[3.X] Requesting Spider-man build or class

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radthemad4
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[3.X] Requesting Spider-man build or class

Post by radthemad4 »

One of my players wanted to play a Spider-manish character a while back. The rest of us laughed at him and pointed out that DnD is about fantasy, not superheroes. But conisdering you guys have done Sandman, Jean Grey, Storm (something another player wanted, but I didn't know how to implement at the time as I wasn't as familiar with the mechanics and hadn't found this place yet), etc. I realized that if anyone can put Spider-man in, you guys definitely can. GitP has the Spider-blood Assassin, but I'm looking for a less stealthy, poison using, actually using spiders as a theme assassin and more of an acrobatic, dodging, quipping, friendly neighborhood, unarmed brawling, monk (as wisdom seems to equal awareness most of the time in DnD, spider-sense might use wisdom, maybe) or thief-acrobat type character with more web specific stuff like web slingshot to launch yourself long distances and stuff like that.
Last edited by radthemad4 on Mon Nov 18, 2013 8:53 pm, edited 1 time in total.
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Post by codeGlaze »

Sounds like some form of Tome Monk.

One of the problems I see with it, though, which is sort of in line with the RAW monk... is that Spider-Man is MAD dependent. STR, DEX, INT... but his fighting style could definitely be attributed to a monk.
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RadiantPhoenix
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Post by RadiantPhoenix »

Well, let's think about how Spidey does what he needs to do.
RadiantPhoenix wrote:Combat: Something to do every round, e.g.:
[*] Damage
[*] Save-or-lose
[*] Battlefield control
[*] Buffs of the large variety
Travel:
1-5: Ability to overcome mundane obstacles, such as canyons and rivers
6-10: Flight or equivalent
11-15: Ability to reach other planes
Noncombat:
1-5: Do something to prepare for an encounter (e.g., scouting)
6-10: Do something to prepare for an adventuring day (e.g., long-duration buffs)
11-15: Do something in the nation-management minigame (e.g., have an army)
16-20: Do something to start some other party of schmucks on their own campaign (e.g., move mountains)
Information:
8-13: Some sort of magical information-gathering ability
First, Combat:
[*] Spider-Man can shoot webs at people to entangle them. At higher levels, he can stick them to things, which can advance to complete immobilization. It can also go AoE.
[*] He also punches people, but that's something every superhero does, right? I think it's more of a genre thing.

Movement:
[*] Spider-Man can climb walls. That takes him through the 1-5 range
[*] He can also swing from things as long as there's something to grab onto. If you let him grab things like clouds, that covers the 6-10 range.

Noncombat:
[*] Spider-sense is a form of precognition, and could give him an idea of when an encounter was about to begin, letting him warn his allies so they can act in the surprise round.
[*] Spider-man doesn't have daily preparation, but Peter Parker is a news reporter and inventor (in some versions, the webs are not a natural result of the bite, they're a gadget he makes), so he can find out stuff about stuff and make items.

Magic You-must-be-this-tall-to-ride:
[*] Spider-sense can maybe give him magic knowledge? Alternatively, just give him an Elothar feat that lets him get information from the god of investigative journalism.

So, Spider-Man probably goes up to level 10.

Then he PrCs into something, like maybe a "Champion of Lolth" or whatever.
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Post by radthemad4 »

Actually, yeah, the Tome monk seems to fit very well, but I'd still like some web related abilities, spider-climb active at all times, web swinging, long range web grappling, etc. Perhaps a few slight modifications to the Tome monk (e.g. changing the shoot fire out of hands to shoot impact webs instead), permanent spider-climb, and some web shooter class abilities would do it. Question is, what to alter fluffwise and what to replace?
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Post by Avoraciopoctules »

I built an aranea Arcane Savant as a CR 8 in Pathfinder not too long ago. The monster entry has rules for special webslinging attacks, which the character uses to enhance the effectiveness of touch spells.

http://www.myth-weavers.com/sheetview.p ... tid=705749

I basically wanted a cross between Spiderman and Indiana Jones, and with the extra levels from Pathfinder's screwy monster scaling it turned out reasonably well.
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Post by radthemad4 »

@RadiantPhoenix: Hmm, you posted while I was posting and I didn't notice it earlier, sorry. Ah, the every class should be able to do x thread, thanks for reminding me about it and breaking it down like that. This'll really help with designing it.

