Bladeling/pf


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Bladeling
CR 1 (400 XP)
Usually LN or LE Medium outsider (Extraplanar (Acheron), Native)
Init +5; Senses darkvision 60 ft.; Perception +4
Defense
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 5 (1d10+0)
Fort +2, Ref +3, Will +0
Defensive Abilities spikes
DR 4/bludgeoning
Immune acid, rust
Offense
Speed 30 ft.
Melee long sword +1 (1d8) or claw +1 (1d4)
Special Attacks razor storm (15-foot cone, 2d6, 1/day)
Statistics

Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 12

Feats Improved Initiative
Skills Acrobatics +5, Climb +5, Knowledge (Nature) +4, Perception +4, Sense Motive +4, Stealth +5
Skill Points 6
Languages Bladeling
Usual Gear long sword
Ecology
Environment Acheron
Organization Cloud (4-10)
Treasure Standard
Special Abilities

Metal Body (Ex) The bodies of bladelings are metallic; as such, they are always considered as wearing armor for spells such as heat metal.

Razor Storm (Ex) Once per day, a bladeling can expel some of its spikes in a 15-foot cone, dealing 2d6 points of piercing damage to any in the area. After this attack, the bladeling's DR no longer applies for 24 hours.

Spikes (Ex) A bladeling's skin is replete with conical spikes. A bladeling is treated as wearing armor spikes at all times. Due to these spikes, any armor worn by a bladeling not specially made for them has only half the normal armor bonus, and the maximum dexterity of the armor is reduced by 1.

Bladelings as PCs

  • Ability Adjustments: +2 Dexterity, -2 Charisma. Bladelings are agile, but their xenophobia can grate.
  • Outsider: Bladelings are native outsiders.
  • Senses: darkvision (60 feet.)
  • Resistances: DR 4/bludgeoning.
  • Immunities: acid, rust.
  • Metal Body (Ex): The bodies of bladelings are metallic; as such, they are always considered as wearing armor for spells such as heat metal.
  • Spikes: A bladeling's skin is replete with conical spikes. A bladeling is treated as wearing armor spikes at all times. Due to these spikes, any armor worn by a bladeling not specially made for them has only half the normal armor bonus, and the maximum dexterity of the armor is reduced by 1.
  • Razor Storm (Ex): Once per day, a bladeling can expel some of its spikes in a 15-foot cone, dealing 2d6 points of piercing damage to any in the area. After this attack, the bladeling's DR no longer applies for 24 hours.
  • Languages: Bladelings begin play speaking Bladeling and Common. Bladelings with high Intelligence scores can choose any of the following bonus languages: Dwarven, Infernal, Goblin, Kobold, and Orc.

Alternate Racial Traits

  • Spike Shot (Ex): Some bladelings prefer to train for precision expulsion of spines, rather than simply ejecting them all at once. These bladelings gain the ability to fire their spikes as ranged attacks dealing 1d6 damage 4 times per day. Each use of this attack reduces the bladeling's DR by 1. This replaces the Razor Storm racial trait.
  • Thick Spines: Some bladelings have shorter, thicker spines which act more like natural studded leather than normal spines. These bladelings gain +2 racial bonus to Natural Armor, this replaces the DR racial trait, any ability that would reduce DR instead reduces NA by 1/2 the amount.
  • Conductive: Some bladelings spines are more conductive than others, allowing them to redirect excess heat or cold away from their vital organs. These bladelings gain Resistance 5 to Fire, Cold and Acid damage. This replaces Acid Immunity.

Reference

  • Monster Manual II, pg.31
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