Dungeons and Dragons Azer 3.5 PBP RPG

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Azer

Azer

Medium Outsider (Extraplanar, Fire)

Hit Dice:

2d8+2 (11 hp)

Initiative:

+1

Speed:

20 ft. in scale mail (4 squares); base speed 30 ft.

Armor Class:

23 (+1 Dex, +6 natural, +4 scale mail, +2 heavy shield), touch 11, flat-footed 22

Base Attack/Grapple:

+2/+3

Attack:

Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)

Full Attack:

Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Heat

Special Qualities:

Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold

Saves:

Fort +4, Ref +4, Will +4

Abilities:

Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9

Skills:

Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump -6, Listen +6, Search +6, Spot +6

Feats:

Power Attack

Environment:

Elemental Plane of Fire

Organization:

Solitary, pair, team (3-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating:

2

Treasure:

Standard coins; double goods (nonflammables only); standard items (nonflammables only)

Alignment:

Always lawful neutral

Advancement:

By character class

Level Adjustment:

+4

Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper, and speak Ignan and Common.

Combat

Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes.

Although unfriendly and taciturn, azers rarely provoke a fight except to relieve a foe of gems, which they love. If threatened, they fight to the death, but they see the value of taking prisoners themselves.

Heat (Ex): An azer's body is intensely hot, so its unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.

Azers as Characters

Azer characters possess the following racial traits.

  • +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, -2 Charisma.

  • Medium size.

  • An azer's base land speed is 30 feet.

  • Darkvision: Azers can see in the dark up to 60 feet.

  • Racial Hit Dice: An azer begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.

  • Racial Skills: An azer's outsider levels give it skill points equal to 5 x (8 + Int modifier). Its class skills are Appraise, Climb, Craft, Hide, Jump, Listen, Search, and Spot.

  • Racial Feats: An azer's outsider levels give it one feat.

  • +6 natural armor bonus.

  • Special Attacks (see above): Heat.

  • Special Qualities (see above): Immunity to fire, spell resistance equal to 13 + class levels, vulnerability to cold.

  • Automatic Languages: Common, Ignan. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Infernal, Terran.

  • Favored Class: Fighter.

  • Level adjustment +4.


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"As you wish, be prepared, and stand back a bit, the heat from this trick is considerable." Silas causes his greatsword to disappear again, and shifts his left hand into that of a golden dragon. He utters a few words and the clawtips start glowing. Scraping them along the face of the stone wall, the rock starts melting. Flowing away from his paw, the hot molten rock resolidifies along the face of the tunnel, and out of your way, cooling much more rapidly than would be natural. Within a few moments, the heat near the wall is bearable again.

A few wisps of smoke rising from his clothes, Silas returns his hand to normal and steps through the hole he made carefully. Around a dozen dead dwarves lie about, including the one Fay had trapped in red hot armor, and you can hear their companions retreating down the tunnel ahead.

In the brief time he had to search, Cratol found a purse with about 51 gold worth of assorted coins, an intriguing small mithral casket with a lock, and a bottle of what looks to be high proof alcohol of some kind. If he wishes to bother with such things, there are also a good number of duergar crafted weapons that can be snatched up freely.

Out of Character: Note, this would be the first real evidence anyone but Velon has seen that Silas isn't just some sorcerer putting you on about his nature, though that isn't entirely conclusive either.

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