Pathfinder 1e conversion of bladelings as a playable race.
Bladelings are mysterious humanoids found mainly in Ocanthus, the fourth and final layer of Acheron. They are roughly the same height and build as a human being, but that’s where the resemblance ends. Bladelings, as their name suggests, are covered with bladelike spikes from the creature’s own skin and bone. Their skin itself looks similar to iron. Their eyes are cold, translucent purple orbs. Their blood is the colour and consistency of oil (don’t try to light it, though — it’s still blood, no matter what it looks like.)
Bladelings’ dispositions are often as prickly as their appearance. They are famous for being exceptionally xenophobic. A bladeling that ever showed anything even resembling tolerance or mercy for an outsider would definitely be an outcast (and therefore probably an adventurer). Even then, they still tend to view themselves as doubtlessly superior to their associates, and gravitate towards positions of authority. Bladelings are believed not to be actual natives of Acheron, but immigrants who have thrived in this hostile plane. Many greybeards claim the bladelings started out as tieflings who established themselves as a distinct race all their own.
Bladeling PCs are outcasts from their home on Ocanthus, the lowest layer of Acheron. As a result of their exile from Acheron and the magical energies of their home plane, PC bladelings have lost many of the special abilities and defences of their Acheronian brethren.
“This is going to hurt me more than it will hurt you.”– Last words heard by a sod killed in a razor storm.
Type: Outsider (native) [3RP]
Size: Medium [0RP]
Base Speed: 30ft [0RP]
Ability Score Modifiers: +2 Dex, -2 Cha [-1RP]
Automatic Languages: Bladeling [-1RP]
Bonus Languages: Abyssal, Common, Dwarven, Infernal
Defensive Racial Traits:
Damage Reduction: 5/bludgeoning. [2RP]
Elemental Resistances: Bladelings are immune to acid damage and have resistance 5 to fire and cold. [6RP]
Natural Armour: Bladelings gain a +1 natural armour bonus to their Armour Class. [2RP]
Magical Racial Traits:
1/day: storm of blades (uses its spiked body as the material component – see below). [2RP]
Offensive Racial Traits:
Spiked Body: A bladeling’s body counts as spiked armour. It can use its body as a light, off-hand weapon, dealing 1d6 piercing damage, and may add this damage to a successful grapple attack. They may not use their body in this way if they have already made an off-hand attack with another weapon in the same round. Bladelings can only wear armour specially made or adapted for them. Both the AC bonus and maximum dexterity bonus of such armour is reduced by 1. If the armour is also equipped with armour spikes, they cannot use both in the same action, and their effects do not stack. [2RP]
Senses Racial Traits:
Darkvision: Bladelings can see in the dark up to 60 feet.
Weakness Racial Traits:
Dangerously Conductive: Bladelings have vulnerability to electricity, taking half again as much damage (+50%), regardless of whether a saving throw is allowed or if the save is a success or failure. [-2RP]
Metal Body: Bladelings are always affected by effects which specifically heat metal (such as the heat metal spell) as though they were wearing armour, and take double damage from such sources. [-1RP]
Total RP: 12
Conversion by: Aaron Masters