Introduction:
The Phase Spider kit can be applied to any class, with the sole exception of mages and sorcerers. The Phase Spider kit makes the character much more mobile and provides the character with various spider-themed bonuses, but imposes some rather large penalties as well. The Phase Spider will not play like its parent class--it is very much a new class.


Kit Description:
Phase Spiders are giant, predatory, generally non-social arachnids with the unique ability to "phase" in and out of the Ethereal Plane. Phase Spiders use this ability to hunt, approaching their prey from Ethereal Plane, and retreating while their poison takes effect. Some rare Phase Spiders, however, also possess unusually human-like traits: sentience, a social instinct, higher intelligence, some magical abilities beyond phasing, and even the ability to speak Common and other humanoid languages. Why these more intelligent spiders are born to otherwise non-sentient monsters--whether the result of drider lineage, some peculiar magical aberration, or simply the result of natural variation among the species--remains unknown.

These "semi-human" Phase Spiders may attempt to integrate into human society, whether in search of companionship or to develop their abilities, but as dangerous monsters in the eyes of humankind, they are poorly received by virtually all groups besides the drow and some more open-minded or very trusting adventuring bands. Phase Spiders may cast Dimension Door at will and can train as any class, from the art of war to arcane magic, but in these fields--all developed by and designed for humanoids--their alien physiology is a constant obstacle to their progress.

Alien Form:
Immune to poison, web, and entangle
Immune to humanoid-specific spells (Hold Person, Charm Person, etc.)
-10% penalty to Intelligence
+3 to save vs. death
Arachnophobia: +2 to AC and saving throws vs. humanoids
Phase Spider thieves cannot set normal thief traps
Natural weapon (dagger proficiency): 1d6 piercing damage, save vs. death or suffer 3 damage per round for three rounds; 15% chance of webbing target for one round on a failed save vs. breath at +1; strikes as +1 weapon. The weapon is an equippable dagger that the spider can conjure via an innate ability. The weapon upgrades to +2 at level 13 and +3 at level 17.
Phase Spider monks' fists use original damage and to hit values, alongside poison and web effects, but use piercing rather than crushing damage. Phase Spider monks gain Stunning Blow at half the normal rate.

Alien Affinity:
Can cast Dimension Door at will, whether as an innate ability, a mage spell, or a cleric or druid spell (replaces Detect Evil and Infravision)
Base 5 AC, -1 AC vs. missile and piercing
Infravision
+25% to hide in shadows and move silently
At level 2, can charm an enemy spider for 2 turns, 3 times per day. A spider that fails its save cannot be charmed again.
Can cast Web Tangle once per day per four levels. Web Tangle webs the target for 15 seconds on a failed save vs. breath.
Can set special traps once per day per five levels. Non-thieves have a base 50% set traps chance, which increases by 10 every five levels. The special traps poison and web the target depending on the spider's level:
Level 1: Webs target for 1 round on a failed save vs. breath; deals 1 damage per round for two rounds, and an additional 3 damage per round for two rounds on a failed save vs. death.
Level 10: Webs target for 2 rounds on a failed save vs. breath; deals 3 damage per round for three rounds, and an additional 3 damage per second for two rounds on a failed save vs. death.
Level 15: Webs target for 3 rounds on a failed save vs. breath; deals 6 damage per round for three rounds, and an additional 2 damage per second for two rounds on a failed save vs. death.
Once the target is webbed once, it cannot be webbed again for another 3 rounds.
Can use Poison Weapon once per day per six levels, starting at level 1 with one use per day. The ability works as an Assassin's poison, but only lasts for 2 rounds, and the effects do not stack.

Thumbless:
Cleric, druid, and mage spells are cast as though the spider were two levels lower. At levels 5, 10, and 15, this penalty increases to -3, -4, and finally -5 to caster level.
-20% penalty to spell duration for cleric, druid, and mage spells (innate abilities unaffected)
-1 penalty to casting speed
-2 penalty to hit and damage with weapons besides its natural attack
Stunted THAC0 development: THAC0 increases by a one point penalty at levels 5, 10, and 15. This stacks with the Phase Spider's -2 to hit at level 1.
-50% penalty to open locks and pickpocket
-1 penalty to backstab multiplier, if any

Crazy Legs:
Improved Alacrity
Free Action
Improved movement rate
+1 attack per round
+15% bonus to Dexterity
Suffers no THAC0 penalties from dual-wielding

Culture Shock:
-50% to Charisma
-10% to Wisdom

A note on item restrictions:
Due to engine limitations, the Phase Spider kit cannot have unique item restrictions. This means the spider can use everything from gloves to boots to helmets, despite the lack of hands, feet, or a humanoid head. Whether your spider can or can't use helmets is up to you.

If there are any problems with the mod, you can email me at ced218@columbia.edu.