THE ARACHNID TRIBE (Ara'zimis):
The Ara'zimis or Spider Tribe is most often encountered anywhere in Skraelund, lower Lazarius, and Rhamier and occasionally outside of the region. Although predominantly comprised of web spinners, trapdoor spiderlings in this tribe coexist peacefully. Most Ara'zimis however are a blend of the two races and display a wide variety of natural adaptations.
OTHER SPIDER-LIKE RACES: Regular and Giant Spiders are cousins and intermingling between the creatures is quite common.
BODY ALTERATIONS: Depending on the Phase of the Ara'zimis, he gains 1 or more powers from this list to add to his template. Suggested body alterations are below to accompany the powers.
ATTRIBUTE MODIFICATIONS:
Animist Spiders get +2 DEX and a -2 CHA
SIZE: Animist Spiders are of Small size. They stand a tiny 3'+ tall (+1d12 males and 1d8 females) and weigh about 30 + 10d10 pounds for males and 3d10 for females.
DESCRIPTION: The Ara'zimis have heavy and muscular bodies with thin agile limbs that are often furry. Their eyes trend towards black and they have pronounced teeth and colorations from brown to black with all manner of colors accenting them.
ATTRIBUTES: +2 DEX, -2 CHA
SIZE: Small size.
SPEED: Ara'zimis base speed is 20 feet.
ARA'ZIMIS VISION: Spiderlingbase sight starts as normal but can be upgraded to low-light vision.
ARA'ZIMIS RACIAL ABILITY: Ara'zimis get to choose up to 6 points of racial traits.
AUTOMATIC LANGUAGES: Common, Ara'zimis.
BONUS LANGUAGES: Animist, Sylvan.
FAVORED CLASS: Assassin
FAVORED ALIGNMENT: No particular alignment.
RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.
REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of their native land.
REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to their native land.
ARA'ZIMIS ANIMIST POWERS:
1 Point
ANIMAL SPEECH (Ex): Arachnid - The Ara'zimis can speak with Arachnids as a Proficiency in addition to any other languages he knows, this is a Bonus Language.
Suggested Animal Features: The Spiderling has a squeaky voice. The Spiderling has a hissing voice that always seems sinister.
RESIST WEBS (Ex): The Ara'zimis is immune to normal and magical web effects. In addition he can move at normal speed on webs.
Suggested Animal Features: The Spiderman has long careful limbs, the Siderman's fingers are always flexing, the Ara'zimis enjoys ropes.
MEDIUM-SIZED (Ex): Amphibian's sizes are normally small but this one is a giant amongst his people. He now is medium sized and stands between 4'5" and 5'4" weighing 100 to 140 lbs.
DOUBLE VISION (Ex): The Ara'zimis has multiple black eyes on his forehead and gains a +2 to search and spot checks for every additional pair of eyes he buys.
Suggested Animal Features: The Spiderling has bulbous alien looking eyes.
2 Point
BURROW (Ex): The Ara'zimis can burrow through soft earth at his normal movement rate.
Suggested Animal Features: The Spiderman has prominent hooked hands and feet. The Ara'zmis has claw-like fingers.
STEALTHY (Ex): Many Spiderlings hunt by ambush attacks. Spiderlings without Poison gain a +2 to Hide and Move Silently. A Spiderling who has chosen Skin Poison can choose stealthy but it merely offsets the normal penalty.
Suggested Animal Features: The Spiderling seems to always lurk in the corners and shadows of any place.
WALLCRAWLING (Ex): The Ara'zimis gains the Climb Feat.
Suggested Animal Features: The Spiderling has prominent hooked hands and feet.
FANGS (Ex): The Spiderling can bite opponents with Fangs. This bite can be poisonous but even without poison the bite does 1d4 natural attack damage. This attack is a Primary attack.
Suggested Animal Features: The Ara'zimis has independently moving vampire like fangs.
3 Point
LEAP (Ex): The Spiderling can leap horizontally 1 foot per point of STR he possesses, He may leap 1 foot vertically per 2 points of Strength he possesses, and may double these ranges when a running leap is made. (IE: Standing still, Bur'ruuup who has a 12 STR may leap a 12' wide chasm, leap 6 feet upwards, and if running make a leap of 24 feet length and 12 foot height!). The Toadman cannot wear any armor heavier than leather to LEAP.
Suggested Animal Features: The Spiderling has splayed out legs. His legs are thin and wiry.
LOW-LIGHT VISION (Ex): The Spiderling can see twice as far as a human under starlit conditions.
Suggested Animal Features: The Ara'zimis has the eyes of a Spider.
NATURAL ARMOR (EX): The Spiderling has thick chitinous skin which gives him a +2 natural armor class.
Suggested Animal Features: The Ug'Dak has thick armor plating all over his body.
WEB ATTACK (Ex): The Ara'zimis can make an entangling attack with his webs. His webs can threaten a 10 feet area and is considered a natural ranged attack for Attacks of Opportunity. The web can only be used on one victim at a time. It does no damage but the victim is treated as if he is Entangled (-2 penalty to attack rolls, -4 penalty to DEX, and can't move. An Entangled character who attempts to cast a spell must make a Concentration check (DC: 15) or lose the spell. The victim can break free by using a full round action to make a STR check (DC: 20). Those who succeed at the STR check are free. The web has the Ara'zimis's AC (Without Armor) and 1/2 the Spiderling's normal Hit Points.
Suggested Animal Features: The Ara'zimis has the spinnerets.
4 Point
POISON IMMUNITY (Ex): The Ara'zimis is immune to Spider poisons and has a +2 to sve versus all other poisons. This ability is effective even if the Ara'zimis doesn't have the poison ability.
Suggested Animal Features: A protruding belly.
SPIDER CLIMB (Ex): The Ara'zimis gains permanent Spider Climb like the spell. This natural ability cannot be dispelled.
Suggested Animal Features: Long, thin, hairy legs and arms with hairy palms..
EXTRA LEGS (Ex): The Ara'zimis gains four extra legs. This adds +20 feet to the Spiderling's movement rate. If he can also climb walls, he still gains the bonuses of this ability.
Suggested Animal Features: Extra Legs.
POISON (Ex): The Spiderling possesses Injection Poison (DC: 10 +1 per CON Mod) This is a injected poison secreted by a bite doing 1d4 DEX damage Initially and 1d4 DEX Secondary Damage. They are immune to their own poison. There is enough poison in their bite to make one bite per CON point per day.
Suggested Animal Features: The Spiderling might have have one or more bright colors like electric blue, fire red, brilliant orange, or canary yellow in their skin if so, add +2 DC to their Poison DC but reduce their Hide rolls by -2.
If the Spiderling does not have Fangs. His bite will inflict 1 point of damage and be given a secondary weapon status (-5 to hit and only attack in the round).