Azule StrongArm (3.5e NPC)
From D&D Wiki
Azule StrongArm was raised by his human father, carpentar and woodsman Yacob StrongArm. His father had been raped by an orc female who, when discovering her pregnancy, returned and left the child with the human. Azule was raised in a hard working conservative environment.
Rise to Power
When Azule reached his early twenties his human father passed away. Feeling disconnected from the small village nearby afterwards, he decided to travel. His rounds led him into the Uriktar Army with a few individuals who would become his life-long companions known as Meloku's Gang: Nathaniel "Meloku" Essex, Dusk, Aiden Redstone, and Rurik Ulfgar.
After serving in the military for some time, the group became a specialist corp and began researching Lord Erik Sternhelm. The rich and lavish noble had at some point began an evil plot and began to build an undead army. After a long hard legendary journey and battle(which can be heard in Douie Solitude & The Solitude Seven's The Fall of Sternhelm), the band destroyed the noble and his entire army.
Azule's power alone allowed him, along with his companions, to ascend to lesser deity status after the fall of Sternhelm. For game purposes, he has 10 divine ranks.
- Salient Abilities
- Alter Self, Wound Enemy, Bonestrike, Battlesense, Divine Battle Mastery, Divine Blessing, Divine Inspiration-Hope, Divine Weapon Focus, Indomitable Strength, Irresistible Blows.
- Domain Abilities
- Detect Undead, Turn Undead +4, Smite Undead +4, Positive Fortitude, Energon Companion (see below), Divine Vengeance, Fast Healing 2, Positive Energy Burst, Aura of Resolve, Remove Fatigue, Lay on Hands, Smite Evil 3/day 2d6+10, Detect Evil, Aura of Good, Iron Will, Break Enchantment 3/week, Divine Grace
- Domain Spells
- Bless, Cure Light Wounds, Protection from Evil, Shield of Faith, Light, Cure Moderate Wounds, Daylight, Lesser Restoration, Shield Other, Consecrate, Cure Serious Wounds, Prayer, Searing Light, Remove Disease, Magic Circle against Evil, Cure Critical Wounds, Holy Smite, Restoration, Death Word
- Divine Company
- Negras (half-celestial warhorse), Yule & Aadeem (energons), Wilnor (celestial dog)
|Male half-orc fighter 10, exotic weapon master 3, holy liberator 10, soldier of light 10|
|CG Large humanoid (half-orc)|
|Init/Senses||+6/darkvision low-light vision; Listen +16, Spot +17|
|Languages||Read, Write, Understand all languages|
|AC||97, touch 58, flat-footed 58|
(+3 Dex, +3 Wis, +28 armor)
|hp||839 (33 HD)|
|Immune||form altering abilities, Energy Drain, ability drain, mind-affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment|
|Speed||80 ft. (16 squares)|
|Melee||orc double-axe (1d8+71) +89/84/79/74 +1d6 holy (+3d6 against evil & 1 negative level DC23) or|
|Melee||orc double-axe (1d8+71) +89/84/79/74 +1d6 holy (+3d6 against evil & 1 negative level DC23)|
|Abilities||Str 80, Dex 20, Con 13, Int 13, Wis 16, Cha 14|
|Feats||Choose from the following: Two Weapon Fighting, Two Weapon Defense, Improved Two Weapon Fighting, Perfect Two Weapon Fighting, Alertness, Animal Affinity, Combat Expertise, Dodge, Mobility, Power Attack, Cleave, Improved Cleave, Greater Cleave, Perfect Cleave, Weapon Focus (orc double-axe), Greater Weapon Focus (orc double-axe), Epic Weapon Focus (orc double axe), Weapon Specialization (orc double-axe), Rock Hurling, Fling Ally, Fling Enemy, Throw Anything, Really Throw Anything, Lightning Reflexes, Combat Reflexes, Armorskin, Flurry of Strikes, Mounted Combat, Ride-by-Attack, Persuasive, Improved Critical, Greater Critical, Overwhelming Critical, Epic Prowess, Epic Reputation, Epic Skill Focus (intimidate), Great Strength, Monkey Grip, Monstrous Strength, Monstrous Reach, Devastating Critical, Strength Devotion|
|Skills||Appraise +4, Balance +9, Bluff +14, Climb +2, Concentration +6, Craft (weaponsmith) +9,Craft (armorsmith) +9,Craft (carpenter) +9, Diplomacy +16, Disguise +6, Gather Information +6, Handle Animal +4, Heal +3, Hide +10, Intimidate +103, Jump +4, Knowledge (combat) +12,Knowledge (marines) +4, Knowledge (religion) +14, Knowledge (nature) +4, Knowledge (terror) +4, Knowledge (history) +2, Listen +16, Perform (march) +8, Perform (oratory) +7, Perform (weapon drill) +8, Profession (tailor) +3, Profession (fisherman) +16, Rally +14, Ride +12, Sense Motive +12, Sleight of Hand +2, Spellcraft +6, Spot +17, Survival +18, Swim +16, Tumble +14, Use Magic Device +2, Use Rope +2, Wilderness Lore +4|
|Possessions||, orc double-axe, morningstar, bedroll, traveler's outfit, rope, Orb of Course Correction, instant tent, backpack, flask, epic mithril armor, bracers of dawn, locked guantlets, ring of spell-battle, ring of true resurrection 2/day/ring of protection +10, Amulet of Wordtwisting/Amulet of Epic Armor +15, belt of priestly might +10 strength, Boots of Stomping/Greater Mountain King, Helmo of Glorious Recovery, cloak of battle, hair shirt of suffering|
Some of the information provided may be erroneous if Azule is used outside of the Valgora campaign setting. Removed the following skills: Knowledge (terror) and Perform (march). Select the feats out of the ones provided (giving only the normal amount of feats provided for a character of Azule's classes and level. Note that the initial campaign Azule was in used an outdated rule set for Base Ability statistical stacking that allowed such a high score, and should be removed from newer 3.5 or more standard interpretations of the game. Azule's skill point total will appear off above because he actually used the Multitasker feat (in the Valgora setting this feat isn't required as this is a basic rules change, so Azule did not lose the feat spot). If your campaign does not use this, you should alter Azule's spot, listen, move silently, and hide skill points to appropriate levels.