Quick View Stats for Combat:
Initiative: +2 (+1 Dex, +1 trait)
...she was waking again, in luxurious surrounds, the waft of incense assailing her nostrils. She had had a nightmare. That she had fallen prey to her own family's vile experiments. That she had become...less than she was, and yet...something else. Or was this a dream, and the nightmare her life. Which was the dream, or was it a memory?
"Stop! Strike! Drop! Strike! Run! Strike! Throw! Strike! Strike! Strike!"
The caller yelled hoarsely, her maddening orders rebounding off the curved walls of the training pit. The drider moved, stumbled, tumbled and weaved as best she could, arachnid heart beating and pulse racing. Her form was clumsy, steps faltering as she still struggled to gain momentum or achieve the grace she once had...Even in the midst of training her thoughts wavered, distracted by memory of...something...
....the moth alighted on a glowing frond, the elegant appendage of the darkland plant dipping ever so slightly. The moths patterned wings, striated with an abundance of mauves, ichor greens and bright reds were spell binding. How beautfiul! If only she coul
"Maggot" Kaxatja heard, the crushing blow of the overseer's club smashing her skull and casting her reverie aside. Kaxatja rounded on her assailant, eight legs standing tall, trident held high, ready to pierce vital organs. The caller grinned behind, eyes gleaming as she watched the drider finally give in to anger and readied a truly vile attack. Signalling for the handlers to beat the drider senseless, the caller stood tall and proud, every inch the powerful drow. The caller looked again with dark consideration at the drider. Pathetic. Still, it showed a rough knack for the little-war, and it did have a sense of occasion it seemed....The thing might last a few bouts....
"You are ours now, noble low-lady-thing. House Parastric has cast you out, but not before they made you our thing! Remember well your current station, and reason for ongoing life. To fight. To kill. To die."
Too wild for her house, and too noble at that. House Parastric could see no better option than to cast Kisthkila out in spectacular fashion. Her rebellion would not go unpunished, her apostasy and vile mutterings of the state of nature would not go unchallenged. So she loved the pure state? Let her dwell in aberration, cast out, cast aside and cast into utter despondency. She was wilfull, to be sure, and strong like all drow. But her mind would not survive the fleshwarping done to her.
Fractured rememberings clouded her sense, unsure of who or what she was or may have been. Now she was known as Kaxatja "Far-flung" or "Cast-out". A drider, pitiable tool of the drow, and yet still of them. Created, abandoned and cruelly derided. But memories would crash in on her, during rest, or dreams. Of gardens. Of feasts. Of...friends...Of Niletha. Who was.....Kaxatja could not see - in her mind's eye Niletha was lost to her. But something was meant there, a deep feeling, a meaning beyond this place of filth and blood, hatred and gore. And Kaxatja would rise above, and rule beyond. She had had another name once, and lost all with it. No matter. Now, she must only survive. And to survive, to kill.
Ability Scores Score (bonus) [racial] [level up]
Str : 14 (+2)
Dex: 13 (+1)
Con: 16 (+3) [+2 Drider]
Int: 9 (-1)
Wis: 15 (+1) [+2 Drider]
Cha: 10 (+0)
Perfromance Combat: +6
CMB: +2 (+0 BAB, +2 Str) CMD: 13 (+25 vs. trip) (10, +0 BAB, +2 Str, +1 Dex)
Favored Class Bonus Hit points
Weapon Focus: Net
Bitter: When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.
Ambush Training: Benefit: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Magical Talent: Benefit: Choose a 0-level spell (sift). You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability‘s save DC is Charisma-based.
Casting Time 1 standard action
Range 30 ft.
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Problem Slave: You were a living headache for your previous master. You back-sassed them, deliberately performed your tasks slowly, and otherwise went out of your way to be as defiant as you could without pushing them too far. You excelled at your assigned duties, so your master couldn’t simply have you killed or worse, but you got more than your share of lashings and torture. You endured them all just to see the look of frustration on your old master’s face when you didn’t break. Eventually, they became fed up with your antics and sent you to the gladiator pits. You gain a +2 bonus to one Craft, Perform or Profession skill of your choice, and that skill is a class skill for you. In addition, you gain a +1 trait bonus to Will saving throws.
Retiarius: You fight with a trident and net, employing a fighting style that emphasizes hampering your opponent’s mobility while maintaining your own. Whenever you move at least 10 feet in combat, you gain a +1 dodge bonus to AC until the start of your next turn.
The following are class skills for aberrations: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim.
Trait Skill: Perform (Combat)
Background Skills: Perform (Combat), Survival
Skill Ranks per Level: 4 + Int modifier.
Skills: (4 ranks)
DRIDER RACIAL TRAITS:
Ability Score Modifiers: Flexible (+2 Con, +2 Wis) (2 RP)
Type: Aberration (3 RP)
Size: Large (7 RP)
Base Speed: Normal (0 RP); +10 ft. due to extra legs (see below)
Languages: Standard (0 RP)
Natural Armor: Driders have a tough exoskeleton, granting them a +2 natural armor bonus.
MOVEMENT RACIAL TRAITS
Other Racial Traits
Quadruped: Driders have 8 legs. (4 RP) They gain a +12 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, driders may use weapons and armor as if the weapons and armor were Medium-sized (instead of Large).
An aberration has the following features.
d8 Hit Die.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for aberrations: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim.
An aberration possesses the following traits (unless otherwise noted in a creature’s entry).
Darkvision 60 feet.
Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
Aberrations breathe, eat, and sleep.
Starting funds: xx gp
Total Weapons: 10 lbs.
Total Armor: 15 lbs.
Total equipment cost: 48.80
Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.