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Farbera's Followers

 

Follower List (by level, alphabetically):

All followers are human unless noted otherwise. Followers noted with an ** do not live in the PC stronghold but dwell in their own lands as set forth in their descriptions.

Level 6 Followers:

Tenamcotiz (M, N, Expert 6, architect)

Level 5 Followers:

Teocuitlatl (F, LG, Cleric 5 - trade)

Uetamachitl (M, CG, Marshal 5)

Level 4 Followers:

Ezramdruindil (F, NG, Killoren Druid 4)

Klazatla (F, NG, Truenamer 4)

Manalkuln (M, LN, Cleric 4 - knowledge)

Level 3 Followers:

Astlizantli (F, N, Expert 3, courtesan)

Nicpia (M, N, Fighter 3)

Quezticol (M, LN, Cleric 3 - truth)

Quipia (M, N, Fighter 3)

Quitlapichilia (F, N, Expert 3, musician)

Level 2 Followers:

Aychaque (F, N, Karsite Binder 1)

Cuauhtlamazatl (F, CN, Commoner 2)

Panaphue (M, LN, Expert 2, vintner)

Tincoman (M, NG, Ranger 2) **

Xapachtli (F, LN, Expert 2) **

Elite Soldiers (4) (M, N, Fighter 2)

Level 1 Followers:

Stronghold Soldiers (30) (M, N, Fighter 1)

Stronghold Peasants (60) (M and F, N, Commoner 1)

 

MANALKULN (MAN-all-kooln) is a middle aged, bookish librarian in the temple of Mechinahcatl in Xonochouco. Farbera made his acquaintance during his stays at the Temples of the Twin Gods, as he was the one who conducted transactions with the trader temple to obtain shipments of lore from other regions of the Azotchtlan Lands. By no means anything even close to an adventurer or combatant, Manalkuln loves to read, to talk with strangers, and to learn. He seems to be fascinated by the PCs, especially Farbera, whom he finds the least intimidating of the bunch. It is likely he also has something of a crush on Hazuiancachtli, as he can sometimes be seen glancing at her with puppy-dog eyes.

MANALKULN CR 4
Male Cleric 4 (Mechinahcatl)
LN Medium humanoid (human)
Init +0; Senses Listen +3, Spot +3
Languages Aztlan, Celestial, Slith

AC 10, touch 10, flat-footed 10
hp 22 (4 HD)
Fort +4, Ref +1, Will +8

Spd 30 ft (6 squares)
Melee dagger +3 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Special Actions turn undead (5/day)
Combat Gear obsidian dagger, wand of comprehend languages (CL 1, 48 ch), potion of aid (CL 3), potion of cure light wounds (CL 1), potion of shield of faith (CL 1), holy water (7), divine scroll of dispel magic (CL 5)
Cleric Spells Prepared (CL 3 [4 divination], melee touch +2, ranged touch +2):
2nd - detect thoughts (DC 15)
(d), elation, hold person (DC 15), zone of truth (DC 15)
1st - bless, comprehend languages
(d), detect evil, protection from evil, scholar's touch
0 - detect magic, detect poison, light, mending, read magic
Domains knowledge (+1 CL divination, all knowledge skills class skills), mind (+2 bluff, diplomacy, sense motive)

Abilities Str 11, Dex 10, Con 13, Int 14, Wis 17, Cha 14
SQ spontaneous healing
Feats Combat Casting, Education, Master of Knowledge
Skills
Bluff +4, Concentration +6 (+10 defensively), Diplomacy +4, Knowledge (history) +12, Knowledge (local) +9, Knowledge (planes) +10, Knowledge (religion) + 11, Sense Motive +5, Spellcraft +6
Possessions combat gear plus masterwork potion belt, wooden holy symbol of Mechinahcatl, spell component pouch, belt pouch, 44 gp, 156 sp, 160 cp

 

 

FEATS:

Master of Knowledge (HoH p123) - +1 to all Knowledge skills.

SPELLS:

elation (BoED p98) - r 80 ft spread, allies, 1 rd/lvl, SR; +2 to Str and Dex, +5 spd.

scholar's touch (RoD p167) - r pers, 1 book/rd, conc up to 1 rd/lvl; absorb knowledge contained in 1 book touched per rd.