@Avoraciopoctules: That's a great reference to consult. Graceful Descent, Falling Leaves and Web are the sort of things I was looking for. Thanks

So, I'll use the tome monk as a base and find a way to fit these in somehow onto it. Not going to work on this anymore right now, as I've procrastinated a lot already today. Thanks for your help :)
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Post by RadiantPhoenix »

I took a swing at it.

Champion of Lolth With great power comes great responsibility... to kill those with less power. ???

Abilities: Wisdom is nice, especially at the end. Constitution is good for everyone.
HD: d8
BAB: Medium
Saves: Good reflex and will
Skills: 6+Int
Class Skills: ???
Weapon and Armor Proficiencies: The Champion of Lolth is proficient with all simple weapons, and with light and medium armor, as well as the hand crossbow, rapier, shorsword, and net.
LvBABFortRefWillClass Features
1+0+0+2+2Spider Climb
2+1+0+3+3Spider's Whispers 1
3+2+1+3+3First Web
4+3+1+4+4Spider's Weave
5+3+1+4+4Spider's Whispers 2
6+4+2+5+5Second Web
7+5+2+5+5Web-swinging
8+6/+1+2+6+6Spider's Whispers 3
9+6/+1+3+6+6Third Web
10+7/+2+3+7+7Spider Vessel

Spider Climb (Ex): Like a spider, the Champion of Lolth can climb any solid surface as though it were flat ground. Thus, he has a climb speed equal to his land speed.

Spider's Whispers 1 (Su): At 2nd level, the Champion of Lolth begins to hear her whispers in his head, speaking of impending danger and treachery. Thus, he is never considered flat-footed as a result of not having acted. He also gets a +4 bullshit bonus to initiative.

First Web (Sp): At 3rd level, the Champion gains Web as a spell-like ability usable once per minute. The caster level is equal to his character level, but the save DC is equal to 10 + 1/2 character level + Wisdom modifier.

Spider's Weave: At 4th level, the Champion gains the ability to craft magic items as though he had the spellcasting ability of a cleric of his character level. These items must be spider-themed. If your system requires feats to create such items, he gains the craft wondrous item feat, or the equivalent.

Spider's Whispers 2 (Su): At 5th level, the Champion of Lolth hears Lolth's whispers more clearly, and can always choose to act in the surprise round. If he chooses to give a warning, anyone who hears may also act in the surprise round.

Second Web (Sp): At 6th level, the Champion's Web spell-like ability becomes usable at will.

Web-Swinging (Su): At 7th level, the Champion gains the ability to shoot grappling-hook like webs, and swing from them. Thus, he gains a fly speed equal to twice his land speed, with good maneuverability, as long as there is a solid object higher than him.

Spider's Whispers 3 (Su): At 8th level, the Champion of Lolth hears of more than just danger. Thus, he may gain the benefit of the Divination spell three times per day, but no more than once in a ten-minute period.

Third Web (Su): At 9th level, the Champion's Webs increase in potency. The ability changes to a supernatural ability, the area of effect becomes a short range burst (25ft + 5ft per 2 levels), the range increases to long (400ft + 40ft per level), and any creature immobilized by the web is considered grappled and pinned, in addition to the usual effects.

Spider Vessel: At 10th level, the Champion of Lolth gains the spellcasting ability of an 8th level cleric of Lolth. He need not be of an appropriate alignment. (Favored weapon: Dagger; Domains: Chaos, Destruction, Darkness, Drow, Evil, Spider, and Trickery)
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Post by Koumei »

RadiantPhoenix wrote: He also punches people, but that's something every superhero does, right? I think it's more of a genre thing.
He should be able to swing-charge into people for massive damage and to send them flying. The mechanics would probably be similar to the Thief-Acrobat's "Death From Above" but with swinging instead of falling.

You could basically do this by starting with a Monk, then swapping some abilities out in favour of gaining an entangling web-throwing ability (which later upgrades to actual Web and then RTA immobilisation with Escape Artist/Strength checks to escape), swinging, spiderclimb, and at some point the swinging charge.

