- Category: Races
- Published on Monday, 02 May 2011 19:01
- Written by Lissa Oliver
Spelf Racial Traits-4 Intelligence, +2 Constitution: Spelfs are sharp minded and tough but they lack the grace of their Elven and spider ancestors.
Size: Medium. Spelf are on the taller end of medium reaching 6.3-7.5 feet tall yet still weighing the same as their Elven ancestors.
Speed: 30 ft; Spider Climb (at will) 20 ft.
Blindsight: Spelf's have the Blindsight ability to 60 ft. Centuries of wondering the caves and not needing eyes have blinded the Spelfs enhancing their remaining sense to make up for the loss. Spelfs can feel vibrations in the ground and in the air allowing them to “see” just as easily as if they had darkvision. Additionally, They have also developed larger ears and noses have a keen sense of hearing and smell allowing them to more effectively find food and water and avoid danger in the deep caves.
"This makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures)." This does not allow Spelfs to see color or visual contrast. Creatures with Blindsight are immune to gaze attacks, blinding attacks, works as long as there is a medium for sounds, smell, or vibrations to travel threw. Blindsighted creatures also are immune to blur effects and displacement.
Web 40ft/day This ability has a range of 100ft+10/casting class level . A Spelf can spin webs almost as quickly as a spider creating 40ft of web each day. The web last as long as it is maintained by the Spelf +2 weeks after unless permanency is cast on that web.
A creature that stumbles within the webs area must make a reflex DC 12+Spelfs class level or be grappled in the thick, sticky and strong strands of the web. Creatures caught in the web can break free by making a escape artist and combat maneuver check as a standard action against the Original DC. Creatures that fail the save by more than 5 become further entangled increasing the save by 1/attempt and creatures failing within only 5 or fewer decrease the save by 1/attempt. The entire web is considered difficult terrain.
Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of webs are flammable and if set ablaze will devour a 5 foot-square in 1round. Anyone caught in the web at the time take 2d4 points of fire damage from the flames.
A web made permanent with the permanency spell that is damaged regrows in 10 minutes unless fully destroyed.
Spider Feature: Spelf’s take on some of the features of their ancestors like multiple limbs, multiple eye sockets(empty), the ability to lay eggs, and liquefy their food. Use the following chart to determine what features the Spelf has.
|% Chance||Special Ability|
|1-25%||No physical features reveal your spider ancestry.|
|26-50%||2 Extra eye sockets.|
|51-75%||Extra limbs; liquefy(fangs); lay eggs.|
|76-100%||2 Extra limbs, 6 extra eye sockets, liquefy (fangs +1) and lay eyes (+1). +2 lvl adj|
Liquefying Prey and Laying Eggs: While all Spelfs use their webs to catch food for dinner some possess the ability, that many spiders do, to inject their prey with acid that liquefies their insides making them easier to consume. These Spelfs will dig 2 large fangs in the body and drink to satisfy their hunger. The DC against this acid is a fortitude 12+Spelfs constitution modifier(to see how strong the acid is). Once the save is made the Spelf cannot attempt this again on the same creature for 24 hours.
Additionally, Spelf females may choose to use their prey’s body to keep their eggs safe until they hatch. The DC to avoid eggs being laid within is the Spelf’s combat maneuver bonus vs the creatures combat maneuver defense. Once the Spelf has laid the eggs(1d4-2; minimum 1) within her prey she chooses to release the prey and let the eggs incubate for 1d4+1 weeks. The victim will generally not be aware of what has happened(DC 15 knowledge Nature) to them until the eggs begin to hatch. When the eggs hatch the host feels an extreme amount of pain as the humanoid baby spiders claw and bite their way around looking for a way out. Generally, the host dies during this process but a DC 20 heal check can be made by another to aid their survival and a DC 20 fortitude save made by the host to stay alive. If the host survives they are incapacitated and exhausted for 1d8 days unless additional, magical healing, is utilized.
Extra Limbs/Eyes: They extra eyes are none functioning sockets that may have found its way through the gene pool. They have no special function and do not aid in perception checks as there are no eyes in the sockets to see from.
Extra limbs may also have found their way through the gene pool however using multiple arms to do multiple things is more difficult the more limbs you use at once. Grapple/CMB checks increase by per set of arms(+1 for your third pair and +2 for your fourth. ). Using multiple limbs to do different things requires a DC 15+2/limb(beyond normal limbs) to concentrate and successfully complete these tasks at one time.
Albino: Spelf’s pale skin is a very delicate shade of white and pink showing lack of melanin. This developed over centuries of being underground without need for the protection of pigmentation to keep the sun’s rays from damaging their bodies. If a spelf is exposed to sunlight
they take 1d4 nonlethal damage from sunburns per hour exposed to direct sunlight. DC Will 18 save is required to concentrate on any strenuous task while exposed to direct sunlight.
Keen Senses: Due to their large ears and strongly developed senses they gain a + 2 perception bonus.
Weapon Familiarity: Spelfs are proficient with longbows (including composite longbows), longswords, rapiers, all natural attacks, and shortbows (including composite shortbows).
Languages: Undercommon and Aklo. A Spelf with a high intelligence score can choose bonus languages from the following: Abyssal, Infernal, Aquan, Common, Draconic, Gnome, or Goblin.
Author's Note: This is just something I created for a character in a game I am currently playing and I wanted to share the idea and am hoping it hasn't already been submitted in another form. Enjoy.
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