QUEZTICOL (KWEZ-tee-cohl) is a man from Huexotzinga whose family was abducted by yuan-ti. The man spent much of his youth as an orphan in the priesthood of Qualpopoco and sought to learn the fate of his family, hoping beyond hope they had been taken as slaves. Through divination paid for by him and cast by priests he learned that his family had been horribly tortured and then consumed by the Scaled Ones. Now filled with righteous anger, he intends to join the order of the Serpent Slayers and dedicate his life to the slaying of serpents everywhere and anywhere. To this end, he had begun to hear tales of the PCs' desire to fight against the serpents and is somewhat intrigued, though perhaps a little wary of the PCs and their strange ways.

QUEZTICOL CR 3
Male Cleric 3 (Qualpopoco)
LN Medium humanoid (human)
Init +1; Senses Listen +3, Spot +5
Languages Aztlan

AC 15, touch 11, flat-footed 14; Dodge, Mobility
hp 20 (3 HD)
Fort +4, Ref +2, Will +6

Spd 30 ft (6 squares)
Melee mwk heavy mace +5 (1d8+2)
Ranged sling +3 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Special Actions turn undead (4/day, +2 synergy bonus)
Combat Gear masterwork heavy mace, sling, bullets (10), potion of cure light wounds (CL 1)
Cleric Spells Prepared (CL 3, melee touch +4, ranged touch +3):
2nd - bear's endurance
(d), sound burst (DC 15), zone of truth (DC 15)
1st - bless, command
(d) (DC 14), portection from evil, shield of faith
0 - detect magic, detect poison, light, resistance
Domains pact (appraise, intimidate, sense motive class skills), retribution (1/day deal max damage on next action if damaged by foe)

Abilities Str 14, Dex 13, Con 15, Int 10, Wis 16, Cha 13
SQ spontaneous healing
Feats Combat Casting, Dodge, Mobility
Skills
Concentration +8 (+12 defensively), Knowledge (religion) +6, Spellcraft +6
Possessions combat gear plus leather armour, heavy wooden shield, potion belt, wooden holy symbol of Qualpopoco, spell component pouch, belt pouch, 32 gp, 30 sp, 67 cp
 

KLAZATLA (klawz-AHT-lah) is a middle-aged woman who has been an apothecary and medicine woman for the locals in the capital of Xonochouco for many years, where she trained under her mother and grandmother in the arts of poultices. Both Malinal and Pizotzin recommend her for minor ailments, and when you have spoken with her, it is clear she has some budding knowledge of alchemy, as well as other strange lore that seems to have been passed down to her through her lineage, though she does not speak openly about it.

KLAZATLA CR 4
Tome of Magic page 198
Female Truenamer 4
NG Medium humanoid (human)
Init +1; Senses Listen +1, Spot +1
Languages Aztlan

AC 11, touch 11, flat-footed 10
hp 18 (4 HD)
Fort +2, Ref +2, Will +4

Spd 30 ft (6 squares)
Melee mwk dagger +2 (1d4-1)
Melee quarterstaff +1 (1d6-1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +2
Combat Gear quarterstaff, masterwork obsidian dagger, potions of cure light wounds (4) (CL 1), divine scroll of babau slime (CL 1)
Utterances Known (CL 4):
Lexicon of the Evolving Mind
1st - inertia surge, universal aptitude
2nd - lesser word of nurturing, temporal twist (DC 14)
Lexicon of the Crafted Tool
1st - fortify armour

Abilities Str 9, Dex 12, Con 12, Int 18, Wis 12, Cha 15
SQ known personal truename
Feats Skill Focus (craft [alchemy]), Skill Focus (truespeak), Skill Focus (use magic device)
Skills
Appraise +8, Concentration +6, Craft (alchemy) +14, Heal +3, Knowledge (arcana) +11, Knowledge (history) +9, Knowledge (nature) +10, Perform (oratory) +8, Truespeak +18, Use Magic Device +12
Possessions combat gear plus personal truenamer amulet +4, potion belt, healer's kit, notebook, stylus, belt pouch, 55 gp, 143 sp, 76 cp
 

UETAMACHITL (way-tahm-MAH-chee-tl) is a warrior who has recently made a name for himself in the last Flowery Battle for Xonochouco and the Uemac Temple, but who chafes against the rigid hierarchy and hidebound conservatism of his leaders. Opinionated to a fault, but often correct in his assertions, he longs for a chance to prove himself...to his masters and to himself. The marshal has been appointed commander of the stronghold guard.

