the back of their thorax that often resembles an hourglass.

They are well known for their deadly venom and naturally strong constitutions. They are highly sought after by mercenary groups and assassins guilds in the various realms.

Traits

Spider Legs

You are considered to have 8 Hands, but you need to use at least 4 of them to Walk and at least 6 to Crawl or Sprint. While prone you can hold, use or manipulate any items, objects or weapons in any and all of your hands. You may acquire any Dual Wielding Traits or Abilities at ½ their listed XP cost.

Spider Crawl

You need to use all 8 legs to Crawl. While crawling you are considered to be able to walk on Walls and Ceilings at your crawling movement speed. If you are knocked prone while crawling in this fashion you fall from your position on the ceiling or wall. You can remain latched to the wall while immobile using at least 4 of your legs.

Abilities

Deadly Spider Fangs

You possess a deadly Natural Weapon.

Venomous Bite V

Hourglass Arachnians possess a set venomous fangs in their jaws that they can use with precision and deliver a deadly fast acting venom.

Recharging Weapon II

If this weapon is not currently recharged, roll 1d6 at the end of your turn. If you roll a 4, 5 or 6 this weapon recharges. If you choose to use this weapon while it is not recharged, spend 1 Stamina.

Damage Damage Types Range Weapon Traits
1d12+4+CON Mod Venom 1 Meter Natural Weapon, Recharging Weapon II

Spider Webbing

You possess spinnerets that allow you to spin webbing from your body.

Cocoon Webbing You can fire a massive bundle of webbing using an Attack Action. Large or smaller creatures Hit by the Attack must roll a DEX or STR Saving Throw. The DC is equal to 14 + the caster's Training Modifier.

Fail: Large or smaller creatures that Fail the Saving Throw are Immobilized until they Pass this Ability's Saving Throw at the end of one of their turns.

Pass: Large or smaller creatures that Pass the Saving Throw are instead Slowed until the end of their next turn.

Special: This ability can be used on larger creatures limbs to immobilize that limb, either reducing their movement or preventing them from using certain attacks and abilities that utilize that limb.

The webbed creature may use an Action to Remove all webbing from their body or use an Attack Action to Remove one instance of webbing from their body.