The Jester can probably also work, to some extent.
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Post by TheFlatline »

When Spidey gets the ability to web-sling to "fly", or perhaps when he gets the 3rd web level, he should be able to grapple enemies with his web and pull them into melee contact in a straight, direct line. Any occupied squares the target moves through is considered bull-rushed (or perhaps potentially knocked over).
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Post by Maxus »

Scroll down to Web-slinging Killer or whatever in the Aranea section.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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Post by Sigil »

I actually played a straight 3.5 Spider-Man themed character once. It was based on a build off of the old char-op boards, and with a little effort, I've managed to recreate it.

Do note, I have no idea what the 'power level' of the characters in your group is, and this is a straight up 3.5 build. Fortunately, this build is first and foremost an arcane caster, and should therefore be at least within acceptable range for most groups.

I present to you.....

Spider Mage!
Image
Anyway, the crux of this build is picking up some warlock invocations on the cheap, and therefore the Eldritch Theurge is what we want. You should be able to qualify for this class by sacrificing only one casting level, and your first six levels should look like this: 4 levels of the arcane casting class of your choice, 1 level of Warlock, 1 level of Eldritch Theurge.

We want to use your spellcasting to take care of all the shit that actually makes you useful, and the invocations to take care of the thematic spider man elements. At sixth level you have two invocations, and probably choose Spiderwalk (24 hour spider climb) and Entropic Warding (Spider Sense!). Once you get access to lesser invocations you probably want to ditch a least invocation and grab Fell Flight (webswinging!) and Flee the Scene (spider man distraction bullshit) as your two lesser ones. Voidsense fits thematically too for upgraded spidey sense.

There is also some hilarious bullshit you can do with the spellblast ability. Not necessarily powerful, but hilarious. One of my favorites was to pick up the "Eldritch Spear" blast shape invocation, and use spellblast to attach lightning leap to your 250 ft range eldritch blast, hit someone with it, and explode out from them as lightning hitting other people in a straight line out from them, and appearing at the end of the line. I don't know what that counts as in terms of spider man stuff, maybe you swung over there and punched a bunch of dudes with lightning fists while swinging? It helps that you can fly and can totally end that line in the sky. Who gives a fuck. Point is, spiderman is does all sorts of sneaky bullshit, be creative.

And shooting webs? Just get wands of web (web blasters) to mess with mooks.
Last edited by Sigil on Tue Nov 19, 2013 3:48 am, edited 3 times in total.
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Post by OgreBattle »

Spiderman gets help on magical/dimensional matters with Madam Web
http://en.wikipedia.org/wiki/Madame_Web
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Post by Prak »

I'd forgotten, but I made a warlock prestige class based around spiders drawing heavily on Spider-Man a while ago. I'll paste it below for simplicity:
Prak_Anima wrote:Wrote this for the 3.5 warlock (ie, not tome), because that's what I'm playing, and it needs PrCs that don't suck ass which will advance their casting. It's almost something of a take that at arcane prcs that require specific spells so warlocks don't qualify, I suppose, because this actually requires that you have specific invocations.

Even though it's for the 3.5 warlock, I tried to balance it to tome standards, because that's what's normal for me, now.

War-arach/Spider-Sworn

BAB 3/4
Saves Good Ref, Will
Skill Points 4+Int
Skills
HD d6

Requirements
Alignment Non-good
Skills Kn. Arcana 8 ranks, Kn. Nature 4 ranks, Climb 3 ranks
Invocations Spiderwalk, Summon Swarm
Special Must undergo the ritual of scarification.

Ritual of Scarification
Upon deciding to pursue the path of Spider Sworn, the warlock readies a ritual in celebration of the various gods and powerful outsiders who favour vermin and arachnids, with candles and sigils drawn in the ground. A sacrifice may be included but is largely unnecessary, as the celebrant's own flesh will be offered. At the beginning of the ritual, the celebrant lights the candles and consecrates the sigil. He then uses Summon Swarm to call forth a spider swarm. The swarm that answers his call is unusual, in that it calls fiendish spiders from all across the lower planes. He can not do this at will or at his leisure, the swarm is sent by the gods and fiends that watch his ritual. Once the swarm arrives, he then turns it on himself, allowing the swarm to cover him, rend his flesh, and then enter his body. The magic of the ritual leads the spiders in archaic and vile patterns and then sears them into his flesh. This process goes on for five rounds, dealing the swarm's damage, and 1d4 additional unholy damage each round. At the end of this time, the ritual ends, and the celebrant is now forever scarred with symbols and patterns in deep crimson of the ancient and evil entities that saw fit to reward his attention.