UETAMACHITL CR 5
Miniatures Handbook page 11
Male Marshal 5
CG Medium humanoid (human)
Init +2; Senses Listen +2, Spot +2
Auras resilient troops (60 ft, +1 to all saves), motivate wisdom (60 ft, +3 to Will saves)
Languages Aztlan

AC 17, touch 12, flat-footed 15
hp 33 (5 HD)
Fort +6, Ref +3, Will +6

Spd 30 ft (6 squares)
Melee mwk spear +6 (1d6+2)
Ranged javelin +5 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +5
Atk Options Power Attack
Special Actions Combat Reflexes, grant move action 1/day
Combat Gear masterwork spear, javelins (6), potions of cure moderate wounds (3) (CL 3), potion of bull's strength (CL 3)
Auras Known:
Major - motivate urgency +1, resilient troops +1
Minor - motivate wisdom +3, over the top +3, watchful eye +3

Abilities Str 14, Dex 14, Con 15, Int 11, Wis 14, Cha 17
Feats Combat Reflexes, Power Attack, Skill Focus (diplomacy), Skill Focus (profession [siege engineer])
Skills
Bluff +8, Diplomacy +12, Intimidate +7, Knowledge (nobility) +5, Profession (siege engineer) +9, Sense Motive +8
Possessions combat gear plus masterwork studded leather armour, heavy wooden shield, potion belt, belt pouch, keys to the doors of his guards tower, 72 gp, 134 sp, 116 cp

 

 

AURAS:

motivate urgency - increase land speed by 15 ft x bonus

motivate wisdom - bonus to Wisdom checks and Wisdom-based skill checks

resilient troops - bonus on all saves

over the top - bonus on damage for charge attacks

watchful eye - bonus on Reflex saves

TENAMCOTIZ (TEN-ahm-coh-teez) is a middle aged thin man who apprenticed for many years under the tutelage of several renonwned Azotchtlan builders. He has always sought to go his own way, though circumstances conspired to extend his apprenticeship long past the normal time. He now sees employment with Farby as a chance to break free of the shadow of his masters and earn a name for himself. Although not master-level exerienced, Tenamcotiz expects to learn from the master builders Farby has hired to help contstruct Eixtenizti Fortress and one day become head builder himself.

TENAMCOTIZ CR 5
Male Expert 6
N Medium humanoid (human)
Init +0; Senses Listen +7, Spot +12
Languages Aztlan, Terran

AC 10, touch 10, flat-footed 10
hp 21 (6 HD)
Fort +2, Ref +2, Will +7

Spd 30 ft (6 squares)
Melee mwk light hammer +5 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +4
Combat Gear masterwork light hammer, potion of cure light wounds (2) (CL 1)

Abilities Str 11, Dex 10, Con 11, Int 14, Wis 14, Cha 8
Feats Alertness, Skill Focus (craft [stonemasonry]), Skill Focus (knowledge [architecture and engineering]), Skill Focus (profession [engineer])
Skills
Appraise +11 (+13 with stonework), Balance +9, Craft (stonemasonry) +16, Diplomacy +1, Knowledge (architecture and engineering) +16, Knowledge (local) +5, Listen +7, Professsion (engineer) +16, Search +12 (+14 secret doors/compartments), Sense Motive +10, Spot +12, Survival +2 (+4 to find or follow tracks)
Possessions combat gear plus masterwork potion belt, wooden holy symbol of Iximitchli, masterwork artisan tools (stonemasonry), 165 gp, 84 sp, 39 cp
 

TEOCUITLATL (tay-oh-cweet-LAH-till) is a priestess recommended for service to Farby and Hazuiancachtli by Malinal. She is bright and eager to please the Trade Temple priestess and, thereby, impress Malinal, whom she idolizes.

