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Anarchid: Chaos Spider
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<blockquote data-quote="Ferret" data-source="post: 1154652" data-attributes="member: 4052"><p>I pulled this together quite fast, and I'm assuming its full of flaws...</p><p></p><p>Anarchid</p><p>Medium Vermin</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +3</p><p>Speed: 30 ft. (6 squares), climb 20 ft.</p><p>Armour Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11</p><p>Base Attack/grapple: +1/+1</p><p>Attack: Bite +4 melee (1d6 plus poison)</p><p>Full Attack: Bite +4 melee (1d6 plus poison)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Poison, web, Smite law</p><p>Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Anarchic Traits</p><p>Saves: Fort +4, Ref +3, Will +0</p><p>Abilities: Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2</p><p>Skills: Climb +11, Hide +7*, Jump +0*, Spot +4*</p><p>Feats: Weapon FinesseB</p><p></p><p>Environment: Temperate forests</p><p>Organization: Solitary or colony (2–5)</p><p>CR: 1</p><p>Treasure: 1/10 coins; 50% goods; 50% items</p><p>Alignment Chaotic Neutral </p><p>Advancement: 3 HD (Medium)</p><p>Level Adjustment:—</p><p></p><p>Anarchic Traits: Darkvision 60ft., acid, cold, fire, electric and sonic resistances 5, Immune to polymorphing and Petrifaction, </p><p></p><p>Poison (Ex): A Anarchid has a poisonous bite. The details vary by the Anarchid’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.</p><p></p><p>Web (Ex): Both types of Anarchids often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the Anarchid and one creature of the same size.</p><p></p><p>Anarchids can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the Anarchid.</p><p></p><p>An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. </p><p></p><p>A Anarchid can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.</p><p></p><p>Smite Law (Su): Once per day the Anarchid can make a normal attack to deal additional damage equal to its HD total (+2) against opponents</p><p></p><p>Tremorsense (Ex): A Anarchid can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the Anarchid’s webs.</p><p></p><p>Skills: Anarchids have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A Anarchid can always choose to take 10 on Climb checks, even if rushed or threatened. Anarchids use either their Strength or Dexterity modifier for Climb checks, whichever is higher.</p><p></p><p>Anarchids have a +8 racial bonus on Hide and Move Silently checks when using their webs.</p><p></p><p>Next: Axiomantis</p></blockquote><p></p>
[QUOTE="Ferret, post: 1154652, member: 4052"] I pulled this together quite fast, and I'm assuming its full of flaws... Anarchid Medium Vermin Hit Dice: 2d8+2 (11 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 20 ft. Armour Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 Base Attack/grapple: +1/+1 Attack: Bite +4 melee (1d6 plus poison) Full Attack: Bite +4 melee (1d6 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, web, Smite law Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Anarchic Traits Saves: Fort +4, Ref +3, Will +0 Abilities: Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2 Skills: Climb +11, Hide +7*, Jump +0*, Spot +4* Feats: Weapon FinesseB Environment: Temperate forests Organization: Solitary or colony (2–5) CR: 1 Treasure: 1/10 coins; 50% goods; 50% items Alignment Chaotic Neutral Advancement: 3 HD (Medium) Level Adjustment:— Anarchic Traits: Darkvision 60ft., acid, cold, fire, electric and sonic resistances 5, Immune to polymorphing and Petrifaction, Poison (Ex): A Anarchid has a poisonous bite. The details vary by the Anarchid’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage. Web (Ex): Both types of Anarchids often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the Anarchid and one creature of the same size. Anarchids can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the Anarchid. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. A Anarchid can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Smite Law (Su): Once per day the Anarchid can make a normal attack to deal additional damage equal to its HD total (+2) against opponents Tremorsense (Ex): A Anarchid can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the Anarchid’s webs. Skills: Anarchids have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A Anarchid can always choose to take 10 on Climb checks, even if rushed or threatened. Anarchids use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Anarchids have a +8 racial bonus on Hide and Move Silently checks when using their webs. Next: Axiomantis [/QUOTE]
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