These large creatures have the body of a spider and the upper body of a drow. Insidious and manipulative, they nonetheless have significant combat prowess. Having previously lived in a realm made completely of massive webs, they find themselves out of place in this new world. They were cast out of the realm of Dadaang for the sin of asceticism, exercising restraint over desire. The Driders were deeply terrified upon finding themselves in their new wooded home, finding their surroundings to be utterly alien. Under the leadership of Kilnekhan they have begun to make their surroundings more familiar, weaving vast webs through the canopy.
The driders use silk for currency. 1 yard undyed = 1 standard gold (note: this material may be sold at a much higher rate in other cultures.)
3 yard undyed = 1 yard red
2 yards red = 1 yard purple
4 yards purple = 1 yard black
Apothecary - Enkhmend sells perfumes, potions, and medicines from their web stretched between three great trees, if you can coax them out of their hiding place.
Smith - Altanchimeg sells jewelry, primarily brooches and hair ornaments, but can be persuaded to use her forge for less delicate work. The only location that isn’t covered in webs, her workshop sits in the middle of a clearing.
Tailor - Goyotsetseg is the finest seamstress in a people who learn the textile arts before they learn to talk. Everyone has at least one piece by her, and her shop is easily identified as the one covered in colorful silks.
Spice Shop - Jims sells spices in small silk pouches from her fragrant web. Driders generally provide their own food, but spice cultivation is a rare skill.
Magic Shop - Bekh sells silk scrolls and wondrous items and can be commissioned to enchant items. A relatively small drider, his web is remarkably symmetrical.
Public House - Amar’s web might not be the most welcoming place to spend a night for outsiders, but their hammocks are remarkably comfortable and the fruit salad is both fresh and ripe.
Tea House - Kilnekhan runs this rather euphemistically titled location. While tea is on the menu, so is a variety of alcohol and negotiable company to share it with. She may not be an expert in policy, but her will to survive keeps her advice in demand.
Female Drider Wizard 10/Enchanting Courtesan 10
NG Large Aberration
Init +3; Senses Darkvision 60; Perception +23
DEFENSE
AC 29, touch 29, flat-footed 26
HP 139
Fort +12, Ref +9, Will +15
Spell Resistance 31
OFFENSE
Speed 40, climb 20
Melee Keen Merciful Dagger +3, +15/+10 (1d4+1d6+3+3/17-20x2)
Special Attacks
Beguiling Touch: melee touch attack to charm living creature with up to 20 HD, if in combat or hostile to you, target gets Will DC 27 to resist, duration 5 rounds, 10/day.
Shape Emotions: 30ft aura to ward or welcome emotional influence for 10 rounds/day, if ward you and allies get +4 to save vs mind-affecting spells and effects and fear is reduced by 1 step, if welcome enemies in aura get -2 to save vs mind-affecting spells and effects.
Enchanting Touch: deliver Divination and Enchantment spells by any touch, target takes -4 to notice or identify spell
Hidden Spell: +3 to DC of spells cast on unaware targets as well as to overcome Spell Resistance and to overcome Nondetection, or +2 if target is aware and Flanked or denied Dex AC bonus.
Contact Poison Wielder: use contact poison as melee weapon using a touch attack, Sleight of Hand opposed by Perception to avoid notice, +2 to this Sleight of Hand check.
Deluding Touch: if target succeeds at Save vs Enchanting Touch spell or Contact Poison Wielder poison, it does not notice attempt if it fails on the same DC.
Overwhelming Touch: target rolls twice and takes worse result to save vs Enchanting Touch spells.
