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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