Azer/pf
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< Azer
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Azer, Fighter 2
CR 2 (600 XP)
Always LN Medium outsider (Extraplanar (Fire), Fire)
Init +1; Senses Darkvision 60 ft.; Perception +4
Defense AC 23, touch 11, flat-footed 22 (+1 Dex, +6 natural, +4 armor, +2 shield)
hp 13 (2d10+2)
Fort +4, Ref +4, Will +1; +1 vs. fear
Immune fire SR 15 Weaknesses vulnerability to cold Offense Speed 20 ft. Melee Warhammer +4 (1d8+1 plus 1 fire) Ranged Shortspear +3 (1d6+1 plus 1 fire) Special Attacks heat
Statistics Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9 Feats Alertness, Power Attack, Weapon Focus (Warhammer)
Skills Craft (weaponsmithing) +4, Intimidate +3, Perception +4, Survival +4
Skill Points 14 Languages Common, Ignan Usual Gear warhammer, shortspear, scale mail, heavy shield Ecology
Environment Elemental Plane of Fire
Organization solitary, pair, or 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)
Treasure standard coins; double goods (nonflammables only); standard items (nonflammables only).
Special Abilities |
Heat (Ex): An azer generates so much heat that its mere touch deals an additional point of fire damage. An azer's metallic weapons also conduct this heat.
Racial Traits
- +2 Strength, +2 Dexterity, +2 Constitution, +2 Intellegence, +2 Wisdom, -2 Charisma.
- Medium: Azers are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Azers have a base speed of 30 feet.
- Darkvision: Azers can see in the dark up to 60 feet.
- Tough Skin: Azers have a +6 natural armor bonus.
- Special Attacks: Heat.
- Special Qualities: Immunity to fire, spell resistance equal to 13 + class level, vulnerability to cold.
- Languages: Azers begin play speaking Common and Ignan. Azers with high Intelligence scores can choose any of the following bonus languages: Celestial, Infernal, or Terran.