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Esha's Followers
Follower List (by level, alphabetically):
All followers are human unless noted otherwise.
Level 6 Followers:
Chamincotl (M, LN, Marshal 6)
Iminxinca (F, NG, Healer 6)
Level 5 Followers:
Ganima (F, LG, Aasimar Favoured Soul
4 - truth)
Pachuachti (M, LN, Cleric 5 - war)
Level 4 Followers:
Aabindre (F, LG, Aasimar Paladin 3)
Inrenvir (M, CG, Aasimar Sorcerer 3)
Jingjiir (F, NG, Azurin, Incarnate
4)
Xericonchtli (M, N, Fighter 4)
Level 3 Followers:
Avurr (M, CG, Catfolk Rogue 2)
Saponitec (M, N, Fighter 3)
Stronghold Farmers (5) (M
and F, N, Expert 3)
Level 2 Followers:
Choktokmok (M, N, Duskling Totemist
2)
Elite Uemac Warriors (12)
(M and F, LN Fighter 2)
Level 1 Followers:
Uemac Warrriors (50) (M and F,
LN, Fighter 1)
Stronghold Peasants (85)
(M and F, N, Commoner 1)
CHAMINCOTL
(shah-min-COH-tull) has long served as the righthand commander
for Ahltliconcho in battle and has no come to Eixenizti to join
his old commander in service to his commander's son, Esha. Chamincotl
is a veteran of many campaigns, and is showing his age, but this
has not dulled his brilliant tactical mind and his ability to
read the battlefield and the morale of his own and the enemy troops.
To him, battle is an artform in service to itself, and he obeys
the rules and proprieties of battle to the uttmost.
CHAMINCOTL CR
6
Miniatures Handbook
page 11
Male Marshal 6
LN Medium humanoid (human)
Init +0; Senses Listen +8, Spot +8
Auras force of will (60 ft, +5 to Will saves), motivate
urgency (60 ft, +5 ft to land speed)
Languages Aztlan, Celestial, Slith
AC 17, touch 10, flat-footed
17; Combat Expertise
hp 33 (6 HD)
Fort +6, Ref +2, Will +8
Spd 30 ft (6 squares)
Melee +1 spear +7 (1d8+2)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +5
Atk Options Combat Expertise
Special Actions grant move action 1/day
Combat Gear +1 spear, potions of cure moderate
wounds (3) (CL 3)
Auras Known:
Major - motivate care +1, motivate urgency +1
Minor - force of will +5, master of opportunity +5, watchful
eye +5
Abilities Str 12, Dex 11, Con
12, Int 13, Wis 17, Cha 20
Feats Combat Expertise, Imperious Command, Intimidating
Strike, Skill Focus (diplomacy), Weapon Focus (spear)
Skills Bluff +10, Diplomacy +17, Disguise +5 (+7 acting),
Intimidate +13, Knowledge (geography) +6, Knowledge (history)
+5, Listen +8, Sense Motive +10, Spot +8, Survival +8 (+10 to
avoid hazards and lost), Swim +6
Possessions combat gear plus +1 studded leather, +1
heavy wooden shield, potion belt, wooden holy symbol to Uemac,
647 gp, 320 sp, 16 cp |
|
AURAS:
force of will - bonus on Will saves
master of opportunity - bonus on AC vs AoO
motivate care - bonus to AC
motivate urgency - land spead increased by 5 x bonus
watchful eye - bonus on Ref saves
FEATS:
Imperious Command (DoU p50) - if you demoralize a foe in combat,
he cowers in fear for 1 round and is shaken the following round.
Intimidating Strike (PHB2 p79) - single melee attack as standard
action subtracting a number from attack equal to or less than
BAB, if attack hits make Intimidate check with bonus equal to
number subtracted to cause foe to be shaken for rest of encounter.
|
IMINXINCA
(im-in-SHEEN-kah) is a middle aged woman who has served as Chamincotl's
aide and battlefield healer for many years. She prefers not to
fight, but will do so on occasion to protect the wounded under
her charge or if absolutely necessary to protect a vital location
or person. That said, she is perfectly comfortable healing on
the field of battle, though usually it is only to stop warriors
from bleeding to death, as she does not want to become a target
of the enemy forces.
