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Zayeef's
Followers
Follower List (by level, alphabetically):
All followers are human unless noted otherwise.
Level 6 Followers:
Fezzrimbin (M, CN, Binder 6)
Razif-lin (M, CG, Warlock 6)
Level 5 Followers:
Fastrinbrindil (F, CG, Scout
2/Ranger 3)
Hazirtuum (M, NG, Ranger 5)
Level 4 Followers:
Azifzar (M, N, Commoner 4)
Irzmarim (F, LN, Expert 4)
Wazatch (M, CN, Fighter 4)
Zarimtam (M, N, Expert 4)
Level 3 Followers:
Warlock Hopeful Adepts
(7) (M and F, CG, Warlock 3)
Level 2 Followers:
Rizamnuul (M, N, Expert 2, brewer)
Stronghold Expert Archers
(6) (M and F, NG, Ranger 2)
Warlock Hopeful Novices
(6) (M and F, CG, Warlock 2)
Level 1 Followers:
Fezen Peasants (100) (M and F,
N, Commoner 1)
Stronghold Archers (35) (M
and F, NG, Ranger 1)
RAZIF-LIN
(RAH-zeef LIN) is a wiry Fezen who has sought out Zayeef from
the whispers and stories propogated by the enlightened spirits
who witnessed him fight against the Inzir Coven near the Vault
of the First Key. Razif-lin was the third son of a noble family
in Fezen who was constantly berated by his father snd brothers
for being too soft and sentimental and too independent minded
to properly serve the family interests. When berating turned to
harrassment and then phsyical torment at the hands of his brothers,
Razif-lin finally struck back and critically injured the eldest
brother. He knew he had to flee or be killed...likely sacrificed
to the devils whom his family worshipped. The boy fled for his
life, eventually making his way to the hinterlands of Fezen where
he came upon enlightened spirits who mentioned Zayeef. After many
months of travel, Razif-lin finally arrived at Eixtenizti where
he has placed himself at the service of Zayeef.
RAZIF-LIN CR
6
Complete Arcane page
5
Male Warlock 6
CG Medium humanoid (human)
Init +1; Senses darkvision 60 ft, see invsibility;
Listen +0, Spot +0
Languages Aztlan, Infernal
AC 13, touch 11, flat-footed
12; Miss 20% (ranged only)
hp 33 (6 HD); DR 1/cold iron
Fort +3, Ref +3, Will +5
Spd 30 ft (6 squares)
Melee +1 dagger +5 (1d4+1)
Ranged eldritch blast +6 (3d6)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +4
Atk Options Coordinated Shot, Point Bank Shot, Precise
Shot
Special Actions detect magic
Combat Gear +1 obsidian dagger, potions
of invisibility (3) (CL 3), potions of cure moderate wounds
(3) (CL 3)
Invocations Known (CL 6, melee touch +4, ranged touch
+5):
Lesser - walk unseen
Least - eldritch spear, entropic warding, see the unseen
Abilities Str 10, Dex 13, Con
14, Int 12, Wis 10, Cha 15
SQ deceive item
Feats Coordinated Shot, Point Blank Shot, Precise Shot,
Weapon Focus (ranged spells)
Skills Concentration +9, Diplomacy +4, Knowledge (planes)
+5, Sense Motive +8, Spellcraft +9 (+11 to decipher scrolls),
Use Magic Device +10 (+12 with scrolls, deceive item)
Possessions combat gear plus leather armour, amulet
of health +2, potion belt, belt pouch, silver and jade diadem
worth 275 gp, gold and garnet signet ring worth 375 gp, 300 gp,
94 sp, 139 cp |
|
FEATS:
Coordinated Shot (HoB p96) - ranged attacks ignore cover from
allies.
|
FASTRINBRINDIL (fast-RIN-brin-dil)
is a killoren female of indeterminant age. She was a friend of
Findartruimbil who regarded the latter as a sort of older brother.
When Findartruimbil left to accompany the strange humans who had
come to Aladur, Fastrinbrindil was too shy and scared of the strangers
to accompany him. However, as time has passed and reports have
come back to her from Eixtenizti, she has finally gotten the courage
to come and visit her friend. When she entered the stronghold
and saw the strange stone habitations of the humans she was intrigued
and with Findartruimbil's presence, she was comforted enough to
stay and learn more about the new inhabitants. Fastrinbrindil
has struck up an acquaintance with the killoren druidess of the
nearby grove, and she still spends at least half of her days out
of the stronghold hunting and bringing back meat for the stronghold
and hides and antlers for the inhabitants. She trades these for
various trinkets that humans might think worthless, but she finds
fascinating.