TEOCUITLATL CR 5
Female Cleric 5 (Hunaphu)
LG Medium humanoid (human)
Init +0; Senses Listen +3, Spot +3
Languages Aztlan, Celestial, Duskling

AC 12, touch 10, flat-footed 12
hp 26 (5 HD)
Fort +6, Ref +2, Will +8

Spd 30 ft (6 squares)
Melee mwk quarterstaff +4 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Special Actions Divine Vigour, turn undead (5/day, +2 bonus)
Combat Gear masterwork quarterstaff, potion of cure light wounds (2) (CL 1), potion of sanctuary (CL 1), wand of shield of faith (CL 1, 13 charges), divine scroll of lesser restoration (CL 3)
Cleric Spells Prepared (CL 5, melee touch +3, ranged touch +3):
3rd - dispel magic, eagle's splendour
(d), prayer
2nd - eagle's splendour, enthrall (DC 15), hold person (DC 15), status
(d)
1st - bless, command, detect evil, message
(d), protection from evil
0 - create water, detect magic, guidance (2), resistance
Domains Community (calm emotions 1/day, +2 Diplomacy), Trade (detect thoughts 1/day for 5 minutes)

Abilities Str 10, Dex 10, Con 12, Int 15, Wis 17, Cha 16
SQ spontaneous healing
Feats Combat Casting, Divine Vigour, Extend Spell
Skills
Concentration +8 (+12 casting defensively), Diplomacy +13, Knowledge (religion) +10, Profession (merchant) +11, Spellcraft +10
Possessions combat gear plus cloak of resistance +1, masterwork potion belt, wooden holy symbol of Hunaphu, leather headband with feathers and jade (75 gp), turquoise and silver brooch (150 gp), spell component pouch, belt pouch, 242 gp, 224 sp, 164 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.

EZRAMDRUINDIL is a killoren from Ilywtimbre-etel. She had never even heard of humans before meeting with the PCs, and is most intrigued by Farbera and his druidic ways. In order to see his ways of venerating nature, she has asked to travel to Eixtenizti and dwell there for a time. Currently, she spends her time in the druid grove, speaking with the awakened trees and tending to the plants there. Ezramdruindil is a very gentle soul, and it takes much to raise here ire. Her natural inclination when presented with danger is to flee and hide.

EZRAMDRUINDIL CR 4
Races of the Wild page 102
Female Killoren Druid 4
NG Medium fey
Init +2; Senses low-light vision; Listen +4, Spot +4
Languages Sazhan


AC 14, touch 12, flat-footed 12
hp 26 (4 HD)
Immune sleep affects
Fort +6, Ref +3, Will +7 (+11 vs enchantments, +2 vs fey)

Spd 30 ft (6 squares); trackless step, woodland stride
Melee club +3 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Combat Gear club, potions of cure light wounds (2) (CL 1), infusion of entangle (CL 1), potion of cure moderate wounds (CL 3), infusion of swift fly (CL 5), infusion of swim (CL 3), divine scroll of babau slime (CL1)
Druid Spells Prepared (CL 4, melee touch +3, ranged touch +5):
2nd - barkskin, cure moderate wounds, healing lorecall
1st - cure light wounds, endure elements*, longstrider, speak with animals
0 - cure minor wounds, detect magic, guidance, naturewatch, resistance

Abilities Str 10, Dex 14, Con 15, Int 11, Wis 17, Cha 16
SQ animal companion (link, share spells), cold iron anathema, manifest nature's might (aspect of the ancient**), wild empathy +7
Feats Combat Casting, Extend Spell
Skills
Concentration +7 (+11 casting defensively), Handle Animal +10 (+14 with animal companion), Heal +8, Knowledge (nature) +11, Listen +4, Spot +4, Survival +9
Possessions combat gear plus masterwork potion belt, bark armour, cloak of elemental protection, 24 permanent goodberries, holly leaves, signal whistle, scent breaker (2), spell component pouch, belt pouch

Cold Iron Anathema (Su) Killoren have a difficult time wielding weapons made of cold iron. Killoren take a -2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.

Manifest Nature's Might (Su) Killoren are forever bound to the raw forces of nature itself, manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature's might at a time. Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, filling his spirit with the aspect of nature that is most needed for his current tasks. Once a killoren chooses an aspect, he manifests that aspect until the next morning, when he chooses again which aspect to manifest. Many killoren favour one aspect over the others and rarely choose to manifest one of the other two aspects.