Despite her passive role, she
has been on so many battlefields and in so many war conference
and planning sessions with Chamincotl that she has developed a
keen eye for battlefield tactics as well.
IMINXINCA CR
6
Miniatures Handbook
page 8
Female Healer 6
NG Medium humanoid (human)
Init +1; Senses Listen +3, Spot +3
Languages Azotlan
AC 13, touch 11, flat-footed
12
hp 39 (6 HD)
Fort +8, Ref +6, Will +9
Spd 30 ft (6 squares)
Melee spear +4 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +4
Special Actions cleanse disease 1/day, cleanse fear 1/day,
cleanse paralysis 1/day, cleanse poison 1/day
Combat Gear spear, wand of cure light wounds (CL
1, 20 ch), potions of cure light wounds (6) (CL 1), divine
scroll of panacea (CL 7), divine scroll of freedom of
movement (CL 7)
Healer Spells Prepared (CL 5, melee touch +4, ranged touch
+5):
3rd - close wounds, cure serious wounds (2), neutralize
poison, restoration
2nd - cure moderate wounds (2), remove blindness/deafness,
lesser restoration (2)
1st - cure light wounds (3), protection from evil,
sanctuary (DC 15), speak with animals
0 - cure minor wounds (2), detect magic detect poison,
read magic
Abilities Str 10, Dex 12, Con
15, Int 11, Wis 16, Cha 18
SQ healing hands (+4), luck reroll 1/day
Feats Augment Healing, Combat Casting, Healer's
Luck, Lightning Reflexes, Skill Focus (heal)
Skills Concentration +11 (+15 casting defensively), Diplomacy
+12, Heal +12, Knowledge (nature) +6, Knowledge (religion) +5,
Sense Motive +9, Spellcraft +5, Survival +5 (+7 aboveground natural
environment)
Possessions combat gear plus cloak of resistance +1,
leather armour, potion belt, spell component pouch,
copper diadem studded with amber (170 gp), wooden holy symbol
to Uemac, healer's kit (10 ch), diamond dust (200 gp), 252 gp,
47 sp, 113 cp |
|
FEATS:
Augment Healing (CD p79) - +2 dmg healed per spell level of
conjuration (healing) spell you cast.
Healer's Luck (CS p78) - gain 1 reroll per day to reroll dmg
healed by conjuration (healing) spell.
|
PACHUACHTI
(paw-choo-AHTCH-tee) is a longtime aide to Chamincotl, and along
with Iminxinca forms his right and left hands in battle. usually
never straying too far from Chamincotl's side, he is a consummate
war planner, advisor, and spellcaster on the battlefield. Since
Iminxinca is usually nearby with healing spells available, Pachuachti
tends to use his spells offensively or defensively rather than
for healing.
PACHUACHTI CR
5
Male Cleric 5 (Uemac)
LN Medium humanoid (human)
Init +1; Senses Listen +3, Spot +3
Languages Azotlan
AC 16, touch 11, flat-footed
15
hp 28 (5 HD)
Fort +5, Ref +2, Will +7
Spd 30 ft (6 squares)
Melee mwk cold iron spear +6 (1d8+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4
Special Actions Extend Spell, turn undead 9/day (+2 synergy
bonus)
Combat Gear masterwork cold iron spear, wand of cure
light wounds (CL 1, 42 ch), potions of shield of faith
(3) (CL 1), holy water (3), divine scroll of invisibility
purge (CL 5), divine scroll of magic circle against evil
(CL 5)
Cleric Spells Prepared (CL 5, melee touch +4, ranged touch
+4):
3rd - clairaudience/clairvoyance(d),
dispel magic, prayer
2nd - augury(d), hold person (DC 15), resist
energy, spiritual weapon
1st - bless, command (DC 14), entropic shield, magic
weapon(d), protection from evil
0 - detect magic, detect poison, guidance, light, mending
Domains: Planning (Extend Spell feat), War (Weapon Focus feat)
Abilities Str 13, Dex 12, Con
13, Int 10, Wis 16, Cha 15
SQ spontaneous healing
Feats Combat Casting, Divine Vigour, Extend Spell, Extra
Turning, Weapon Focus (spear)
Skills Concentration +9 (+13 casting defensively), Knowledge
(religion) +8, Spellcraft +8
Possessions combat gear plus studded leather, heavy wooden
shield, cloak of charisma +2, stone holy symbol to Uemac,
potion belt, incense (250 gp), augury focus (25 gp), spell component
pouch, 177 gp, 200 sp, 63 cp |
|
FEATS:
Divine Vigour (CW p108) - +2 temp hp/lvl and +10 base spd
for 1 turn or rebuke attempt, lasts for 1 min/Cha mod.
