Aranea Weaver

**Aranea Weaver**

Prime Requisite: INT

Requirements: INT 12, CON 12, DEX 12

Hit Die: d8

Maximum Level: 13

*An aranea is an intelligent, shape-changing spider with sorcerous powers. It is not necessarily an evil creature, though its spidery nature, combined with its longevity, lends itself to plotting.*

 -*Barbarian Conquerors of Kanahu* p 65

**Weapons and Armor:** An Aranea in its humanoid or hybrid forms is proficient in all weapons and armor. All fighting styles are available to them. In spider form they cannot wield weapons or shields, as their hands are only suited to manipulation rather than force, and may only wear armor custom-made for that form.

**Racial Powers:**

* **Web(1st and 3rd)-** Once every 8 hours, an Aranea in spider or hybrid form may throw a Web as the spell. this ability is not magic, and therefore does not require spell declaration and cannot be dispelled. At 3rd level, Aranea develop the ability to do this twice every 8 hours.

* **Shapeshifting-** An Aranea has three forms: a giant spider, a specific demihuman form, and a hybrid form of the two. An Aranea can change forms in one round, though doing so while wearing armor or clothes can cause harm or damage to the Aranea or the armor. An Aranea has no 'true' form; attempts to dispel magic will not undo transformations, nor will killing it. In spider or hybrid form it can be identified by its features, but magic will not detect it as a transmogrified creature. Despite its ability to evade such detections, weapons or spells that deal extra damage to shapeshifters will still recognize it as such. Should an Aranea be under the effects of a polymorph spell, it can revert to a form of its choice in one round.
	+ In spider form, an Aranea is a giant spider, weighing about 150 pounds with a large hump on its back containing its brain and two small arms below its mandibles each with many joints in the hand. it has a 150' movement speed, 75' when climbing.
	+ In demihuman form, an Aranea always appears to be a specific individual of a demihuman race. While the form is real, it is shallow; an Aranea receives no changes to its saving throws, movement speeds, or other abilities that the imitiated race possesses, and has a movement speed of 120' and a normal load of 5 stone, as a human.
	+ In hybrid form, an aranea has a movement speed of 90'; its appearance resembles its demihuman form, but fangs, spinnerets, and other such features, varying from one individual to the next, can be noticed by anyone succeeding on a throw to detect secret doors.

* **Poison-** Those bit by an Aranea in spider or hybrid form suffer d6 damage and must make a save vs Poison; on a failed save the victim dies in 1 turn.
* **Infravision 60'**
* **Patient Bloodline-** as Elvish Bloodline

**Class Powers:**

* **1st Level: Cleave**- one attempt per round per level.
* **1st Level: Learn and Cast Arcane Spells**
* **3rd Level: Eschew Equipment-** When performing magical research or item creation of any kind, an Aranea Weaver performs projects as if they had access to 10,000 gp more in library or workshop value. This allows them to perform projects of up to 4th level without actually having a library or workshop.
* **3rd Level, 5th, and 7th Level:** Aranea are very idiosyncratic when it comes to magic research. All Aranea Weavers learn to **Craft Scrolls, Brew Potions, and Conduct Minor Magical Research** at these levels, but pick which research method is gained at which level.
* **9th Level: Craft Permanent Magic Items**
* **9th Level: Sanctum-** as a mage.
* **11th Level: Ritual Magic, Necromancy, Crossbreeding, Arcanogenesis, Constructs**
* **11th Level: Advanced Shapeshifting-** An Aranea Weaver that lives long enough develops new applications for its innate shapeshifting. its existing spider and hybrid forms gain the phase spider's ability to become ethereal and visit the Shadow World. An Aranea Weaver can navigate the shadow world better than any normal mage using a Shadow Walk spell, though not necessarily as well as some beings native to the plane.

**Arcane Spell Progression**

Spell Level
 2
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13

**Saving Throw Progression**

& Paralysis
Death
Breath
Wands
 4-6
 7-9
 10-12
 13

**Class Proficiency List** (select one at 1st, 6th, and 12th Levels):

Alertness, Battle Magic, Beast Friendship, Black Lore of Zahar, Combat Reflexes, Combat Trickery (disarm), Command, Elementalism, Familiar, Fighting Style, Loremastery, Magical Engineering, Magical Music, Mystic Aura, Naturalism, Passing Without Trace, Quiet Magic, Precise Shooting, Prestidigitation, Running, Second Sight, Sensing Power, Skirmishing, Swashbuckler, Transmogrification, Unflappable Casting, Wakefulness, Weapon Focus, Weapon Finesse