Monday, July 24, 2017

Another bit of d20 Supers: Spider Power!

Here's another entry in the ever-growing collection of d20 System feats and talent trees designed to incorporate superpowers into campaigns. Someday, we'll actually get around to doing a base class (all that will be needed is one--two at most), and collect all the d20 Supers material into a NUELOW Games release. 

Meanwhile, we hope you enjoy this latest bit of material; and we're sure it's obvious where some of the inspiration came from. As always, your feedback is welcomed, and the text is released under the Open Game License and may be reproduced according to its terms. Copyright Steve Miller 2017.

You can see the foundations of this system here and here. The whole collection of posts so far can be read here.

Protection of the Spider [Minor Power]
You suffer no harm when injected with natural venoms, such as those delivered with spider or snake bites.
   Benefit: You are immune to all venom, as well as harmful compounds derived from them.

The Astonishing Spider Queen! (Art by Kinstler)

Kin of the Spider (Super Power Talent Tree)
Whether gained through magic, mutation, or the bite of a radiated arachnid, you have spider-powers! (Note that unlike most superpower talents, Gift of the Spider requires specifically the Protection of the Spider minor power feat).
   Gift of the Spider: You have a +3 bonus to all Balance, Jump, and Climb skill checks.
   Prerequisite: Blood of the Spider minor power feat
   Spider Sense: You have a +4 bonus to all Sense Motive and Spot skill checks.
   Prerequisite: Gift of the Spider
   Call of the Spider: Make a successful Concentration skill check as a full round action (DC12) while thinking of a target within your line of sight. The following round, dozens of spiders begin to emerge from cracks and crevices, swarming toward your chosen target. On the next round, they deal 1 point of damage to the target. Spiders keep arriving for the next three rounds, with the damage inflicted increasing by 1 each round. (The target may roll a Fort save for half damage.) On the 5th round, the spiders withdraw, although you may call them again if you choose.
   Prerequisite: Any one Minor Power feat
   Spider Growth: Focus your will upon a spider within your line of sight. Make a successful Concentration skill check (DC12) as a full round action. With the beginning of the next round, the spider transforms into a Giant Spider and attacks a target by your command on your initiative. Commanding the spider is a free action. It attacks for four rounds (after which it reverts to normal) or until slain.
   Prerequisite: Call of the Spider
   Salvation of the Spider: If you are reduced to -5 or fewer hit points (but not -10), a spider-web like substance excretes from every pore of your body, encasing you in a thick, impervious cocoon. This process takes one round, and any person or creature in physical contact with you is forced away and suffers 1d4 points of slashing damage.
   The cocoon remains for 48 hours, during which time you heal 4d20+8 hitpoints, recover any lost attribute points and regrow any severed limbs, up to your fully-healed state. The cocoon dissolves into a fine dust at the end of the time period, and, although you are unconscious while in the cocoon, you are immediately fully alert and ready for action.
   Prerequisite: Gift of the Spider

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