LevelSpecial
1

Poison Save Bonus, Spider-speech, Spider Invocations, Evil Brand, Climb
2

Spider-shape
3

Poison Touch (1d4 str)
4

Command Spider-kind, Tremour-sense 60'
5

Webwalking, Poison Touch (1d6 str)
6

Tremour-sense 120', Infest the Dead
7

Wall of Webs (3/day*)
8

Spider Blast

Invocations At each level, the War-arach gains new invocations and his Eldritch Blast improves in damage as if he'd gained a level of Warlock. This does not improve other class abilities, etc.

Poison Save Bonus The War-arach gains a bonus to saves made against poisons equal to his class level.

Climb The War-arach begins his transformation at the hands of his fiendish patrons. He gains a climb speed equal to his land speed. This includes the normal +8 racial bonus to climb checks.

Spider-Speech The War-arach is able to freely communicate with spider kind, as if he and they shared a language (they effectively do). This ability does not change the intelligence of the creature he converses with, so he may get very bored talking to normal and giant spiders, and is unlikely to get anything particularly useful out of them. However, his ability to speak to them gives him a +5 bonus to handle animal checks made with spider kind. Spider kind is defined below.

Spider Invocations A War-arach gains access to special invocations normally unavailable to them. This ability does not grant him any, though several are granted at other points in the class.

Spider-shape At second level, the War-arach is gifted with the invocation Spider-shape (DotU) by his mysterious and arachnoid patrons.

Poison Touch A third level War-arach can secrete from his flesh a poison at will as a free action. The poison does 1d4 strength damage on a failed save (fort, DC=10+1/2 character level+con), and half damage on a successful save, minimum 1. It cannot be harvested or saved in way. At 5th level the damage improves to 1d6 strength, and at 8th it improves to 1d8 strength.

Command Spider-kind The War-arach gains the ability to rebuke and command spider-kind as a cleric of his character level would rebuke undead.

Webwalking The War-arach, upon reaching level 5, begins to function under a constant Spiderwalk effect, and may immediately replace the invocation with another. In addition to it's normal effects, he is unhindered by mundane and magical webs, and move along them in any direction, dimension or orientation with no climb or balance checks.

Infest the Dead The War-arach is gifted with a new invocation by his patrons. Infest the Dead (Greater, 5th) acts in all ways as The Dead Walk, but it creates undead who are infested with, and thus animated by, spider swarms. The undead may, at will, send forth it's animating swarm, which is in turn controlled by the War-arach. In games terms the invocation creates Skeletons and Zombies with Intelligence 1 and the Swarm Shifter Template (swarm of undead spiders).

Wall of Webs 3/day the War-arach may use a special invocation, Wall of Webs (Greater, 6th). The invocation creates a freestanding (if necessary) wall of magically enhanced spider webs, fire resistant and strong as steel. This functions as creating a Wall of Iron, but Webwalking and Freedom of Movement allow one to move through it unhindered, and Webwalking treats it exactly like any other kind of webs. At character level 14, the invocation is usable at will as normal (yes, even if it's gained at 14th level).

Spider Blast The War-arach is granted a final gift by spindly patrons, the invocation Spider Blast (Eldritch Essence, Greater, 5th). A target hit by a Spider Blast is immediately enveloped in a fiendish spider swarm, after taking standard Eldritch Blast damage, and immediately taking swarm damage for that turn. The War-arach may then control that swarm as normal with Summon Swarm.


Spider Invocations
Least
Stick (0th) As the spell (Underdark 61) but with a weight limit of 10 lbs/4 caster levels, and a standard action to separate the items.

Summon Monstrous Spider (2nd) As Summon Monster II, but summons 1 Medium or 1d4 Small Monstrous Spiders. At Caster Level 6, the spell summons 1d6 of either, 1d4 Large monstrous spiders, or 1 Huge monstrous Spider. At 11th level, it summons 1 Gargantuan monstrous spider, 1d4 large or medium, or 1d6 small monstrous spiders, and at 16th level it summons 1 Gargantuan, 1d4 Huge or Large, or 1d6 Medium monstrous spiders. At 20th level it summons 1 Colossal, 1d4 Gargantuan, 1d6 Huge or Large, or 1d8 Medium or Small monstrous Spiders. The spell can summon a variety of sizes, but a spider counts as 2 spiders of one size category lower (so a Medium Monstrous spider counts as 2 Small, and you need to be able to summon at least 3 Small [roll first] to have one of each).