Aspect of the Ancient: While manifesting the aspect of the ancients, a killoren embodies the deep and ancient secrets of nature istelf. With this bond to nature's secret lore, a killoren gains a racial bonus on Knowledge (nature) checks equal to his Hit Dice and gains an additional +2 bonus on saving throws against enchantment effects. This bonus stacks with the killoren's normal racial bonus on saving throws against enchantment effects. While a killoren manifests the aspect of the ancient, his hair turns white and his eyes turn to the colour of a blue summer sky.

Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a killoren manifesting the aspect of the destroyer. Once per hour (up to a maximum number of times per day equal to the killoren's Charisma bonus, minimum 1), a killoren manifesting the aspect of the destroyer can make a special smite attack that deals extra damage to the foes of nature. When making this smite attack, a killoren adds his Charisma bonus to his attack roll and deals an extra 1 point of damage per Hit Die. This smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. If a killoren accidentally smites a creature that is not one of the creature types listed above, the smite has no effect, but the ability is still used up for that hour and counts against the total uses per day. While a killoren manifests the aspect of the destroyer, his hair and eyes turn a deep, lusterless black; many find the gaze of a killoren destroyer's coal-black eyes to be unnerving.

Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to nature's ancient tradition of the hunt, and his senses sharpen to an amazing degree. While manifesting the aspect of the hunt, a killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks. While a killoren manifests the aspect of the hunt, his hair and eyes turn a deep forest green, and his skin town becomes a deeper brown than when manifesting one of the other aspects.

* This spell is always cast and lasts 24 hours
** Included in above statistics

 

 

MAGIC ITEMS:

cloak of elemental protection (MIC p87) - 1/day resist 10 to energy type as immed action until next turn)

FASTER-THAN-RATS CR -
Ezramdruindil's hawk animal companion
N Tiny animal
Init +4; Senses low-light vision; Listen +4, Spot +18

AC 20, touch 16, flat-footed 16
hp 13 (3 HD)
Fort +3, Ref +7, Will +3; evasion

Spd 10 ft (2 squares), fly 60 ft (12 squares) (average)
Melee talons +8 (1d4-2)
Space 2.5 ft; Reach 0 ft
Base Atk +2; Grp -8

Abilities Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6
SQ animal companion (link, share spells)
Feats Alertness, Weapon Finesse
Skills
Listen +4, Spot +18
Tricks assist defend, attack, come, down, fetch, hunt, seek, warn
 

QUITLAPICHILIA (cweet-lah-PEECH-ill-ee-yah) is a musician who served as an apprentice to a priest of Quihuatametl, the god of music. When she tried to play songs that broke with the hidebound tradition and structure of hymns dedicated to the gods, her master, a doddering priest of the god, beat her and threatened to kill her should she profane the music of the gods again. The young musician renounced her impending priesthood and fled the Azotchtlan Lands, making her way to Eixtenizti where she feels she can play and create unfettered by tradition. Some of the scuttlebutt says that she may have murdered her master, though no notice of any sort of bounty or price on her head has been heard.

QUITLAPICHILIA CR 2
Female Expert 3
CN Medium human (humanoid)
Init +3; Senses Listen +4, Spot +1
Languages Aztlan

AC 14, touch 13, flat-footed 11; Dodge
hp 14 (3 HD)
Fort +2, Ref +4, Will +4

Spd 30 ft (6 squares)
Melee bone dagger +2 (1d4)
Ranged bone dagger +5 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Combat Gear bone daggers (3), potion of cure light wounds (CL 1)

Abilities Str 10, Dex 17, Con 12, Int 12, Wis 13, Cha 16
Feats Dodge, Skill Focus (perform [sing]), Skill Focus (perform [wind instrument])
Skills
Diplomacy +9, Gather Information +9, Jump +2, Knowledge (history) +7, Knowledge (local) +7, Listen +4, Perform (sing) +12, Perform (wind instrument) +12, Sense Motive +4, Tumble +7
Possessions combat gear plus padded armour, potion belt, ocarina, belt pouch, 12 gp, 37 sp, 39 cp
 

CUAUHTLAMAZATL (kwaht-lah-MAHZ-ah-till) is a young adultwho came to Eixtenizti by way of Pizotzin. According to the Xbalanque priest, she was apparently abandoned by her parents or her parents were killed and she grew up as a wild child in the Irin Forest. She was found by hunters about 4 years ago and taken to an orphanage. When she became an adult, she was slated to be sold as a slave to recover her orphanage costs, but Pizotzin realized that a human who grew up in the forest might be of interest to Farbera and so he purchased her freedom and sent her to the Fortress.

