2013年11月17日
(2013-11-17 12:00:17)分类: 资料留存 |
DRIDER
Aberration
Created by the spider goddess Lolth from her drow worshipers
who fail a special test of loyalty and power, drider are outcasts
from their society and often wander the Underdark looking for
allies or like-minded individuals. Drider may be an appealing
choice for players who like dark elves and like playing weird
monsters. Drider are good in combat, good at spellcasting, and
pretty good at sneaking around, making them well-rounded creatures
suitable for most any role in an adventuring party.
The difficulty in balancing the class is that a drider casts
spells as a character of its Hit Dice, which means that at most
levels a drider gains an automatic benefit of an increase in
spellcasting, so its other strong abilities must be placed on
levels where it doesn's gain a Hit Die. The drider progression
increases ability scores, spellcasting, poison damage, and natural
armor bonus.
Racial Traits
Starting Ability Score Adjustments: +2 Dex, +2 Int, +2 Cha.
The selection process that makes drow so powerful means that drider
are powerful as well.
Speed: Drider land speed is 30 feet, climb speed 15 feet. Like
any creature with a climb speed, drider have a +8 racial bonus on
Climb checks and can always take 10 when making Climb checks.
Darkvision: Drider can see in the dark up to 120 feet.
Automatic Languages: Common, Elven, and Undercommon.
Favored Class: Drider.
Class Skills
The drider's class skills (and the key ability for each skill)
are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex),
Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft
(Int), and Spot (Wis).
On reaching Large size, a drider takes a -4
size penalty on Hide checks.
Class Features
All of the following are class features of the drider monster
class.
Weapon and Armor Proficiency: Since every drider is created
from a cleric, sorcerer, or wizard, a drider has the same weapon
and armor proficiencies as the spellcaster of the appropriate type.
For example, a drider that was once a cleric is proficient with all
simple weapons, with all armor, and with shields.
Feats: A drider receives two feats at 1st level and additional
ones at 4th and 10th level. After 10th level it gains feats
normally according to its character level, as shown on Table 2-5:
Experience and Level-Dependent Benefits.
Bite: Starting at 2nd level, a drider has a bite attack that
is a natural weapon dealing the indicated damage plus 1/2 Strength
bonus.
Spell Resistance (Ex): Starting at 6th level, a drider gains
spell resistance equal to 4 + class level.
Poison (Ex): The drider's bite injects a poison that deals the
indicated primary and secondary damage (DC 10 + 1/2 drider's HD
from class levels + drider's Con modifier).
Spell-Like Abilities: 1/day -
clairaudience/clairvoyance, dancing lights, darkness, detect chaos,
detect evil, detect good, detect law, detect magic, discern lies,
dispel magic, faerie fire, levitate, and suggestion. A drider's
caster level is equal to its Hit Dice
from class levels. The DC for saving throws against these
abilities is 10 + drider's Cha modifier + spell level.
Spells: All drider have the ability to cast spells either as a
cleric, sorcerer, or wizard (chosen at 1st level). The drider casts
spells as a character of its Hit Dice. Most drider clerics still
worship Lolth and choose two domains from her list (Chaos,
Destruction, Evil, and Trickery).
Table A–12: The Drider
Level Dice Bonus
Save Save Save Points CR Special
1st 1d8 +0 +0 +0
+2 (2 + Int mod) × 4 1 Feat, spells, +2
natural armor, spells (as Clr 1, Sor 1, or Wiz 1)
2nd 2d8 +1 +0 +0 +3 2 + Int mod
2 Bite 1d4, poison (1d3 Str, 1d3 Str), +2 Str, spells (as Clr
2, Sor 2, or Wiz 2)
3rd 2d8 +1 +0 +0 +3 —
2 Spell-like abilities, +2 Wis
4th 3d8 +2 +1 +1 +3 2 + Int mod
2 Feat, +4 natural armor, +2 Dex, spells (as Clr 3, Sor 3, or
Wiz 3)
5th 3d8 +2 +1 +1 +3 —
3 Poison (1d4 Str, 1d4 Str), +2 Con
6th 4d8 +3 +1 +1 +4 2 + Int mod
3 +2 Int, +2 Wis, spell resistance, spells (as Clr 4, Sor 4, or
Wiz 4)
7th 4d8 +3 +1 +1 +4 —
4 +6 natural armor, +2 Con, +2 Cha
8th 5d8 +3 +1 +1 +4 2 + Int mod
5 Large size (face 10 ft.), +2 Str, spells (as Clr 5, Sor 5, or
Wiz 5)
9th 5d8 +3 +1 +1 +4 —
6 Poison (1d6 Str, 1d6 Str), +2 Wis
10th 6d8 +4 +2 +2
+5 2 + Int mod 7 Feat, +2 Con, +2 Cha,
spells (as Clr 6, Sor 6, or Wiz 6)
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