|
GANIMA (GAH-nee-mah)
was a childhood companion of Esha who has learned of his growing
fame in Sazhansiir and now seeks to follow him. As a child, she
always had a crush on the slightly older Esha, and so it would
be no surprise to learn that she may have designs on him that
are more than merely professional.
GANIMA CR 4
Complete Divine page
6
Female aasimar Favoured
Soul 4 (Meredros)
LG Medium outsider (native)
Init -1; Senses darkvision 60 ft; Listen +5, Spot
+5
Languages Celestial, Azotlan
AC 14, touch 10, flat-footed
14
hp 25 (4 HD)
Resist acid 5, cold 5, electricity 5
Fort +5, Ref +3, Will +7
Spd 30 ft (6 squares)
Melee mwk klanth (longsword) +6 (1d8+1)
Ranged sling +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4
Combat Gear masterwork klanth (longsword), sling, bullets
(10), potions of sanctuary (3) (CL 1, DC 11)
Favoured Soul Spells Known (CL 4, melee touch +4, ranged
touch +2):
2nd (4/day) - elation, lesser restoration, resist energy
1st (7/day) - bless, cure light wounds, protection from evil,
shield of faith
0 (5/day) - cure minor wounds, detect magic, guidance, light,
read magic, resistance
Spell-Like Abilities (CL 4):
1/day - daylight
Abilities Str 12, Dex 9, Con
12, Int 11, Wis 16, Cha 17
Feats Combat Casting, Eschew Materials, Improved Toughness,
Weapon Focus (longsword)
Skills Concentration +8 (+12 casting defensively), Knowledge
(arcana) +2, Sense Motive +5, Spellcraft +3
Possessions combat gear plus studded leather, heavy wooden
shield, ring of protection +1, ivory holy symbol to Meredros,
spell component pouch, 89 gp, 121 sp, 121 cp |
|
FEATS:
Improved Toughness (MM4 p202) - gain bonus hp equal to HD.
SPELLS:
elation (BoED p98) - r pers, 80 ft spread, allies,
1 rd/lvl, SR; +1 morale to Strr and Dex, +5 to spd.
|
XERICONCHTLI
(share-ee-CONCH-tlee) is a hulking brute of a warrior who made
a name for himself fighting in the arenas of the City of Ghostly
Feathers before Ahltliconcho recognized his potential and made
him a soldier. He rose in ranks to command units in battle, and
when Ahltliconcho left to serve Esha, Xericonhtli joined him.
XERICONCHTLI
CR 4
Male Fighter 4
N Medium humanoid (human)
Init -1; Senses darkvision 60 ft; Listen +3, Spot
+3
Languages Azotlan
AC 17, touch 12, flat-footed
15; Dodge, Mobility
hp 30 (4 HD)
Fort +6, Ref +3, Will +3
Spd 30 ft (6 squares)
Melee mwk battleaxe +9 (1d8+4)
Ranged javelin +6 (1d6+4)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +8
Atk Options Power Attack
Special Actions Cleave, Combat Reflexes
Combat Gear masterwork obsidian battleaxe, javelins (6),
potions of cure light wounds (3) (CL 1), potion of
cure moderate wounds (CL 3), potion of lesser restoration
(CL 3)
Abilities Str 18, Dex 14, Con
15, Int 10, Wis 11, Cha 8
Feats Cleave, Combat Reflexes, Dodge, Iron Will, Mobility,
Power Attack
Skills Climb +6, Intimidate +2, Jump +6, Listen +3, Spot
+3, Swim +6
Possessions combat gear plus studded leather, heavy wooden
shield, potion belt, 92 gp, 231 sp, 77 cp |
|
|
AABINDRE (AH-bin-dray) did not know
Esha from his days in the netherworld, but she learned of him
when he visited a celestial demiplane to imprison his mother.