Recently, Fastrinbrindil has been taking some humans on hunting
expeditions, teaching how to live off of the land and respect
the natural environment.
|
FASTRINBRINDIL CR 5
Complete Adventurer
page 10, Races of the Wild page 102
Female killoren Scout
2/Ranger 3
CG Medium fey
Init +5, battle fortitude; Senses low-light vision,
Track, trapfinding; Listen +8*, Spot +8*
Languages Sazhan, Aquan
AC 14 (16 vs ranged), touch
12 (14 vs ranged), flat-footed 14 (16 vs ranged); uncanny
dodge
hp 29 (5 HD)
Immune charm, hold, magical sleep effects
Fort +5, Ref +8, Will +3; +2 vs enchantments,
battle fortitude
Spd 30 ft (6 squares)
Melee mwk spear +7 (1d8+2)
Ranged mwk shortbow +8 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options cold iron anathema
Special Actions Killoran Hunter, skirmish +1d6
Combat Gear masterwork spear, masterwork shortbow, arrows
(20), potion of cure light wounds (CL 1)
Abilities Str 14, Dex 14, Con
12, Int 12, Wis 14, Cha 14
SQ combat syle (archery), favoured enemy (aberrations
+2), manifest nature's might (aspect of the hunter**), wild empathy
+7
Feats Endurance, Forester, Killoran Hunter, Rapid Shot,Track
Skills Balance +9, Climb +7, Escape Artist +8, Heal +5,
Hide +8*, Jump +9, Knowledge (nature) +7, Listen +8*, Move Silently
+8*, Search +6, Spot +8*, Survival +10 (+12 aboveground natural
environments, +2 to follow tracks), Swim +7, Tumble +10, Use
Ropes +2 (+4 to bind)
Possessions combat gear plus bark armour, bracers of
wind, healing belt, flint and steel, belt pouch, torches
(3)
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.
* +2 additional bonus in forest
due to Forester feat
** Included in above statistics
|
|
FEATS:
Forester (PGF p39) - +1 to Hide, Listen, Move Silently, and
Spot, bonus increases to +3 in forests.
Killoren Hunter (RoW p151) - when aspect of hunter is manifest,
take move action to pinpoint location of any creature within
line of effect.
MAGIC ITEMS:
bracers of wind (MIC p82) - -2 penalty to ranged attack
vs you if affected by strong wind, +1 att on your ranged weapons)
healing belt (MIC p110) - +2 to Heal checks, 3 chg/day:
1= heal 2d8, 2 = heal 3d8, 3 = heal 4d8
|
FEZZRIMBIN (FEZ-rim-bin) is a plump
man in his mid 30's of Fezen origin. He claims no attachment to
any noble house, but often carries himself like a noble. Certainly,
he is something more than a peasant. The man is circumspect about
his past, and it is believed that he had to leave Fezen lands
for one reason or another. While Fezzrimbin claims to be a simple
merchant, it is known by a few in the stronghold that he is a
binder of vestiges. While many Azotchlans despise binders and
consider them little more than demon worshippers, Fezzrimbin has
tried to explain to Zayeef that binding is merely a science and
vestiges, some good and some evil during their existence, are
now only wisps of energy with no real allegience to any cause.
He has come to Exitenizti because he hopes that he can practice
his arts in peace without fear of reprisal. He does try to remain
discrete around the more intolerant Azotchtlans who dwell in the
stronghold.