While civilized and taught Azotchtlan customs and language in the orphanage, Cuauhtlamazatl has always had a bit of a feral side within her. It is speculated that she might make a good totemist one day if she could be taught to wield incarnum. Or, perhaps, the druidic ways would come naturally to her.

CUAUHTLAMAZATL CR 1
Female Commoner 2
CN Medium human (humanoid)
Init +2; Senses Listen +3, Spot +3
Languages Aztlan

AC 12, touch 12, flat-footed 10
hp 9 (2 HD)
Fort +2, Ref +2, Will +1

Spd 30 ft (6 squares)
Melee fist +1 (1d3+1)
Ranged sling +2 (1d3)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Combat Gear sling, sling stones (10), potion of cure light wounds (CL 1)

Abilities Str 12, Dex 14, Con 15, Int 10, Wis 12, Cha 10
Feats Alertness, Improved Unarmed Strike
Skills
Climb +3, Handle Animal +3, Jump +3, Listen +5, Spot +5, Swim +4
Possessions combat gear plus tindertwigs (2), gold ring worth 5 gp, brass chain around neck, potion belt, 23 cp
 

NICPIA (nick-PEE-ah) and QUIPIA (qwee-PEE-ah) are twin brothers who serve as warriors. The two spent a year as guards for Malinal's caravans across Azotchtla, and now she has sent them to serve Farbera and Hazuiancachtli. The warriors are not all that sharp, but they are loyal and dedicated and quite strong. Every time they defeat a foe, they add another feather to their adornments. Currently, Nicpia has two more feathers than does Quipia...and he lets him know about it every chance he gets!

NICPIA and QUIPIA CR 3
Male Fighter 3
N Medium human (humanoid)
Init +1; Senses Listen +0, Spot +0
Languages Aztlan

AC 17, touch 15, flat-footed 15
hp 23 (3 HD)
Fort +4, Ref +2, Will +3

Spd 20 ft (4 squares)
Melee mwk morningstar +9 (1d8+4)
Melee dagger +7 (1d4+4)
Ranged javelin +4 (1d6+4)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +7 (+10 to resist)
Atk Options Power Attack
Special Actions Improved Shield Bash
Combat Gear masterwork morningstar, obsidian dagger, javelins (6), potion of bull's strength (CL 3), potion of cure light wounds (CL 1)

Abilities Str 18, Dex 12, Con 15, Int 10, Wis 10, Cha 9
Feats Improved Shield Bash, Power Attack, Shield Specialization (heavy), Shield Ward, Weapon Focus (morningstar)
Skills
Climb +8, Intimidate +4, Jump +8, Swim +8
Possessions combat gear plus hide armour, large wooden shield, potion belt, belt pouch, 44 gp, 74 sp, 208 cp

 

 

FEATS:

Shield Specialization (PHB2 p82) - +1 AC to the shield type chosen.

Shield Ward (PHB2 p82) - apply shield bonus to touch AC and to resist bull rush, disarm, grapple, overrun, and trip checks.

ASTLIZANTLI (ah-stlee-ZAHN-tlee) is an attractive woman who came along with the stronghold soldiery and "tends" to their needs. In other words, she's the local whore. That said, she is polite and demur in public and the men respect her and are protective of her.

