Return to the Current PCs Page

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.
 

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.
 

 

 

Return to the Current PCs Page