|
FEZZRIMBIN CR 6
Tome of Magic page
9
Male Binder 6
CN Medium humanoid (human)
Init -1; Senses Listen +2, Spot +2
Languages Aztlan, Celestial, Infernal
AC 10, touch 10, flat-footed
10
hp 39 (6 HD)
Immune fear (when vestige is bound)
Fort +8, Ref +2, Will +8
Spd 30 ft (6 squares); woodland
stride
Melee dagger +4 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +4
Combat Gear dagger, potions of cure light wounds
(3) (CL 1)
Special Action Expel Vestige
Vestiges Typically Bound (EBL 7, binding check 1d20+13,
Naberius)
Granted abilities: disguise self (at will), faster ability
healing (1 dmg/round and 1 drain/hr), Naberius' skills (use 2
skills untrained - Knowledge [local], Spellcraft), persausive
words (command 1/5 rounds, DC 16), silver tongue (take
10 on Bluff or Diplomacy or make rushed Diplomacy at no penalty)
Abilities Str 10, Dex 9, Con
14, Int 15, Wis 14, Cha 17
SQ pact augmentation (+1 insight bonus on saves and AC)*,
soul binding (1 vestige), soul guardian, suppress sign
Feats Cosmopolitan, Expel Vestige, Favoured Vestig (Naberius),
Ignore Special Requirements, Skilled Pact Making
Skills Bluff +13, Diplomacy +13, Gather Information +13,
Intimidate +10, Profession (merchant) +11, Sense Motive +13
Possessions combat gear plus leather armour, belt pouch,
chalk, silver ad gold necklace with coloured feathers worth 125
gp, silver and amethyst nose ring worth 50 gp, gold earring studded
with sard worth 75 gp, 365 gp, 402 sp, 54 cp
* Reflected in the stats above.
|
|
FEATS:
Cosmopolitan (PGF p37) - +2 Bluff, Gather Information, Sense
Motive.
Expel Vestige (ToM p73) - 1/day make binding check to expel
vestige and summon a new one, take -10 penalty on next vestige
summoned and the next time you summon the expelled vestige.
Favoured Vestige (Naberius) (ToM p74) - +1 EBL with chosen
vestige's abilities.
Ignore Special Requirements (ToM p74) - Ignore special requirements
of vestiges.
Skilled Pact Making (ToM p74) - +4 to binding checks.
|
HAZIRTUUM (hahz-IR-toom) was one of
the stronghold archers who proved himself capable of leadership
during an attack by elementals upon the stronghold. Hazirtuum
rallied the archers and directed their fire, even though most
could not harm the creatures. Because of his decisive leadership,
the stronghold archers now look up to him and he has taken a defacto
leadership role.
HAZIRTUUM CR
5
Male Ranger 5
NG Medium human (humanoid)
Init +3; Senses Track; Listen +10, Spot
+10
Languages Aztlan
AC 15, touch 13, flat-footed
12
hp 34 (5 HD)
Fort +5, Ref +7, Will +3
Spd 30 ft (4 squares)
Melee mwk handaxe +7 (1d6+1)
Ranged mwk composite longbow +10 (1d8+1)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +6
Atk Options Point Blank Shot, Precise Shot
Combat Gear masterwork obsidian handaxe, masterwork composite
longbow (+1 Str bonus), +1 arrows (20), arrows (20), potions
of cure moderate wounds (3) (CL 3), potion of barkskin
+2 (CL 3)
Ranger Spells Prepared (CL 2, melee touch +7, ranged touch
+9):
1 - resist energy
Abilities Str 13, Dex 16, Con
12, Int 12, Wis 14, Cha 12
SQ animal companion (link, share spells), combat style
(archery), favoured enemy (monstrous humanoid +4, undead +2),
wild empathy +4
Feats Endurance, Point Blank Shot, Precise Shot, Rapid
Shot, Track, Weapon Focus (longbow)
Skills Climb +7, Heal +8, Hide +10, Jump +10, Listen +10,
Move Silently +10, Spot +10, Survival +10, Swim +6
Possessions combat gear plus leather armour, potion belt,
belt pouch, 82 gp, 160 sp, 177 cp |
|
|
RATATAT CR -
Hazirtuum's dire rat
animal companion
N Small animal
Init +3; Senses low-light vision, scent; Listen
+4, Spot +4
AC 15, touch 14, flat-footed
12
hp 5 (1 HD)
Fort +3, Ref +5, Will +3
Spd 40 ft (8 squares), climb
20 ft (4 squares)
Melee bite +4 (1d4 plus disease)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -4
Abilities Str 10, Dex 17, Con
12, Int 1, Wis 12, Cha 4
SQ animal companion (link, share spells)
Feats Alertness, Weapon Finesse
Skills Climb +11, Hide +8, Listen +4, Move Silently +4, Spot
+4, Swim +11
Tricks attack, come, down, heel |
|
|
IRZMARIM (irz-MAH-reem) is a lady of
Fezen heritage, likely in her mid twenties, whose name implies
a non-noble background. However, she is well educated, and it
is rumoured that she was a noble's daughter betrothed to a noble
in a marriage of politics that was not to her liking. For her
own, she claims to be a sage-in-the-making, eager to learn about
strange lands, peoples, and customs. She is also quite a fine
singer and player of the harp, and her long dark hair and tan
skin, coupled with her deep green eyes have turned the heads of
many males of the stronghold.
