Dungeons and Dragons Azer 3.5 PBP RPG

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Medium Outsider (Extraplanar, Fire)

Hit Dice:

2d8+2 (11 hp)




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:



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)


5 ft./5 ft.

Special Attacks:


Special Qualities:

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


Fort +4, Ref +4, Will +4


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


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


Power Attack


Elemental Plane of Fire


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:



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


Always lawful neutral


By character class

Level Adjustment:


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


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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Latest RPG Post

Anron, the problem wasn't necessarily firing into the darkness, it was selecting the wrong area to fire at.

You could have said that you were firing at the area the naga was last seen at, and since it hasn't moved since, had a chance of hitting the right target.

Instead, you specified you were firing through the center of the darkness. Since the naga wasn't there, the target defaulted to the one closest to your line of fire. Cratol in this case. If no one was near that area, it would have just missed, even if you rolled a 20.

P.S. By RAW, no, standard familiars don't get to attack. I however will allow it (We are after all talking about a 1 damage attack), with one important caveat. In any combat where a familiar starts using its actions in a relevant manner, whether attacking or aiding another, its plot armor is forfeited, and it may be targeted or caught up in AOOs. That last bit goes for Anron's pseudodragon as well.

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