Touch of Ecstacy: touch a living target to saturate it with bliss, melee touch to unwilling target, filled with ecstatic pleasure for 1d4 rounds, suppressing all pain effects, Fort DC 23, Staggered for duration on successful save, Stunned on failed, precision damage immunity negates this ability
Wizard Spells Prepared (CL 20; Concentration +27)
9th (4/day) DC 27 - Dominate Monster, Mass Hold Monster, Overwhelming Presence, Wish
8th (4/day) DC 26 - Mass Charm Monster, Binding, Euphoric Tranquility, Sympathy
7th (4/day) DC 25 - Mass Demanding Message, Waves of Ecstacy, Limited Wish
6th (4/day) DC 24 - Cloak of Dreams, Geas/Quest, Serenity, Mass Suggestion
5th (4/day) DC 23 - Hold Monster, Smug Narcissism, Mind Fog, Mass Passing Fancy
4th (5/day) DC 22 - Charm Monster, Lesser Geas, Confusion, Forgetful Slumber, Triggered Suggestion
3rd (5/day) DC 21 - Suggestion, Gullibility, Matchmaker, Pillow Talk, Business Booms
2nd (5/day) DC 20 - Adoration, Daze Monster, Hidden Presence, Intensify Psyche, Seducer's Eyes
1st (5/day) DC 19 - Hypnotism, Implant Urge, Lock Gaze, Reveal Secrets, Sleep
0th (at will) DC 18 - Daze, Detect Magic, Read Magic, Mending, Message, Prestidigitation
STATISTICS
Str 16, Dex 16, Con 18, Int 24, Wis 16, Cha 16
Base Atk +10; CMB +14; CMD 27(+12 vs trip)
Feats Spell Focus (Enchantment), Scribe Scroll, Silent Spell, Merciful Spell
Skills Acrobatics +11, Bluff +28, Climb +19, Craft (silk) +20, Diplomacy +35, Intimidate +25, Knowledge (arcana) +12, Perception +23, Perform (dance) +26, Profession (courtesan) +26, Sense Motive +31, Sleight of Hand +21
Languages Drider
SQ
Arcane Bond: Scarlet Spider Familiar.
Arcane School: Enchantment (Manipulator).
Cantrips.
Poison Use.
Seductive Intuition: use Sense Motive in place of Diplomacy and Sleight of Hand against targets who could be attracted to courtesan.
Master Poisoner: use Craft(alchemy) to change a poison's type, DC is poison's save DC, +5 on checks.
Informative Liaisons: 1/week take 20 on 1 Diplomacy check to gather information, can determine the result of 1 Propaganda check to spread or suppress a rumor.
Gear Keen Merciful Dagger +3, Headband of Mental Superiority +6, Amulet of Natural Armor +5, Mirror of Mental Prowess, Ring of Protection +5 x2, Courtesan's Outfit, Jewelry
Scarlet Spider (Mendacity)
Init +5; Senses darkvision 60ft; Perception +4
DEFENSE
AC 28, touch 22, flat-footed 23 (+5 Dex, +11 natural, +2 size)
HP 69 (20d8)
Fort +2, Ref +5, Will +0
Immune mind-affecting effects; Spell Resistance 25
OFFENSE
Speed 30 ft.
Melee bite +7 (1d3–4 plus poison)
Bite—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Str; cure 1 save.
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 21, Con 10, Int 15, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon Finesse, Alertness, Improved Evasion
Skills Acrobatics +13, Climb +21, Perception +4, Stealth +17; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
Special: Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animals of its kind, Spell Resistance, Scry on Familiar
Drider Rogue 5
NG Large Aberration
Init +4; Senses Darkvision 60; Perception +12
DEFENSE
AC 19, touch 15 (+2 vs traps)
HP 48
Fort +5, Ref +8, Will +1; +1 Ref vs traps, no damage on successful Ref save
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge
Spell Resistance 16
OFFENSE
Speed 40, climb 20
Melee Keen Longspear +4 (1d8+2/19-20x3)
Ranged Shortbow +1, +7 (1d6+1+4/x3)
Special Attacks Sneak Attack +3d6
STATISTICS
Str 14, Dex 18, Con 18, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 20(+12 vs trip)
Skills Acrobatics +12, Bluff +8, Climb +18, Craft(silk) +12, Diplomacy +8(roll twice and take better), Disable Device +7(+2 vs traps), Intimidate +8, Perception +12(+2 vs traps), Perform (dance) +8, Profession(weaver) +8, Sense Motive +8, Sleight of Hand +12, Use Magic Device +8
Languages Drider
SQ Rogue Talents (Canny Observer, Charmer)
Gear Keen Longspear, Shortbow +1, Spider-silk Bodysuit +1, Drider Jewelry (500), Bag of Holding I, large tent, spider's silk rope, meat x10, trail rations x10, Crystal-Sweet x2, Sphere-Song x2, ink, pen, waterskin x5, cooking kit, grooming kit, masterwork survival kit, parasol, ball, Puzzlebox (500), 29 Black Silk, 1 Red Silk, 2 Undyed Silk