IRZMARIM CR
3
Female Expert 4
LN Medium human (humanoid)
Init +2; Senses Listen +2, Spot +2
Languages Aztlan, Gol-Kaa, Sazhan, Slith
AC 12, touch 12, flat-footed
10
hp 14 (4 HD)
Fort +1, Ref +3, Will +6
Spd 30 ft (4 squares)
Melee dagger +2 (1d4-1)
Ranged dagger +3 (1d4-1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +2
Combat Gear bone dagger, potions of cure light wounds
(2) (CL 1)
Abilities Str 9, Dex 14, Con
10, Int 17, Wis 14, Cha 16
Feats Education, Master of Knowledge, Skill Focus (perform
[string instruments])
Skills Decipher Script +8, Gather Information +9, Knowledge
(arcana) +11, Knowledge (geography) +11, Knowledge (history)
+11, Knowledge (local) +11, Knowledge (planes) +11, Knowledge
(religion) +11, Perform (sing) +9, Perform (string instruments)
+11
Possessions combat gear plus small masterwork harp, turquoise
and leather headband (25 gp), copper ring (5 gp), books, parchment,
stylus, tablets, ink, belt pouch, 360 gp, 1200 sp, 304 cp |
|
FEATS:
Education (PGF p38) - All knowledge skills are class skills,
+2 to two knowledge skills.
Master of Knowledge (HoH p123) - +1 to all knowledge skills.
|
ZARIMTAM (ZAH-rim-tam) is a crafter
from Fezen whose contract was sold to a warlock rumoured to sacrifice
slaves and even servants to fiends. Not wishing to test these
rumours, Zarimtam left Fezen, having heard tales of a far off
stronghold run by a kindly warlock who did not follow the more
brutal Fezen ways.
ZARIMTAM CR
3
Male Expert 4
LN Medium human (humanoid)
Init +0; Senses Listen +0, Spot +0
Languages Aztlan
AC 12, touch 10, flat-footed
12
hp 22 (4 HD)
Fort +3, Ref +1, Will +4
Spd 30 ft (4 squares)
Melee 2H mwk warhammer +6 (1d6+3)
Ranged sling +3 (1d4+2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +5
Combat Gear masterwork obsidian warhammer, sling, bullets
(10)
Abilities Str 14, Dex 10, Con
14, Int 12, Wis 10, Cha 10
Feats Skill Focus (craft [armoursmithing]), Skill Focus
(craft [weaponsmithing])
Skills Appraise +8 (+10 with armour, bows, and weapons),
Climb +4, Craft (armoursmithing) +12, Craft (bowmaking) +8, Craft
(weaponsmithing) +12, Diplomacy +6, Heal +5, Jump +4, Search
+8, Survial +0 (+2 to find or follow tracks), Swim +4
Possessions combat gear plus leather amour, artisan tools
(armoursmithing), artisan tools (bowmaking), artisan tools (weaponsmithing),
wooden holy symbol to Iximitchli, belt pouch, 112 gp, 300 sp,
41 cp |
|
|
WAZATCH (wah-zatch) is a massive man,
once a slave and gladiator in the arenas of Fezen, he was being
groomed by his owner to one day become a superstar. However, despite
the best training money could buy, and pampering suited to a favoured
warrior, Wazatch was not content to risk his life for the pleasure
of others. He arranged an escape and made his way to Eixtenitzi,
where he felt he could be free of recapture or retribution from
his former master. Precisely who is master was, Wazatch will not
say.
He has arrived at the stronghold broke and makes his way doing
odd jobs. He has so far refused offers to officially join the
stronghold guard.
WAZATCH CR 4
Male Fighter 4
CN Medium human (humanoid)
Init +1; Senses Listen +0, Spot +0
Languages Aztlan
AC 14, touch 11, flat-footed
13
hp 38 (4 HD)
Fort +8, Ref +2, Will +3
Spd 30 ft (4 squares)
Melee mwk greataxe +10 (1d12+8)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +8
Atk Options Power Attack
Special Actions Cleave, Improved Sunder
Combat Gear masterwork obsidian greataxe
Abilities Str 19, Dex 10, Con
18, Int 8, Wis 10, Cha 9
Feats Cleave, Improved Sunder, Iron Will, Power Attack,
Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Climb +6, Intimidate +6, Jump +7, Swim +6
Possessions combat gear plus studded leather amour, belt
pouch, 28 gp, 32 sp, 214 cp. |
|
|
AZIFZAR (AH-ziff-zar) was one of the
peasants who came to the stronghold. He has proven himself quite
learned in farming, and has become the spokesperson for the commoners.