Aabindre does not know Esha's mother is imprisoned there, but
she heard tell of rumours of his exploits on the Material Plane
and she longed to add her sword to his deeds.
AABINDRE CR
3
Female aasimar Paladin
3
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +2, Spot
+2
Aura aura of courage (+4 vs fear, 10 ft), aura of good
Languages Celestial, Azotlan
AC 17, touch 11, flat-footed
16
hp 20 (3 HD)
Immune disease
Resist acid 5, cold 5, electricity 5
Fort +8, Ref +6, Will +7
Spd 30 ft (6 squares)
Melee mwk longsword +6 (1d8+2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +5
Atk Options Power Attack
Special Actions Combat Reflexes, lay on hands (12 hp/day),
smite evil 1/day (+4 att, +3 dmg)
Combat Gear masterwork longsword, potion of shield
of faith (CL 1), potion of entropic shield (CL 1),
potion of protection from evil (CL 1), holy water (3)
Spell-Like Abilities (CL 3):
1/day - daylight
At will - detect evil
Abilities Str 15, Dex 12, Con
12, Int 13, Wis 14, Cha 18
SQ divine grace
Feats Combat Reflexes, Power Attack
Skills Concentration +4, Diplomacy +8, Heal +5, Knowledge
(religon) +3, Sense Motive +5
Possessions combat gear plus chains shirt, heavy steel
shield, potion belt, silver holy symbol to Meredros, 56 gp, 88
sp, 123 cp |
|
|
INRENVIR (IN-rehn-veer) has always struggled
with his sorcerous origins, as they stem from a draconic rather
than celestial heritage and this has caused him to be an outcast
of sorts in the celestial realms as his progenitor was almost
certainly a red dragon. Esha's willingness to take in outcasts,
and his prodigious talents of sorcery convinced Inrenvir to follow
him. Inrenvir does not currently have a familiar, as he intends
to one day summon a faerie dragon to his service.
INRENVIR CR
3
Male aasimar Sorcerer
3
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +0, Spot
+0
Languages Celestial, Azotlan, Draconic
AC 11, touch 11, flat-footed
10
hp 8 (3 HD)
Resist acid 5, cold 5, electricity 5
Fort +1, Ref +2, Will +3
Spd 30 ft (6 squares)
Melee quarterstaff +0 (1d6-1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +0
Special Actions Silent Spell
Combat Gear quarterstaff, wand of magic missile
(CL 1, 13 ch)
Sorcerer Spells Known (CL 3, melee touch +0, ranged touch
+2):
1st (6/day) - colour spray, mage armour, shield
0 (6/day) - detect magic, light, mage hand, message, read
magic
Spell-Like Abilities (CL 3):
1/day - daylight
Abilities Str 9, Dex 13, Con
11, Int 12, Wis 10, Cha 18
Feats Combat Casting, Silent Spell
Skills Bluff +8, Concentration +6 (+10 defensively), Knowledge
(arcana) +5, Spellcraft +5
Possessions combat gear plus spell component pouch, copper
and jade tiara worth 165 gp, copper and silver bracers worth
80 gp, 24 gp, 130 sp, 44 cp |
|
|
JINGJIIR (JEENG-jeer) is an azurin from
the Irin Forest who has embraced the cause of good to such an
extent that she could not help but to join the heroes who have
done so much for the general weal of the Free Folk of Sazhansiir.
She was told these tales by a friendly naga of the Irin Forest
who had met the PCs, and she journeyed long to arrive at the stronghold.