Spider Eyes (4th) You gain six additional physical eyes that all but circle your head, giving you sight in all directions. While this invocation is active you cannot be flanked, nor can you be surprised from behind.

Spider-Hide (1st) +1 Natural Armour/5 caster levels, +6 bonus to Hide, Move Silently, Climb.

Spider Legs As the spell (BoVD 105), but the warlock may attack with the legs as if they were large longspears.

Trap Door (1st) You create a hole in the ground, ten feet deep, 8 feet around and angled into a gentle slope, covered by a large opaque platform of force. Ideally you lurk in this hole and pull people in. Preferably people who can't see in the dark or fight well in closed quarters.

Web line (Eldritch Essence, 1st), The Warlock's modified Eldritch Blast creates a thin line of spider silk, out to it's maximum range. The line is physical, and lasts about an hour. It is capable of bearing the warlock and an additional 25 lbs/caster level (the warlock is effectively weightless for the strand's load bearing considerations). If used to strike a foe, the strand deals 1/2 damage and entangles the foe, or 1/4 damage and renders the foe's arms useless until the webbing is removed (flakes off after 1 hour, can be broken by a Str ceck, see below. The target can make this strength check regardless of the effects of the webbing). The webbing is sticky, and can be aimed at a foe's eyes with a -4 penalty. If it hits, in addition to dealing 1/2 damage, it blinds the foe until it's duration expires. The same maneuver may be used to gag a target, aiming for and cover the mouth instead of eyes, but it will not suffocate (the webbing isn't air tight). The foe may make a strength check to pull off/break webbing at DC=10+Warlock's Cha.

Lesser
Bebilith Blessing (5th) You gain 2 Claw Attacks (1d6, or appropriate to size if larger than medium) and a Bite attack (1d8, or as appropriate for larger creatures. Carries a 1d6 Con/2d6 con Injury poison.) and can rend armour as a Bebilith. Finally, you're treated as an Outsider (Evil) for the duration of this invocation(1 rnd/level).

Spider Plague (5th) As Insect Plague, but summon Spider Swarms. Upon learning this invocation, you may replace Summon Swarm with another, if you know it and wish.

Sudden Swarm (DotU 63)

Virulent Blast (Eldritch Essence, 3rd) Your blast exposes the target to a contact poison with 1d6 strength initial and secondary damage.

Web (2nd) As the spell.

Greater
Driderform (6th) You take on the form of a Drider, gaining it's climb speed, physical ability scores, bite attack and poison, 10 temporary HP, +4 natural armour, Spell Resistance, and racial skill bonuses. The duration of this change is 1 rnd/level.

Phase Door (7th) As the spell (may be called something else in the PHB, the srd calls it this.)

Dark
Captured Fly (9th) As the spell Imprisonment, but traps the subject in a web cocoon in the Demon Web pits on the Abyss.

Drained Essence (9th) As the spell Trap the Soul, but traps the subjects soul in a palm sized ball of webbing which will not deteriorate.

Spider Kind
The following creatures are considered Spider Kind:
(Underdark)
-Arachnoid Creature
(Drow of the Underdark)
-Chwidencha
-Draegloth
-Shunned
(Monster Manual 1)
-Aranea
-Bebilith
-Drider
-Ettercap
-Phase Spider
-Retriever
-Spider Swarm
-Monstrous Spiders (along with all other monstrous spiders in other books, obviously)
Monster Manual 2)
-Clockwork Horrors
-Meenlock
-Neogi
-Shadow Spider
-Spell Weaver
-Spellgaunt
(Monster Manual 3)
-Chelicera
-Web golem
-Harpoon Spider
-Lhosk
(Misc.)
-Lolth (Yes, you can communicate with Lolth regardless of languages and rebuke her, assuming you're seriously that high level. I don't even care. I think warlocks should totally be able to kick gods in the balls/ovaries)
Honestly, a one level dip would suffice, I think.
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Post by shadzar »

just play a fighter/wizard. spider-climb, web, rope trick, some magic item that gives danger awareness. problem solved.