ASTLIZANTLI CR2
Female Expert 3
N Medium human (humanoid)
Init +2; Senses Listen +9, Spot +9
Languages Aztlan

AC 14, touch 12, flat-footed 12
hp 14 (3 HD)
Fort +2, Ref +3, Will +4

Spd 30 ft (4 squares)
Melee dagger +1 (1d4-1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +1
Combat Gear stone dagger, potion of cure light wounds (CL 1)

Abilities Str 9, Dex 15, Con 13, Int 14, Wis 13, Cha 16
Feats Alertness, Skill Focus (gather information), Skill Focus (profession [oldest])
Skills
Bluff +9, Diplomacy +9, Gather Information +11, Intimidate +8, Knowledge (local) +7, Listen +9, Profession [oldest] +10, Search +7, Spot +9, Swim +2
Possessions combat gear plus leather armour, belt pouch, jewelry worth 400 gp, 86 gp, 137 sp, 77 cp.
 

AYCHAQUE (ay-SHA-kway) is a young karsite who has been asked by her clan to dwell amongst the PCs, as the karsites now regard the PCs with almost holy reverance for having obtained the 3 relics of Karsus. It is not a secret that she reports back to Yayauhqui the Doomsayer.

AYCHAQUE CR2
Tome of Magic pages 9 and 84
Female Karsite Binder 1
N Medium human (humanoid)
Init +1; Senses Listen +0, Spot +0
Languages Aztlan


AC 13, touch 11, flat-footed 12
hp 8 (1 HD), faster ability healing (1 pt/rd for dmg, 1 pt/hr for drain); DR 5/magic
SR 11, spell healing
Fort +5, Ref +1, Will +2

Spd 30 ft (4 squares)
Melee dagger -1 (1d4-1)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -1
Atk Options magical draining attack (DC 13)
Special Actions Sudden Ability Focus
Combat Gear obsidian dagger, potion of cure light wounds
Vestiges Bound (EBL 1, binding check 1d20+4); Naberius
Granted abilities: disguise self (at will), faster ability healing (1 dmg/round and 1 drain/hr), Naberius' skills (use 3 skills untrained - Knowledge [planes], Knowledge [religion], Spellcraft), persausive words (command 1/5 rounds, DC 13), silver tongue (take 10 on Bluff or Diplomacy or make rushed Diplomacy at no penalty)

Abilities Str 8, Dex 12, Con 16, Int 10, Wis 11, Cha 16
SQ soul binding (1 vestige), spellcasting inability
Feats Sudden Ability Focus
Skills
Bluff +4, Concentration +4, Gather Information +4, Knowledge (arcana) +4, Knowledge (history) +1, Knowledge (planes) +0*, Knowledge (religion) +0*, Spellcraft +0*
Possessions combat gear plus leather armour, belt pouch, 28 gp, 24 sp, 16 cp.

Magic Draining Attacks (Su) A karsite's melee attacks can weaken a foe's magic arour, weapon, or shield. If a creature struck in melee by a karsite fails a Will save (DC 10 + Cha modifier), one of the comat-oriented magic items (armour, shield, or weapon) in its possession is suppressed for 1 round. If a karsite knows a particular weapon, armour, or shield in his foe's possession is magical, he can choose to drain that item, provided that he can see it. Otherwise, the item is chosen randomly. Drained items still detect as magical, but the magic appeares suppressed. The save DC is Charisma-based.

Spell Healing (Su) Whenever a karsite's spell resistance prevents a spell from affecting him, he heals 2 points of damage per spell level.

* These skills are gained as a result of the pact with Naberius and are lost if the pact is broken.

 

 

FEATS:

Sudden Ability Focus (ToM p74) - 1/day increase the save DC of any special ability by 2.

TINCOMAN (TIN-coh-mahn) is a youthful Sapotec hunter, a cousin of Alcoman Ocelotl whom the PCs aided during the Mechica scenario. Tincoman served in the Flowery Battle with a unit of skirmishers and he developed an admiration for Farby and Hazuiancachlti. Now back in his homeland, Tincoman is eager to trade pelts and herbs that he collects on his forays into the mountains surrounding his homeland for items from afar.