JINGJIIR CR
4
Magic of Incarnum
pages 7 and 20
Male azurin Incarnate
4
NG Medium humanoid (human, incarnum)
Init +1; Senses Listen +0, Spot +0
Aura aura of good
Languages Azotlan, Slith
AC 15, touch 11, flat-footed
14
hp 28 (4 HD)
SR 9
Fort +7 (+11 vs massive dmg), Ref +3 (incl. souldmelds),
Will +5 (incl. soulmelds)
Spd 30 ft (6 squares)
Melee crystal dagger +2 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Special Actions incarnum radiance (free action, 1/day
for 6 rds, +1 to AC)
Combat Gear crystal dagger, potions of cure light wounds
(2) (CL 1)
Essentia Pool 7; Capacity 1 (2 with souldmelds);
Chakra Binds 1 (crown, feet, hands); Soulmelds 4
Essentia Investment (ML 4)
lightning gauntlets 2 (3d6 electricity dmg touch att)
mantle of flame 2 (3d6 fire dmg to foe when struck in
melee)
soulspark familiar (crown) (creates a lesser soulspark)
spellward shirt 1 (SR 9)
Cerulean Reflexes 1
Cerulean Will 1
Spell-Like Abilities (CL 4):
At will - detect evil
Abilities Str 10, Dex 12, Con
17, Int 12, Wis 10, Cha 11
Feats Cerulean Reflexes, Cerulean Will, Incarnum-Fortified
Body
Skills Concentration +8, Knowledge (arcana) +6, Knowledge
(planes) +3, Knowledge (religion) +4, Spellcraft +8
Possessions combat gear plus leather armour, heavy wooden
shield, belt pouch, crystal bracelet studded with agates worth
70 gp, 16 gp, 22 sp, 71 cp. |
|
FEATS:
Cerulean Reflexes (MoI p35) - +1 essentia, 1/day invest to
gain insight bonus on Ref saves.
Cerulean Will (MoI p 35) - +1 essentia, 1/day invest to gain
insight bonus on Will saves.
Incarnum-Fortified Body (MoI p38) - +2 hp, +2 hp per incarnum
feat, +4 save vs massive dmg.
|
LESSER SOULSPARK
CR 3
Magic of Incarnum
page 197
NG Tiny outsider (good, incarnum, native)
Init +6; Senses Listen +8, Spot +8
Languages Slith
AC 16, touch 14, flat-footed
14
hp 26 (4 HD); DR 3/evil
Immune criticals, flanking
Fort +6, Ref +8, Will +5; evasion
Spd 20 ft (4 squares), fly
30 ft (6 squares) (perfect)
Ranged soul blast +8 (1d6+2)
Space 2.5 ft; Reach 0 ft
Base Atk +4; Grp -4
Abilities Str 10, Dex 15, Con
15, Int 6, Wis 13, Cha 15
Feats Improved Initiative, Lightning Reflexes
Skills Diplomacy +4, Hide +17, Knowledge (history) +5, Listen
+8, Move Silently +9, Sense Motive +8, Spot +8 |
|
|
AVURR (ah-VOOR) is a catfolk rogue who
hopes to one day be a gatecrasher. Having heard of the gate near
the stronghold, he has come to experience the novelty of the human
stronghold and to be near the gate and to possibly one day find
nearby gates of his own.
AVURR CR 2
Miniatures Handbook
page 56
Male catfolk Rogue 2
CN Medium humanoid (catfolk)
Init +5; Senses low-light vision, trapfinding;
Listen +6, Spot +4
Languages Feline, Azotlan
AC 18, touch 15, flat-footed
13
hp 7 (2 HD)
Fort +1, Ref +8, Will +1; evasion
Spd 40 ft (8 squares)
Melee rapier +2 (1d6)
Melee rapier +0 (1d6) and dagger +0 (1d4)
Ranged shortbow +7 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Special Actions sneak attack +1d6
Combat Gear rapier, dagger, shortbow, arrows (20), potion
of cure light wounds (CL 1)
Abilities Str 10, Dex 20, Con
11, Int 12, Wis 10, Cha 15
Feats Two-Weapon Fighting
Skills Balance +7, Bluff +4, Decipher Script +3, Disable
Device +5, Escape Artist +7, Gather Information +5, Hide +8,
Jump +2, Knowledge (planes) +3, Listen +6, Move Silently +9,
Open Lock +10, Spot +4, Tumble +10, Use Magic Device +7
Possessions combat gear plus leather armour, thieves'
tools, belt pouch, 64 gp, 10 sp, 16 cp. |
|
|
SAPONITEC (sah-POWN-ee-tek) is a Sapotec
warrior who fought for the PCs during the flowery battle against
the sun priesthood and he decided to stay with at the stronghold,
as the sights and sounds of the many people and races there astounded
him and has proven much more interesting than his isolated homeland.
