An evolved/bio-enhanced version of the Spider Totem based on Spider-Man during 'The Queen and Other arcs, later removed during One More Day (unless I'm wrong as I don't have any comics following Secret Invasion).
Evolved/Bio-Enhanced Spider Totem
Whether through genetic engineering or freak accident, the recipient has powers similar to a spider. This version can be an evolution or enhancement to the basic Spider Totem, further increasing strength, stamina, agility, speed and grants the recipient the ability to generate webs like a spider from spinnerets on the arms. The recipient also has retractable bone spikes in the wrists that can deliver a neurotoxin that can paralyze a target.
Spider Totem Template
The recipient retains all their abilities and gain the following abilities.
Size: same as recipient
Hit Points: +25 HP
Speed: +15 ft land speed, climb 20 ft
Special Attacks: Web Spinning, Stingers
Special Qualities: Airborne Toxin Intolerance, Enhanced Durability, Fast Healing, Extraordinary Reflexes, Enhanced Senses, Enhanced Speed, Enhanced Stamina, Extraordinary Strength, Extraordinary Agility, Prodigious Leap, Enhanced Spider-Sense, Wall-Crawling, Sticky Skin, Increased Appetite.
Abilities: +4 Str, +2 Con, +4 Dex
ECL: +5
PDC: 40
Requires 10 Fort saves DC 25
Airborne Toxin Intolerance
Due to the modifications to recipient's biology to reflect that of spiders, this makes them more susceptible to airborne toxins, poisons and diseases, suffering a -4 penalty to Fort saves against airborne toxins, poisons and diseases. Pesticides, poisons that are designed to affect only insects, also affect the recipient, suffering -8 to Fort saves instead of the previous -4.
Enhanced Durability (Ex)
The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.
Fast Healing (Ex)
The recipient can heal 2 points of damage every round on their turn as long as he/she is awake. When unconscious, the recipient's healing is like the Spider Totem's enhanced healing, healing at double normal rate of 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level, while unconscious.
Extraordinary Reflexes (Ex)
The recipient's reflexes are heightened, granting +6 to Reflex saves.
Enhanced Senses (Ex)
The recipient's senses are heightened, granting +5 bonus to Listen, Spot, Search, gains the benefits of the Blind-Fight feat, plus has Blindsight 20 feet as long as the recipient only has 50% of their body covered by clothing, or wearing very thin and porous cloth, such as nylon or similar material.
Enhanced Speed (Ex)
The recipient moves faster, +15 ft to land speed, reflected above, plus the recipient runs at 8 times speed instead of normal 4 times (approximately 14 mph for average human).
Enhanced Stamina (Ex)
The recipient's biology is greatly enhanced, able to go longer and farther before tiring. The recipient can hold breathe 3 times longer than normal, able to run, force march or any other physical activity that would require a Fort save after performing for triple the time before needing to make a Fort save and gains a +4 to the Con or Fort save. Requires only 4 hours of rest to remove Fatigued condition, 30 minutes of rest to remove Exhausted condition. The recipient isn't considered disabled until -10 hit points, able to perform normally until reaching -10 hit points.
Extraordinary Strength (Ex)
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +10 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. The recipient's unarmed strikes are 1d4+Str lethal damage instead of the normal 1d3 for medium sized creatures. (If larger, increase to next size die). All of the recipient's melee attacks will deal + Strength Modifier x2, and when using the Power Attack feat, the bonus damage is doubled.
Extraordinary Agility (Ex)
The recipient has enhanced agility, gaining +4 to Balance, Jump, Move Silently and Tumble. When falling, treats falls as 20 feet less with a successful Tumble check.
Prodigious Leap (Ex)
The Spider Totem can ignore the 20 foot move requirement for making long and high jumps. If it does move 20 feet before attempting a jump, the distance jumped is doubled.
Enhanced Spider-Sense (Ex)
The recipient has an enhanced extra sense that helps evade danger. The recipient gains +3 to Initiative, as long as the recipient is awake and not immobile, the recipient can not be caught flat-footed and never lose Dex modifier to Defense except when unconscious or completely immobile. This also aids in the recipient's reflexes, see Enhanced Reflexes.
Wall-Crawling (Ex)
The recipient grows very fine hairs similar to those of a spider on their hands and feet, as well their body produces a subtle but powerful bio-electric field that increases attraction of the molecules in their skin, focused around their hands and feet, which grants the recipient the ability to climb any surface and climb along ceilings at a rate of 20 feet, also granting a +8 to climb checks. The recipient can carry up to their medium load while wall crawling before their ability to cling to surfaces fails due to the weight. This ability also grants +8 to resist being disarmed and overrun attempts.