you know for a flagship hero of Marvel, spidey doesnt have much going for him other than womanizing on James Bond levels....
Play the game, not the rules.
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good read (Note to self Maxus sucks a barrel of cocks.)
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Post by radthemad4 »

Okay, wow a ton of great options. Most of these are much more spider/aranea themed than Spider-man himself, which is awesome, but I'm looking for something that's more like the old Webhead. For all I know my friend might want to play one of those instead (I'll show him all the linked classes here), but I'd like to see a tome monk based one nonetheless.

As I am still very much a novice to 3.X, I'm just going to list some stuff I think might be cool. Picking and choosing an appropriate combo is probably better left to you guys.

Firstly, all the class features of RadiantPhoenix's Champion of Lolth, except maybe Cleric casting and divine spells.
Koumei wrote:You could basically do this by starting with a Monk, then swapping some abilities out in favour of gaining an entangling web-throwing ability (which later upgrades to actual Web and then RTA immobilisation with Escape Artist/Strength checks to escape), swinging, spiderclimb, and at some point the swinging charge.

The Jester can probably also work, to some extent.
Okay, starting with Tome Monk with Champion of Lolth features. Considering getting rid of Diamond Soul, some of the more supernatural fighting styles, Master of the Four Winds and Four Seasons, and maybe Grand Master of Flowers, possibly reducing the number of fighting styles gotten, or allowing them to be swapped out for other stuff.

Okay, thematically appropriate Jester stuff:

Possibly taking Laugh it off (+char mod to saves) is appropriate for Peter Parker at least. Cruel Comment( say extremely funny but hurtful things about others. As a swift action,the Jester can make a Bluff check opposed by the target’s level plus Charisma check. If the target fails this check, he suffers a -4 to attack rolls, saves, and all other checks. This effect lasts 3 rounds. This is a language-dependant ability). Annoy the Gods as well maybe.

Thief Acrobat stuff: Death from above, the evasion stuff and possibly power slide.
Koumei wrote:He should be able to swing-charge into people for massive damage and to send them flying. The mechanics would probably be similar to the Thief-Acrobat's "Death From Above" but with swinging instead of falling.
Possibly a refluffed and tweaked Maxus's tiger monk's Wind kick with some Awesome blow feat synergy.

Some of Prak's stuff is appropriate like Wall of Webs, the stick spell, web line and webs.

Koumei's Web-Slinging Killer has stuff I like, such as Sarcasm, Witty Banter, Spider Senses, and Hurtful Remark.

Pathfinder's flowing monk archetype seems to have some appropriate abilities:
Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.

Unbalancing Counter (Ex): At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2nd level.

Flowing Dodge (Ex): At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). This ability replaces fast movement.

Elusive Target (Ex): At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker's attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damage on a successful save, or half damage on a failed save. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage. This ability replaces purity of body and diamond body.

Volley Spell (Su): At 15th level, when a targeted spell or spell-like ability fails to overcome a flowing monk's spell resistance, he may reflect the effect onto its caster as spell turning by spending a number of points from his ki pool equal to 1/2 the spell's level (minimum 1). This ability replaces quivering palm.
Now the hard part is figuring out what to throw out. There's possibly a lot of potential variations of Spider-man within all this stuff.

@Sigil: That pic is awesome. Where's it from? A warlock with Prak's prestige class could work pretty well too.

@shadzar: If I'm guessing correctly (and I very well might not be) keeping a fighter/wizard spider thematic might compromise its potential as many of the most awesome wizard spells aren't spider themed, whereas homebrew classes can be created with the theme in mind and their abilities can be made sufficiently powerful, circumventing this issue imo.

