Spider powers based on Jessica Drew Spider Woman. Not quite as potent as hers, but when compared to the other Spider Totems, it's versatile. I might add more pheromone powers at a later date, but these 3 should be fairly useful for the time being (at least the first 2). I didn't add the flight ability.
Venom Spider Totem
A modified version of the Spider Totem that isn't quite as physically stronger, but has a few other abilities including pheromone projection for influencing those around the recipient, and the ability to discharge bio-electric energy. Recipients of this version are often used as spies or infiltrators, using their pheromones to slip into restricted areas easier, or influence powerful targets to do their bidding.
Spider Totem Template
The recipient retains all their abilities and gain the following abilities.
Size: same as recipient
Hit Points: +10 HP
Speed: climb 20 ft
Special Attacks:Bio-Energy Blast, Pheromones
Special Qualities: Airborne Toxin Intolerance, Enhanced Durability, Enhanced Healing, Enhanced Reflexes, Enhanced Senses, Enhanced Speed, Enhanced Stamina,Enhanced Strength, Extraordinary Agility, Prodigious Leap, Spider-Sense,Wall-Crawling
Abilities: +4 Dex
ECL: +4
PDC: 38
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.
Enhanced Healing (Ex)
The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 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.
Enhanced Reflexes(Ex)
The recipient's reflexes are heightened, granting +4 to Reflex saves.
Enhanced Senses(Ex)
The recipient's senses are heightened, granting +4 bonus to Listen, Spot,Search, gains the benefits of the Blind-Fight feat, plus has Blindsight 10 feet as long as the recipient only has 50% of their body covered by clothing.
Enhanced Speed (Ex)
The recipient moves faster, +10 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.
Enhanced 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 +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal +Strength Modifier x1.5, 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.
Spider-Sense(Ex)
The recipient has a sort of extra sense that helps evade danger. The recipient gains +2 to Initiative, as long as the recipient is awake and not immobile, the recipient can not be caught flat-footed. 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.
Bio-Energy Blasts(Ex)
The recipient's body produces a large amount of bio-electrical energy, similar to an electric eel, and release it with a touch or a short distance. The recipient is able to vary the amount of energy to only stun a target, or increase the energy to very lethal levels. A stunning blast can be delivered with a melee touch or a ranged touch attack with a range increment of 30 feet out to a total of 150 feet, requiring the target to make a Fort save DC 13 + 1/2 recipient's Con modifier, or be paralyzed for 1d4+ 1/2 Con modifier rounds. A failed save by more than 5 point knocks the target unconscious. A successful save only stuns the target (d20 modern pg 140). A stun blast uses 1 charge.
A lethal blast deals 1d4+1 electrical damage per charge to a maximum of 5d4+5 electrical damage using 5 charges, delivered as part of a melee attack, or as a ranged touch attack with a range increment of 15 feet out to a total of 75 feet. The recipient can add the stunning blast ability for an additional charge, and raises the DC by 1/4 damage dealt.
The recipient has 30 charges available and recharges 1 charge per hour, double while resting. Heavy activity doubles the time to recharge.
Pheromones (Ex)
The recipient is able to release different pheromones to alter how those in close proximity to the recipient react to the recipient, with effects that range from being very friendly, lust after and do nearly anything for, or be terrified of the recipient. The recipient can affect anyone within 10 ft + 1ft/Con modifier sphere around them. The pheromones can be dissipated with a strong wind (30 mph or stronger), but will linger around the recipient for 3 + Con modifier rounds after activated. Using the pheromones is a free action.Pheromones can be used 5 + Con modifier times per day. If a target saves against the recipient's pheromones, that particular pheromone will not work on the same target for the next 24 hours. If the target fails the save by 5 or more, all further saves against the recipient's pheromones suffer a -5.
Fear - This is similar to fear spell (d20 modern pg 345), all targets within the area must make a Fort save DC 10 + recipient's Con and Cha modifiers or become panicked.Suffering -2 morale penalty to saves, and flee, 50% chance to drop whateve rholding, choosing random path to flee in, as long as the path gets away from immediate danger, and any other dangers it confronts. If cornered, a panicked creature cowers. A cowering creature loses its Dex bonus, can take no actions,and takes -2 penalty to Defense. If the recipient also makes a successful Intimidate check, add half the difference of the check vs the target's Will save to the Fort save of the target. The target(s) is panicked (or cowering)for 1d4 + 1/2 recipient's Con modifier rounds.
Charm - The recipient's pheromones make the targets more friendly towards the recipient. The targets must make a Fort save DC 10+ recipient's Con and Cha modifiers or see the recipient as a trusted friend and ally. If the recipient attacked the targets, they gain a +5 to their saves. This doesn't control the targets, but orders can be given with a successful opposed Charisma check to convince the targets, but with a +2 bonus. The charmed targets will not follow any orders that are suicidal or harmful. This is similar to the Psionic power Charm Person (d20 Modern pg 364). The charm pheromones lasts 1d4 + 1/2 Con modifier minutes, unless the recipient does something to anger the target. The recipient can continue to make Bluff and opposed Charisma checks to keep the targets somewhat friendly.
Aggressive - The recipient can release pheromones that can induce an aggressive response in the targets, who must make a Fort save DC 10 + recipient's Con and Cha modifiers,or attack the nearest available target that isn't the recipient. The targets gain a +1 bonus to attack and damage to all melee attacks. The recipient can attempt to focus the target's rage to a specific target with a successful opposed Charisma check with a +2 bonus.
Remove Fear - The recipient can release pheromones that have a calming affect,removing fear. The targets must make a Fort save DC 10+ recipient's Con and Cha modifiers, a successful save means the target is still panicked or cowering. A failed save completely removes the panicked or cower conditions.