WEB SPINNER | Ex

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to spin webs.  Mutants with the web ability can use webs to support themselves and up to one additional creature of the same size. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner.

As a standard action, an entangled creature can escape with a successful Acrobatics (escape) skill check or burst the web with a Strength check (DC = 11 + ½ your character level).

Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the level of the character who created it, 15 EAC, 13 KAC, and DR 5/—.  A mutant can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Once you’ve used web spinning, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I:  You can spin two webs before resting to restore Stamina and the web becomes DR 10/-.

Evolution II: You can pin up to three webs before resting to restore Stamina and the web becomes DR 15/-.


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