The Azer are the famous race of elemental
fire-kin. Calling the plane of elemental fire their home, they
are rarely seen elsewhere. However, there are always exceptions
to this rule. Popular reasons to travel can include the desire to
find new or specific forge materials or searching out gems,
especially their favored clear purple or red gems such as rubies,
amethysts, and garnets.
This
information based off of information presented by Lord Tuerny.
Physical
Description
The
Azer appear much like dwarves, except that they have metallic,
brass-colored skin and flames for hair. They wear only kilts or
apronlike garments of beaten brass, copper, or bronze. A picture
is availabe in MCA1. NPC Azer are
Lawful Neutral; PC Azer may be any non-chaotic alignment. They have a Natural Armor
Class of 2 from their hardships on the elemental
plane of fire.
Languages
Azer,
Planar Common, Efreet, Salamander, Fire Common, Fire Elemental
Stats
+1
STR, +1 CON
-1 WIS, -2 CHA
Ability Score Ranges STR: 8/18 DEX: 3/18 CON: 8/18 INT: 7/18 WIS: 3/17 CHA: 3/14 |
Available Classes/Maximum
Levels Warrior Fighter: 16 Priest Specialty Priests: 14 Wizard Elemental Fire Mage: 12 |
Physical Attributes (m/f)
Height:
55/52 + 1d10
Weight: 145/135 + 3d10
Age
Starting:
40 + 5d6
Middle: 125
Old: 167
Venerable: 250
Maximum: 250 + 2d100
Roleplaying Suggestions
Azer
generally see things in terms of Law and Chaos rather than good
and evil. To them order and the community are good and
disorganization and strife are evil. Some Azer are unable to
handle this high concentration of order and break away from the
community. Others are forced away due to the destruction of their
band band or to gain experience and wealth in order to serve
their community better.
Azer are conservative by nature and are very unlikely to take a
radical approach. PC Azer prefer to join groups who have a
similar outlook but some, generally the renegades, have been
known to join groups who are not of this temperament. Regardless
of whether individual Azer are able to abide those who are less
lawfully aligned, the word of an Azer is his bond and honor his
food and drink..
The personality of an Azer can be described as unfriendly and
taciturn at the best of times and downright closed-minded in the
worst of times. Rarely are they willing to go beyond the most
basic levels of negotiating and haggling, relying on their
organization and skill to win them through the day. This tendency
also causes them to distrust other races but once they are able
to divine another races true outlook, and it is to their liking,
they are allies to the end.
Special Advantages
Due
to their Special Nature, Azer do 1d4+1 points of damage in
unarmed combat. Azer also gain a +1 fire damage when using any
weapon, from their affinity with fire. Azer are Immune to fire of
all sorts, including magical and extreme. For weapons, all Azer
regardless of class may become proficient in the Fulbar, which is
a weapon shaped like an elongated smith's hammer and has the same
statistics as a Footman's Mace. Finally, PC Azer who are not
wizards have a Magic Resistance of 2% per level, to a maximum of
20% at 10th level.
Special Disadvantages
Their
special attachment to the plane of fire causes all cold- and
water- based attacks to do double damage against Azer. The Azer
are hated by salamanders, and will routinely be attacked first
and most often by these fellow fire creatures. PC Azer, who are
outcasts by definition of the Azer law, are disliked by all Azer
not outcasted, suffering a -4 reaction adjustment. Finally, Azer
suffer a -3 to all relevant abilities and rolls when in
temperature below freezing, regardless of additional clothing
worn.