SAPONITEC CR
3
Male human Fighter 3
N Medium humanoid (human)
Init +1; Senses Listen +3, Spot +3
Languages Azotlan
AC 16, touch 11, flat-footed
15; Dodge, Mobility
hp 23 (3 HD)
Fort +5, Ref +4, Will +1
Spd 30 ft (6 squares)
Melee spear +7 (1d6+3)
Ranged sling +4 (1d4+3)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Atk Options Power Attack
Combat Gear spear, obsidian dagger, sling, bullets (10)
Abilities Str 16, Dex 13, Con
14, Int 10, Wis 10, Cha 11
Feats Alertness, Dodge, Mobility, Power Attack, Weapon
Focus (spear)
Skills Climb +6, Intimidate +6, Jump +5, Listen +3, Spot
+3, Swim +5
Possessions combat gear plus leather armour, heavy wooden
shield, belt pouch, silver and turquoise armband worth 35 gp,
16 gp, 77 sp, 62 cp |
|
|
CHOKTOKMOK (CHAWK-tawk-mawk) is a
duskling hermit from deep in the Irin Forest. He served in the
flowery battle against the sun priests and was amazed to see the
ancient duskling mystic encamped in the middle of the stronghold.
Convinced that the PCs were to play an important part in the destiny
of the incarnum races, Choktokmok has happily stayed in the service
of Esha, even after the duskling mystic departed.
CHOKTOKMOK CR
2
Magic of Incarnum
pages 10 and 29
Male duskling Totemist
2
N Medium fey (extraplanar, incarnum)
Init +1; Senses low-light vision; Listen +1, Spot
+2
Languages Azotlan, Sazhan, Slith (illiterate)
AC 19, touch 11, flat-footed
18 (incl. soulmelds)
hp 15 (2 HD)
Fort +6, Ref +4, Will +1
Spd 30 ft (6 squares) (+5 ft/essentia)
Melee bite +2 (1d8+1) and bite +2 (1d6+1) and gore +2
(1d6+1)
Melee dagger +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Special Actions Combat Reflexes
Combat Gear obsidian dagger
Essentia Pool 3; Capacity 1 (2 with totem chakra);
Chakra Binds 1 (totem); Soulmelds 3
Essentia Investment (ML 2)
blink shirt 1 (20 ft dimension door as standard
action)
threefold mask of the chimera 1 (totem) (+1 to Spot, cannot
be flanked, 3 attacks)
wormtail belt 1 (+3 natural AC)
Abilities Str 12, Dex 12, Con
17, Int 8, Wis 12, Cha 11
SQ wild empathy +2
Feats Combat Reflexes
Skills Handle Animal +3, Knowledge (nature) +3, Listen +3,
Spot +3, Survival +5
Possessions combat gear plus studded leather armour, heavy
wooden shield, belt pouch, 10 gp, 13 sp, 5 cp |
|
|
STRONGHOLD FARMERS are a group
of farmers with enough skills to desire to brave the rigours of
Aladur. They are hardy, loyal folk.
