Spiker


Spikers are of the same general ancestry as bladelings (see Monster Manual II). Both races hail from Acheron, but scholarly speculation places their origins on the Nine Hells of Baator, the Bleak Eternity of Gehenna, or even some unknown metal-based plane.


Spikers have the following racial abilities and characteristics.

No Ability Score Adjustments

Special Abilities

- Humanoid
- Medium size.
- 30 feet base speed
- Darkvision
- +1 Natural Armor: A spiker's metallic hide offers protection from physical attacks .
- Damage reduction 2/bludgeoning:
- Resistance to acid 5
- Weapon Proficiency: Spikers receive the Martial Weapon Proficiency feat for armor spikes as a bonus feat. This allows them to use their natural spiked skin as a weapon without penalty (see below).
- Natural Spikes (Ex): A spiker's skin is replete with sharp, jagged spikes. A spiker can deal extra piercing damage on a successful grapple check, or deal piercing damage with a melee attack, as if she wore armor spikes. Because of their spiked skin, spikers have a difficult time wearing armor. The maximum Dexterity bonus of the armor is reduced by 1, and the armor check penalty is worsened by 2. For instance, a chain shirt worn by a spiker has a maximum Dexterity bonus of +3 (instead of +4) and an armor check penalty of -4 (rather than -2). These changes don't affect the armor's arcane spell failure chance, nor do they apply to shields used by the spiker.
- Favored Class: Fighter

Racial Feats
Darkvision
Resist Acid Energy
Human
Natural Armor 1
Natural Spikes