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
Base Atk +2; CMB +3; CMD 14

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.

Reference

Pathfinder Fan Conversion