Shaqti Warriors

Shaqti Rider

Human Fighter 1
Hp 11
AC: 14 (+2 Dex, +2 Leather)
Saves: Fort 3 Ref 2 Will 1
Skills: Ride +7, Jump +2, Intimidate +3
Feats: Mounted Combat, Mounted archery, Point Blank Shot
Abilities: STR 12 DEX 15 CON 12 INT 10 WIS 10 CHA 13
BAB/Grapple: 1/2
Attacks: +3 Shortbow (1d6 ×3 60 ft.) -2 to attack if mount taking double move, -4 if running.
+2 Scorpion Whip (1d6 x2 plus poison (injury, Fortitude DC 18, initial and secondary damage 1d6 Str)) 10 ft reach

Mounted on Cinder Wolves
These riders charge into battle loosing as many arrows as they can before getting in close to their enemies and attempting to poison them with their deadly whips.

Shaqti Veteran Cinder Worg Rider

Human Fighter 2/ Ranger 1
HP 30
AC: 17 (+3 Dex, +3 Hide + 1Buckler)
Saves: Fort 7 Ref 5 Will 1
Skills: Ride +9, Jump +4, Intimidate +6
Feats: Mounted Combat, Mounted archery, Point Blank Shot, Precise Shot, Rapid Shot
Abilities: STR 12 DEX 16 CON 12 INT 10 WIS 10 CHA 13
BAB/Grapple: 3/4
Attacks: +7 Mwk Shortbow (1d6 ×3 60 ft.) -2 to attack if mount taking double move, -4 if running. Has 5 arrows poisoned with the same poison the riders use in their whips.
+5 Mwk Great Scimitar (1d8+1 18–20/×2)
Special Abilities: Track, Wild Empathy, Favored Enemy (Human, Goblin, Elemental or Vermin depending on position)

Mounted on a Cinder Worg

Shaqti Smasher

Human Fighter 1/ Barb 1
Hp 25
AC: 18 (+2 Dex, +3 Hide + 3 Hide Shield)
Saves: Fort 5 Ref 2 Will 1
Skills: Ride +7, Jump +2, Intimidate +3
Feats: Power Attack, Monkey Grip, Wpn Focus (Warhammer)
Abilities: STR 18 DEX 14 CON 12 INT 9 WIS 10 CHA 11
BAB/Grapple: 2/6
Attacks: +5 Large Mwk Warhammer (2d6 + 4 x3)
+4 Desert Throwing Knivesx 3 (1d6 19–20/×2)
Special Abilities: Rage 1/day (+4 str, +4 Con, +2atk -2 ac) for ? rounds, Fast Movement (40 feet)

Shaqti Scorpion Skirmisher

Human Fighter 1/ Rogue 1
Hp 16
AC: 16 (+3 Dex, +3 Hide)
Saves: Fort 4 Ref 4 Will 1
Skills: Ride +7, Jump +2, Intimidate +3
Feats: Two-, Improved Grapple
Abilities: STR 14 DEX 16 CON 12 INT 9 WIS 10 CHA 11
BAB/Grapple: 2/8 (+12)
Attacks: +5 Mwk Scorpion Claw (1d6 x2) Scorpion claws grant you a +4 bonus on grapple checks and can be used to deal slashing damage with a successful grapple check.
+3 Mwk Fingerblade (1d6 x3) deals 1d6 extra damage against flat-footed opponents at beginning of round.

They like to circle in behind their opponents, get a sneak attack, then tie them up with their scorpion claw so they can jab them in the ribs with their shank and get extra sneak attack damage because their foe is considered flat-footed.

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