TINCOMAN CR 2
Male Ranger 2
NG Medium human (humanoid)
Init +2; Senses Track; Listen +6, Spot +6
Languages Olman, Sazhan

AC 14, touch 12, flat-footed 12
hp 12 (2 HD)
Fort +5, Ref +5, Will +1

Spd 30 ft (4 squares)
Melee dagger +3 (1d4+1)
Ranged shortbow +5 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Special Actions Rapid Shot
Combat Gear obsidian dagger, shortbow, arrows (20)

Abilities Str 12, Dex 15, Con 14, Int 12, Wis 12, Cha 12
SQ combat style (archery), favoured enemy (animal +2), wild empathy +2
Feats Alertness, Rapid Shot, Track, Weapon Focus (shortbow)
Skills
Climb +3, Hide +5, Jump +3, Knowledge (nature) +7, Listen +6, Move Silently +5, Profession (furrier) +4, Search +3, Spot +6, Survival +6 (+8 aboveground natural environments), Swim +3
Possessions combat gear plus leather armour, belt pouch, ivory jewelry worth 25 gp, 6 gp, 20 cp.

 

 

PANAPHUE (pah-NAH-pway) is a middle aged man whose feet and fingers are permanently stained red from his profession as a vintner. He served a noble in Sapotec lands for many years, but when his master died, the heirs did not wish to use the land for growing wine, and so Panaphue was kicked off of the land. Disconcolate, he heard about the stronghold from Tincoman after the Flowery Battle and he hoped to grant his services to a new master.

PANAPHUE CR 1
Male Expert 2
LG Medium human (humanoid)
Init -1; Senses Listen +2, Spot +5
Languages Olman

AC 9, touch 9, flat-footed 9
hp 7 (2 HD)
Fort +0, Ref -1, Will +4

Spd 30 ft (4 squares)
Melee club +1 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +1
Combat Gear club

Abilities Str 10, Dex 9, Con 11, Int 12, Wis 13, Cha 10
Feats Alertness, Skill Focus (profession [vintner])
Skills
Appraise +6, Bluff +5, Diplomacy +7, Intimidate +2, Knowledge (nature) +6, Listen +2, Profession (vintner) +9, Search +5, Sense Motive +5, Spot +5, Survival +3 (+5 aboveground natural enviroments), Swim +3
Possessions combat gear plus belt pouch, 26 gp, 44 sp, 22 cp.

 

 

XAPACHTLI (shah-pahtch-tlee) is a trader of incense and other rare herbs and spices based in the markets of Xonochouco. Recommended to Hazuiancachtli by Malinal, she has formed a bond with Farby's wife and is now an established trade connection and trusted buyer.

XAPACHTLI CR 1
Female Expert 2
LN Medium human (humanoid)
Init -1; Senses Listen +2, Spot +5
Languages Aztlan

AC 11, touch 11, flat-footed 10
hp 9 (2 HD)
Fort +1, Ref +1, Will +3

Spd 30 ft (4 squares)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +0

Abilities Str 8, Dex 12, Con 12, Int 12, Wis 10, Cha 14
Feats Silver Palm, Skill Focus (profession [trader])
Skills
Appraise +8, Bluff +9, Craft (alchemy) +3, Diplomacy +10, Gather Information +5, Handle Animal +3, Knowledge (local) +4, Knowledge (nature) +4, Profession (trader) +8, Search +3, Sense Motive +7
Possessions belt pouch, jewelry worth 110 gp, 16 gp, 88 sp, 160 cp.

 

 

STRONGHOLD SOLDIERY are a group of fighters brought to Eixtenizti by Uetamachitl to form the beginnings of a constabulary and soldiering force. The soldiers are mostly young and all males seeking to make a name for themselves in this new land and one day to earn spouses and a land grant in the region. For now, they work for pay from Hazuiancachtli.

STRONGHOLD SOLDIERY (30) CR 1
Male Fighter 1
N Medium human (humanoid)
Init +1; Senses Listen +2, Spot +2
Languages Aztlan

AC 16, touch 11, flat-footed 15
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 leather armour, heavy wooden shield, belt pouch, 6 gp, 30 sp, 44 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 (60) 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 SOLDIERS are stronghold soldiery who have distinguished themselves by their dedication to training and have proven themselves in battle. They are the veterans of the stronghold infantry.

ELITE SOLDIERS (4) CR 2
Male Fighter 2
N Medium human (humanoid)
Init +1; Senses Listen +2, Spot +2
Languages Aztlan

AC 16, touch 11, flat-footed 15
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 leather armour, heavy wooden shield, belt pouch, 16 gp, 30 sp, 44 cp.
 

 

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