STRONGHOLD FARMERS
(5) CR 2
Male and Female Expert
3
N Medium humanoid (human)
Init +0; Senses Listen +4, Spot +5
Languages Azotlan
AC 10, touch 10, flat-footed
10
hp 14 (3 HD)
Fort +2, Ref +1, Will +4
Spd 30 ft (6 squares)
Melee 2H spear +3 (1d8+1)
Ranged sling +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Combat Gear spear, sling, bullets (5)
Abilities Str 12, Dex 10, Con
13, Int 10, Wis 12, Cha 10
Feats Alertness, Skill Focus (profession [farmer])
Skills Climb +5, Diplomacy +2, Handle Animal +4, Knowledge
(nature) +6, Listen +4, Profession (farmer) +10, Sense Motive
+6, Spot +5, Survival +6 (+8 aboveground natural environment),
Swim +5, Use Rope +5
Possessions combat gear plus belt pouch, 12 gp, 33 sp,
24 cp |
|
|
STRONGHOLD PEASANTS are men and women of various ages who
have left their homeland in the hopes of a better life in Eixtenizti.
They vary in age from late teens to late 50s in age and an additional
50% of these are younger children who do not count as followers
and have no statistics presented. These peasants are looking to
one day own land near the stronghold. The stats presented here
represent the average stats. There can be signifcant variance.
It is possible that some of these peasants may learn trades and
gain additional levels in other classes as time passes.
STRONGHOLD PEASANTS (85)
CR 1/2
Male and Female Commoner
1
N Medium human (humanoid)
Init +0; Senses Listen +3, Spot +3
Languages Aztlan (illiterate)
AC 10, touch 10, flat-footed
10
hp 4 (1 HD)
Fort +1, Ref +0, Will +0
Spd 30 ft (4 squares)
Melee club +0 (1d6)
Ranged club +0 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp +0
Combat Gear club
Abilities Str 10, Dex 10, Con
12, Int 10, Wis 10, Cha 9
Feats Alertness, Self-Sufficient
Skills Craft (weaving) - females only) +4, Heal +2, Listen
+3, Profession (farmer - males only) +4, Spot +3, Survival +2,
Use Rope +2
Possessions combat gear plus belt pouch, 2 gp, 12 sp,
14 cp. |
|
|
ELITE UEMAC WARRIORS are fighters dedicated to the wargod who
have distinguished themselves by their dedication to training
and have proven themselves in battle.
ELITE UEMAC WARRIORS (4)
CR 2
Male and Female Fighter
2
LN Medium human (humanoid)
Init +1; Senses Listen +2, Spot +2
Languages Aztlan
AC 17, touch 11, flat-footed
16
hp 15 (2 HD)
Fort +5, Ref +1, Will +9
Spd 30 ft (4 squares)
Melee mwk spear +6 (1d8+2)
Ranged javelin +3 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Option Power Attack
Combat Gear masterwork spear, javelins (6)
Abilities Str 14, Dex 12, Con
15, Int 10, Wis 10, Cha 11
Feats Alertness, Power Attack, Shield Specialization,
Weapon Focus (spear)
Skills Climb +5, Intimidate +6, Jump +6, Listen +2, Spot
+2, Swim +5
Possessions combat gear plus studded leather armour, heavy
wooden shield, belt pouch, 16 gp, 30 sp, 44 cp. |
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UEMAC WARRIORS are
fighters of the Uemac religion who have been drawn to Esha's service
after the victory over the sun priesthood. They are extremely
loyal to Esha.
STRONGHOLD SOLDIERY (30)
CR 1
Male Fighter 1
LN Medium human (humanoid)
Init +1; Senses Listen +2, Spot +2
Languages Aztlan
AC 17, touch 11, flat-footed
16
hp 8 (1 HD)
Fort +4, Ref +1, Will +9
Spd 30 ft (4 squares)
Melee spear +4 (1d8+2)
Ranged javelin +2 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +3
Combat Gear spear, javelins (6)
Abilities Str 14, Dex 12, Con
15, Int 10, Wis 10, Cha 11
Feats Alertness, Shield Specialization, Weapon Focus (spear)
Skills Climb +5, Intimidate +5, Jump +5, Listen +2, Spot
+2, Swim +5
Possessions combat gear plus studded leather armour, heavy
wooden shield, belt pouch, 6 gp, 30 sp, 44 cp. |
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