|Skills: ||Climb +14, Concentration +10, Hide +8, Listen +9, MoveSilently +7, Spellcraft +10, Spot +9 ||Feats: ||Ambidexterity, Combat Casting, Two-Weapon Fighting |
Driders speak Drow, Common, and Undercommon.
Driders seldom pass up an opportunity to attack other
creatures, especially from ambush. They usually begin with a
spell assault and often levitate out of the enemy's reach.
Spells: Driders may be 6th-level clerics, wizards, or
sorcerers. Drider clerics can choose from the following domains:
Chaos, Destruction, Evil, and Trickery.
Spell-Like Abilities: 1/day-dancing lights, darkness, detect
chaos, detect evil, detect good, detect law, detect magic, faerie
fire, and levitate. These abilities are as the spells cast by a
6th-level sorcerer (save DC 13 + spell level). Once per day a
drider cleric can additionally use clairaudience/clairvoyance,
discern lies, dispel magic, and suggestion as a 6th-level caster.
Poison (Ex): Bite, Fortitude save (DC 16), initial and
secondary damage 1d6 temporary Strength.
Skills: A drider receives a +4 racial bonus to Hide and Move