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Site Title

Many bards and rogues study ways to “trick” magic items into working without their usual requirements. Sometimes though, the curious get more than they bargained for.
Worshippers of Lolth occasionally create a magic item called a fang scarabthat gives spiders an attack bonus. Such an item is ordinary enough—until a bard or a rogue makes a successful Use Magic Device check to trick it into working for her. Though she does gain the benefit of the fang scarab, it also fuses to her neck, beginning a metamorphosis that could eventually turn her into a half-spider abomination.
Some fight this transformation, continuing their adventuring careers normally with only a few outward manifestations of spiderlike qualities. Others embrace the metamorphosis and earn levels in the fang of Lolth prestige class, giving over their bodies to the image of the Demon Queen of Spiders. Regardless of their attitudes toward their new legacy, those that have fused withfang scarabs eventually learn that death is the only way to separate the item from their bodies.
Clerics and other agents of Lolth know about this aspect of fang scarabs, so they spare no effort to bring anyone who has fused with one into Lolth’s service. Most NPC fangs of Lolth work for clerics of the Spider Queen, but a few renegades exist who want the power of the spider but a few aren’t willing to bow to Lolth. Agents of the Spider Queen constantly hound such characters. Intent on either bringing them into Lolth’s service or killing to recover the fang scarabs
Because fangs of Lolth begin their careers by unlocking the secrets of the fang scarab, they must be able to trick the item into treating them like spiders. That limitation leaves this class only to characters with ranks in the Use Magic Device skill. Even the most powerful wizards and sorcerers try in vain to get fang scarabs to work in this manner. It makes the intuitive guesswork (and luck) of one who knows how to trick magic items.

Level
1
2
3
4
5
6
7
8
9
10
Base
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Reflex
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Skill bonuses
Sneak attack +1d6
Spider bite
Climb speed 20ft.
Sneak attack +2d6
Natural armor +2, Spider vision
Summon swarm
Sneak attack +3d6
Spider limbs
Natural armor +4, Vermin type


©2006 commissoned art by Molly Nemecek
DO NOT TAKE, permission NOT granted!

Physical Changes Chart
Level
1
2
3
4
5
6
7
8
9
10
Changes
Skin darkens
Limbs lengthen
Jaw unhinges to allow bite attack
Eyes enlarge and become multifaceted
Fingers and toes lengthen
Tufts of course black hair cover body, eyes develop spider vision
Back hunches
Smallest finger or toe on each limb atrophies away harmlessly
Grows extra spiderlike limbs
Insect chitin covers skin

Hit Die: d6

Requirements:

  • Alignment: Any nonlawful, and nongood
  • Base Attack Bonus: +5
  • Skills: Use Magic Device (+10)
  • Special: The character must acquire a fang scarab and get it to function with a successful Use Magic Device check (DC 25). This grants her the benefits of the item and fuses it permanently to her neck
Fang Scarab

A fang shaped crystal dangles from a loop of finely wrought silver chain in the center of this spiderweb medallion. When the chain is used to wrap the fang scarab around the juncture of a monstrous spider’s cephalothorax (head) and abdomen, the creature can hear Lolth’s dark whispers in its subconscious. This gives it instinctive knowledge of what the next moment will bring, which manifests as a +1 insight bonus on attack rolls.
Because the fang scarab is designed for spiders, it’s not useful to most adventurers. A nonspider can make a fang scarab function with a successful Use Magic Device check (DC 25), but this also fuses it permanently to its users neck, near the throat. Nothing short of the wearer’s death can then remove it.
Though the fang scarab grants its wearer the same attack bonuses it would to a spider, it also initiates a terrible metamorphosis that changes the wearer into a half-spider abomination over time. When the scarab first attaches itself, the wearer’s canine teeth enlarge and course black hair appears on the back of her neck. No further changes occur until she attains levels in the fang of Lolth prestige class (see Physical Changes below).
Caster Level: 5th; Prerequisites: Craft Wondrous Item, divination; Market Price: 3,500 gp; Weight: --

Class Skills: Balance, Climb, Craft, Decipher Script, Disable Device, Gather Information, Intimidate, Jump, Listen, Move Silently, Profession, Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, and Use Rope

Skill Points/Level: 6 + INT Modifier

Class Features

  • Weapon and Armor Proficiency
    Fangs of Lolth gain no new weapon or armor proficiencies.