Thanks for all the support.
Last edited by radthemad4 on Tue Nov 19, 2013 8:56 am, edited 1 time in total.
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Post by Koumei »

I know replying to shad is like posting in a troll thread, but whatever:
shadzar wrote:just play a fighter/wizard. spider-climb, web, rope trick, some magic item that gives danger awareness. problem solved.
You're a complete twat. Fighter/Wizard is not something you can do in 3E. You can't Dual-Class, and multi-classing your caster is such a bad idea that you actually cannot do it and be taken seriously.
you know for a flagship hero of Marvel, spidey doesnt have much going for him other than womanizing on James Bond levels....
He's had two girlfriends. Like, ever. He throws quips at women... just like he does to anyone else ever. Is there no limit to things about which you know fuck-all?
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Post by Prak »

Yeah, a warlock who took a single level of War-Arach/Spider Sworn would work fine. He misses out on a couple higher level things which would be good for a Spider-Man character, most notably Webwalking. I would endorse just letting the character upgrade Spiderclimb into that at the appropriate level, since the warlock class can be pretty lack lustre anyway.

Honestly, something like Warlock 1/Spider Sworn 1/Rogue X would probably work fine if you boosted the number of known invocations and said the character met variant requirements.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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Post by radthemad4 »

Koumei wrote:He's had two girlfriends. Like, ever.
He's probably thinking about the comics and not the movies or cartoons.
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Post by shadzar »

radthemad4 wrote:@shadzar: If I'm guessing correctly (and I very well might not be) keeping a fighter/wizard spider thematic might compromise its potential as many of the most awesome wizard spells aren't spider themed, whereas homebrew classes can be created with the theme in mind and their abilities can be made sufficiently powerful, circumventing this issue imo.
find 2e books on drow and convert the spells to 3.?, then you will have more powerful spider themed spells. i am sure plenty was converted already though in the past 13 years.

and yeah the cartoons seemed to have even more girls for him.

you basically need to boil down what spiderman abilities you want to have and jsut make something for that. i think a gestalt fighter/wizard would do fine just make it only have those things spidey needs at the various levels.

and remember spidey invents stuff on his own, so having web spell mutations would be easy, then maybe think of alternate spidey's. can he transform into huge spider form like his mutation caused?

you basically need to nail down spiderman and his abilities first and then work from there to see what your person wants out of him.

have you asked the player what about spidey he wants from a character?
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good read (Note to self Maxus sucks a barrel of cocks.)
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Post by fectin »

radthemad4 wrote:
Koumei wrote:He's had two girlfriends. Like, ever.
He's probably thinking about the comics and not the movies or cartoons.
I'm not really sure "has dated seven different women!" counts as womanizing.
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Post by RadiantPhoenix »

fectin wrote:
radthemad4 wrote:
Koumei wrote:He's had two girlfriends. Like, ever.
He's probably thinking about the comics and not the movies or cartoons.
I'm not really sure "has dated seven different women!" counts as womanizing.
Yeah, I mean, whatever number he dated would be spread out over over fifty years.
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Post by hyzmarca »

Hey. Part of the reason why the editors had him sell his twenty+ year long and extremely happy marriage to the devil was because they wanted him to date more women.

That's a valid complaint.
Last edited by hyzmarca on Thu Nov 21, 2013 7:06 pm, edited 1 time in total.
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Post by Seerow »

Anyway, the crux of this build is picking up some warlock invocations on the cheap, and therefore the Eldritch Theurge is what we want. You should be able to qualify for this class by sacrificing only one casting level, and your first six levels should look like this: 4 levels of the arcane casting class of your choice, 1 level of Warlock, 1 level of Eldritch Theurge.
I like the concept in general, but how are you getting +2d6 eldritch blast with 1 level of Warlock? Is there a feat for that or something?
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Post by Sigil »

Seerow wrote:I like the concept in general, but how are you getting +2d6 eldritch blast with 1 level of Warlock? Is there a feat for that or something?
Shit, sorry, I glossed over that when typing it up. I simply remembered that I got into Eldritch Theurge at 6 somehow and forgot the +2d6 requirement. Increases to caster level increase a warlocks eldritch blast damage, so you need Practiced Spellcaster to pull this off.
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Post by Seerow »

Sigil wrote:
Seerow wrote:I like the concept in general, but how are you getting +2d6 eldritch blast with 1 level of Warlock? Is there a feat for that or something?
Shit, sorry, I glossed over that when typing it up. I simply remembered that I got into Eldritch Theurge at 6 somehow and forgot the +2d6 requirement. Increases to caster level increase a warlocks eldritch blast damage, so you need Practiced Spellcaster to pull this off.
Okay I figured it was something like that, but wasn't sure. Thanks.
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