He has begun to plant fields of corn and squash outside of the
stronghold, but these are small, experimental plots designed to
test the soil and the safety of the farmers. He will only allow
the fields to be worked at the height of daylight and with a group
of guards watching over the peasants.
AZIFZAR CR 3
Male Commoner 4
NG Medium human (humanoid)
Init +0; Senses Listen +4, Spot +4
Languages Aztlan (illiterate)
AC 10, touch 10, flat-footed
10
hp 18 (4 HD)
Fort +3, Ref +1, Will +2
Spd 30 ft (4 squares)
Melee club +3 (1d6+1)
Ranged club +2 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Combat Gear club
Abilities Str 12, Dex 10, Con
14, Int 10, Wis 13, Cha 13
Feats Alertness, Self-Sufficient
Skills Heal +4, Listen +4, Profession (farmer) +7, Spot +4,
Survival +4, Use Rope +4
Possessions combat gear plus belt pouch, 18 gp, 30 sp,
64 cp |
|
|
RIZAMNUUL (ree-ZAM-nool) is a young
adult who was an apprentice to a brewer in Fezen lands. His knowledge
of his master's secret breweing recipes caused him to keep Rizamnuul
in apprenticeship well past his time to ascend to a brewer. Realizing
he would never be set free by his master, Rizamnuul took the recipes
and fled, eventually coming to the stronghold initially as a hireling
of Kithmal, but later gravitating to Zayeef. He still, however,
brews in Kithmals basement brewery.
RIZAMNUUL CR
1
Male Expert 2
N Medium human (humanoid)
Init +0; Senses Listen +5, Spot +5
Languages Aztlan
AC 10, touch 10, flat-footed
10
hp 11 (2 HD)
Fort +3, Ref +1, Will +3
Spd 30 ft (4 squares)
Melee club +2 (1d6+1)
Ranged club +0 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Combat Gear club
Abilities Str 12, Dex 10, Con
14, Int 12, Wis 12, Cha 10
Feats Alertness, Skill Focus (craft [brewer])
Skills Appraise +6, Craft (brewer) +9, Craft (barrelmaker)
+6, Diplomacy +5, Gather Information +4, Knowledge (nature) +4,
Listen +5, Search +6, Sense Motive +6, Spot +5
Possessions combat gear plus belt pouch, brewing recipes,
26 gp, 77 sp, 123 cp |
|
|
WARLOCK HOPEFUL ADEPTS are
various, mostly young adult, refugees from Fezen lands who have
rejected the warlock ways and seek to become enlightened spirits
to zerve Zayeef.
WARLOCK HOPEFUL ADEPTS (3) CR
3
Complete Arcane page
5
Male and Female Warlock
3
CG Medium human (humanoid)
Init +2; Senses Listen +0, Spot +0
Languages Aztlan
AC 14, touch 12, flat-footed
12; Miss 20% (ranged only)
hp 11 (3 HD); DR 1/cold iron
Fort +1, Ref +3, Will +3
Spd 30 ft (4 squares)
Melee dagger +2 (1d4)
Ranged eldritch blast +5 (2d6)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Atk Options Point Blank Shot, Precise Shot
Special Actions detect magic
Combat Gear obsidian dagger, potions of cure light
wounds (3) (CL 1)
Invocations Known (CL 3, melee touch +2, ranged touch
+4):
Least - eldritch spear, entropic warding
Abilities Str 10, Dex 14, Con
10, Int 11, Wis 10, Cha 14
Feats Point Blank Shot, Precise Shot, Weapon Focus (ranged
spells)
Skills Concentration +6, Knowledge (planes) +6, Use Magic
Device +8
Possessions combat gear plus leather amour, belt pouch,
potion belt, key to the tower basement door, 24 gp, 62 sp, 112
cp. |
|
|
WARLOCK HOPEFUL NOVICES
are various, mostly young adult, refugees from Fezen lands who
have rejected the warlock ways and seek to become enlightened
spirits to zerve Zayeef.