  • Skill Bonuses:
    As an extraordinary ability, the fang of Lolth gains a +2 competence bonus on Climb and Jump checks. In addition the whispers of Lolth provide her with subconscious hints about how magic works, giving her a +4 insight bonus on Use Magic Device checks. This bonus is a supernatural ability.

  • Sneak Attack:
    The fang of Lolth gains the sneak attack ability (see the rogue section in Chapter 3 of the Player’s Handbook) at 2nd level if she does not already have it. She gains +1d6 damage with this attack initially, but this rises to +2d6 at 5th level, and +3d6 at 8th level. If she already has the sneak attack ability from another class, the damage bonuses stack.

  • Spider Bite:
    The fang of Lolth can unhinge her jaw and bite with her razor sharp teeth as an attack action. Her bite is a natural attack that deals 1d6 points of damage if she is Medium-size, or 1d4 points of damage if she is Small. This attack does not provoke an attack of opportunity from the fang of Lolth’s foe. If she uses a full attack action, she can make normal weapon attacks and use her bite as a secondary natural attack at the standard -5 penalty.

  • Climb Speed 20 Feet: [Ex]
    At 4th level, the fang of Lolth can climb walls and ceilings at a speed of 20 feet, just like the monstrous spider she’s slowly becoming. This ability grants her a +8 racial bonus on climb checks.

  • Natural Armor:
    At 6th level, the character’s skin toughens, granting her a +2 natural armor bonus. At 10th level, her skin hardens into a chitinous carapace, increasing her natural armor bonus to +4

  • Spider Vision: [Ex]
    At 6th level the fang of Lolth gains increased visual acuity the form of a +4 competence bonus on both Spot and Search checks. She also gains darkvision with a range of 60 feet. If she already has darkvision as a class feature or racial ability, the ranges do not stack.

  • Summon Swarm: [Sp]
    Three times a day, a fang of Lolth of 7th level or higher can summon and direct an army of normal spiders to do her bidding. This ability works exactly like a summon swarm spell cast by a druid of a level equal to the character’s fang of Lolth level, except that he swarm is always composed of spiders. The fang of Lolth can spend a move-equivalent action to direct the swarm, which moves at a speed of 30 feet.

  • Spider Limbs: [Ex]
    At 9th level, the fang of Lolth actually grows two more pairs pf limbs, which emerge from her back or the sides of her torso when needed and are fully retractable. Extending or retracting the spider limbs is a move-equivalent action that does not provoke attacks of opportunity. The fang of Lolth’s spider legs are tipped with simple claws that can hold weapons and other items normally, though they are incapable of fine manipulation required for spellcasting or using Dexterity based skills such as Open Lock and Sleight of Hand. Despite her extra limbs, the fang of Lolth is still limited to one standard action per round. She can, however, make a secondary natural attack with each clawed spider leg at the standard -5 penalty as part of a full attack action. Her claws deal 1d4 points of damage if she is small. The fang of Lolth can acquire the Multiattack, Muktidexterity, and Multiweapon Fighting feats if she wishes to use her claws more effectively or wield weapons in multiple limbs.
    At 10th level, the fang of Lolth’s spider limbs grow long and sturdy enough to propel her forward. If she devotes two of her spider legs to locomotion, her land and climb speeds each increase by 20 feet.

  • Vermin Type: [Ex]
    At 10th level, the fang of Lolth’s creature type changes to vermin, though she retains her previous Intelligence score, Hit Dice type, and abilities. As a vermin, she becomes immune to mind-influencing effects (charms, compulsions, phantasmals, patterns, and morale effects).

  • Physical Changes:
    With each fang of Lolth level she attains, the character’s body undergoes a metamorphosis. With the exception of the unhinged jaw and the extra spider limbs (both of which allow special attacks as listed above), all of these changes are merely cosmetic, but they are permanent. These spiderlike features do not alter the fang of Lolth’s Charisma score or interpersonal skills, but the DM may choose to impose a circumstance penalty on any checks involving interaction with creatures that find such changes frightening. A clever fang of Lolth may avoid this issue by wearing a hat of disguise or employing some other magic that alters her appearance.
Page last updated: June 18th, 2006
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