Web Spinning (Ex)
The recipient is able to create webs just like the technological web shooters, only generating the webs from their body, fired from a concealed spinneret node on each arm. The recipient can fire lines, webs, and fire a dense bundle of webbing which can be used as a ranged weapon. The webbing will dissolve after about 4 hours, however a chemical spray can be used to dissolved it faster, or fire. The recipient can add a chemical as fires the webbing that can be used to harden the webbing so it doesn't dissolve and makes it permanent until destroyed. If fire is used to destroy the webbing, with or without the webbing, fire deals double damage to the webbing.
Web: The recipient can fire a web that can entangle up to a large sized target with a successful ranged touch attack with a range of 100 ft, a range increment of 20 ft. The web has an Escape DC 26, Break DC 28 and 12 Hit Points. If more than web is used to entangle a target of up to large size, increase Escape and Break DCs by +1 per web up to a maximum of +5, and increase Hit Points by +3 per added web. If hardening agent added, the webbing gains +5 to Escape and Break DCs and Hit Points. The web can be used to strap items to a surface, able to support up to 500 lbs, plus 200 lbs per additional web to hold an object of up to large size. Alternatively, the wielder can use a web to cover an area, with each web covering a 10 foot by 10 foot area, with larger areas requiring additional webs fired, preferably with two shooters. Large web sheets require more time to make, and the first web must have at least two anchor points. Uses two charges per web.
Line: The recipient can fire a grapple type line that can be used to swing or climb up to 200 feet. Acts like a grappling gun. Alternatively, the recipient can use it to strike a target and pull it towards him/her, up to 500 lbs, +200 lbs per additional line added. Unwilling targets can make opposed Strength checks to not be dragged towards the wielder. Each line uses two charges.
Web Shot: This is a tightly bundled ball of webbing that can be used to strike opponents from a distance, but doesn't stick or entangle them. A ranged attack is required, deals 2d4 points of bludgeoning damage with a range increment of 60 feet out to 5 range increments. Each web shot uses one charge.
Blind Shot: This is similar to the web shot, only it doesn't deal damage and is used to cover a target's head or sensors, a successful ranged attack that deals 1 point of bludgeoning damage, plus the target must make a Reflex save DC 16 or be blinded until the webbing is removed. A successful Reflex save means the target turned their head enough to not have the webbing strikes their eyes. This works on targets up to large size. Other sensory organs or systems can be targeted, such as ears or mouth, making the target deaf or mute. Removing the webbing requires a Strength check DC 18 to rip off, or Break DC 20. Uses one charge.
Cocoon: The wielder can encase a creature of up to medium size completely in webbing, immobilizing it. The target must be caught flat footed, or entangled to easily cocoon the target. The web cocoon has an Escaped DC 35, Break DC 32 and 20 Hit points, rendering the target completely immobile. Uses three charges. Larger targets requires 2 additional charges per size increase, gains +5 hit points.
The recipient stores 30 charges of webbing in each arm, recharging 1 charge every 30 minutes. Heavy activity (combat, running, etc) doubles the recharge time.
Stingers (Ex)
The recipient has a 6 inch retractable bone stinger in each wrist that can deliver a paralyzing neurotoxin. Extending/retracting a stinger is a free action that can be done once per round. The stingers can deal 1d4 piercing damage on a successful melee attack, plus delivers a paralyzing neurotoxin, requiring a Fort save DC 12 + recipient's Con modifier. A failed save paralyzes the target for 1d6 + recipient's Con modifier rounds, and falls prone, dropping anything they are holding. A successful save stuns the target for 1 round (can not take any actions), then the recipient is dazed the next round. The recipient can use the neurotoxin 6 times + 1/2 Con modifier times per day.
Sticky Skin (Ex)
This is an ability derived from the recipient's wall crawling ability, allowing the recipient to carry anything by attaching it to their skin. The recipient can carry up to their heavy load, and it is able to fit on the area the recipient places it, and conscious. This can also be used to allow the recipient to press their back against a ceiling and cling to it while keeping their hands and feet free. This grants the recipient +8 to grapple checks to grapple a target, +6 to Strength checks to be moved from a surface the recipient is clinging to. However, this ability requires the recipient to have the body part that is to be used to stick to something to be at least 50% uncovered.
Increased Appetite (Ex)
The recipient's metabolism is increased, required to eat more food than normal. The recipient requires double the normal amount of food. If the recipient doesn't eat the necessary increased amount of food each day, the recipient will become exhausted after 2d4+ 1/2 Con modifier minutes of heavy activity (running, climbing, fighting, carrying medium load). The recipient will also begin to starve in half the time of a normal human.