WARLOCK HOPEFUL NOVICES (5) CR
2
Complete Arcane page
5
Male and Female Warlock
2
CG Medium human (humanoid)
Init +2; Senses Listen +0, Spot +0
Languages Aztlan
AC 14, touch 12, flat-footed
12; Miss 20% (ranged only)
hp 7 (2 HD)
Fort +0, Ref +2, Will +3
Spd 30 ft (4 squares)
Melee dagger +1 (1d4)
Ranged eldritch blast +3 (2d6)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +1
Atk Options Point Blank Shot, Precise Shot
Special Actions detect magic
Combat Gear obsidian dagger, potion of cure light
wounds (CL 1)
Invocations Known (CL 2, melee touch +1, ranged touch
+3):
Least - eldritch spear, entropic warding
Abilities Str 10, Dex 14, Con
10, Int 11, Wis 10, Cha 14
Feats Point Blank Shot, Precise Shot
Skills Concentration +5, Knowledge (planes) +5, Use Magic
Device +7
Possessions combat gear plus leather amour, belt pouch,
14 gp, 37 sp, 16 cp. |
|
|
STRONGHOLD
EXPERT ARCHERS are a group of archers picked by Findartruibmil
to serve Zayeef as a skirmish and archery force. The group is
comprised mostly of woodsmen from the Irin Forest as well as young
trackers from Upper Valast and the Enrinquiril verges. They serve
as paid mercenaries but are loyal and seem to relish the opportunity
to blaze trails in this new (to them) land. While the majority
of the force is male, there are a couple of adventurous females
in the group.
STRONGHOLD EXPERT ARCHERS (6)
CR 2
Male and Female Ranger
2
NG Medium human (humanoid)
Init +1; Senses Track; Listen +7, Spot +7
Languages Aztlan
AC 14, touch 12, flat-footed
12
hp 12 (2 HD)
Fort +4, Ref +5, Will +2
Spd 30 ft (4 squares)
Melee handaxe +3 (1d6+1)
Ranged longbow +4 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Atk Options Point Blank Shot, Precise Shot
Special Actions Rapid Shot
Combat Gear obsidian handaxe, longbow, arrows (20)
Abilities Str 13, Dex 15, Con
12, Int 12, Wis 14, Cha 12
SQ combat style (archery), favoured enemy (monstrous humanoid
+2), wild empathy +3
Feats Point Blank Shot, Precise Shot, Rapid Shot, Track
Skills Climb +5, Heal +5, Hide +7, Jump +6, Listen +7, Move
Silently +7, Spot +7, Survival +7, Swim +5
Possessions combat gear plus leather armour, belt pouch,
22 gp, 120 sp, 140 cp |
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STRONGHOLD
ARCHERS are a group of young archers picked by Findartruibmil
to serve Zayeef as a skirmish and archery force. The group is
comprised mostly of woodsmen from the Irin Forest as well as young
trackers from Upper Valast and the Enrinquiril verges. They serve
as paid mercenaries but are loyal and seem to relish the opportunity
to blaze trails in this new (to them) land. While the majority
of the force is male, there are a couple of adventurous females
in the group.
STRONGHOLD ARCHERS (32)
CR 1
Male and Female Ranger
1
NG Medium human (humanoid)
Init +1; Senses Track; Listen +6, Spot +6
Languages Aztlan
AC 14, touch 12, flat-footed
12
hp 6 (1 HD)
Fort +3, Ref +4, Will +2
Spd 30 ft (4 squares)
Melee handaxe +2 (1d6+1)
Ranged longbow +3 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options Point Blank Shot, Precise Shot
Combat Gear obsidian handaxe, longbow, arrows (20)
Abilities Str 13, Dex 15, Con
12, Int 12, Wis 14, Cha 12
SQ favoured enemy (monstrous humanoid +2), wild empathy
+2
Feats Point Blank Shot, Precise Shot, Track
Skills Climb +4, Heal +5, Hide +6, Jump +6, Listen +5, Move
Silently +6, Spot +6, Survival +6, Swim +4
Possessions combat gear plus leather armour, belt pouch,
2 gp, 12 sp, 14 cp |
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FEZEN
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 surprised at
the prospect of rule by a kindlier warlock in Zayeef, and because
of this they are loyal followers of their lord, moreso than normal
peasantry. 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.
FEZEN PEASANTS (68)
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. |
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