Maztica is
very different from the Realms.an alien land, a world in transition,
showing the first influences of the mores and culture of the Realmsian cultures. Its ancient nations are giving way to new empires and new threats. Once, monstrous creatures
were few and far between; since the Viperhand creatures were
introduced, the land becomes ever more like the Realms.
MAZTICA MAP
Danosta says, "Delightful, give me a list of items you shall require or I can pay the both of you out in either Amnite gold or Maztican gold quills." Just tell me what you want, I want to move it forward and get the group together
Mazticans
Spoiler:
Afterwards, Hasoctl leads the you back. He then says, "The sentries know you were never gone. See you
tomorrow."
The next day the Meri and Orren set off from their lodgings with the city, packed and ready to go and make their way to the docks whereas Ik'Skull and Otzali are escorted under guard to the middle quay, which is erected on the shores of the lagoon, which was dredged to allow large ships to dock directly to land. The quays
were built with native labor, and most workers are Payit.
The dock guards are also Amnites, armed with spears and wearing the
light half-plate that has proved so useful in these warm climes.
To the north you can see Fort Cordell which provides security for the region. Ironspike and Hasoctl are on the dock both with their luggage, but Drakosa is not. The Helm's Choice is a small cog,
75 feet stem to stern, 20 feet wide, with a
single mast. She looks like she would take a complement of a 20 man crew. A taciturn Realmsian man in his mid 40s stands on the gang plank and introduces himself, "I be the cap'n, Quintara and this be me gurl, da Helm's Choice, grab yer gear and find a place to stow it for the journey."
10 days rations, and there's nothing officially listed as "obsidian tools" but I'm guessing that's chisels and small hammers etc. Nothing else for me.
Otzali does his best to pretend his guards are truly an escort as they make their way to the docks. The fact that these people view them as prisoners or worse continues to grate on the proud young man's nerves but the sight of the sailing ship distracts him as they approach. Otzali is not exactly afraid of water but he has never learned to swim, and this Realmsian construct is massive compared to the small canoes he has ridden in.
Hiding his uncertainty behind a stoic expression, he nods in response to the captain, watching to see what his new companions do and models his behaviour accordingly.
Can we pick anything up to 100GP and he will requisition it for us?
Orren boards the ship and nods to the Captain, "Have we our own cabins or are we just looking for a place to tie off and stay out of your way for the journey?"
I will request three Healer's Bags 6 GP each for a total of 18 GP, a Heavy Crossbow for 50 GP with a set of 20 bolts for 2 GP. A Grappling Hook for 8 SP with two lengths of fine Silk Rope for 10 GP each. Finally a Tent to sleep in in the wilderness which I believe is also 8 SP.
Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2
Merisiel will just ask for food rations to last the trip back and forth and 10 days there. DM when you say Light 1/2 Plate what is the corresponding type for the Add 2Ed (as in the Phb list of AC /armor type ?)
Oren Olny:
So what is your take on all of this? Any tough to what is going to happens for the both of us when the two natives will want to prevent us from giving this religious artifact away ?
Merisiel will come on board with a rather large back pack that is making lots of metallic noise
She is wearing light clothes (shirt and pants and travelers boots) on two dwarven battle axe are strapped to her back
thank you captain. How long is the voyage and dangers that lie ahead ? she ask setting her stuff near the mast as she looks for any life line
Captain Quintara says, "For you it should take between 15-16 days depending upon wind. The rest of us are heading north to explore Michaca. About dangers... hmmm there are villagers and the occasional sea monster but hopefully we won't have any real trouble. "
"I am not sure what to do to be honest Meri. It seems that this place is as cut throat as the Realms, perhaps our presence here has ruined a place of innocence. Something about the way the Natives are treated does not sit right with me. I am a Mercenary and I know I should not care but... Well, when we can we should discuss this with those Natives, maybe we can find a compromise of some kind. More importantly, if this is as dangerous as our employers believe, we will all need to watch out for each other or that cloak will remain in those ruins along with our corpses".
"Very well Captain".
Orren finds a place to tether down his gear with the new ropes he acquired.
He then motions to Meri, "Come, let's go speak with our new traveling companions". Orren will move towards the Natives whose names he has not even received yet!
Ik' Skull finds an out of the way location on the cog and begins to weave the pluma, choosing a bright peacock feather she hid away for just such an occasion.
When she sees Orren approach, she'll put the piece down and rise to greet him bowing. She ventures a greeting in her halting common. "My name is Ik' Skull, Master Patrizi. I am a weaver of Pluma - bird-feathers. I take the gifts from Qotal's and call out their magic." She smiles. "Nothing important. Are you one of those I've heard about that summons fire and thunder, the great sorcerers that Cordell keeps close to him?"
Orren smiles back, "I am a mere apprentice to such great wizards though some day I believe that such power will be at my disposal. Tell me Ik'Skull, what sort of powers do these feathers, pluma you say?, exhibit?"
Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2
Well meet then Ik'skull. she re introduce herself as she listen I am sure that Orren will ask you how you craft your magic but i also would like to hear all about your gods and myth as well she says showing a genuine interest
Otzali stands at the weaver's shoulder, silent for the moment as introductions start. When it is clear that these foreigners are different than those he has met already, are actually talking to the Matzicans like people as opposed to property, Otzai finally unclenches his jaw.
"I am Otzali, son of Utsav, of the Ulatos Jaguar Lodge. I am trained as a warrior, with some nature lore and weaponscraft as well." His gaze moves to the battleaxe Merisiel carries, his hand unconsciously moving to the obsidian knife at his belt.
The four of you get better acquainted as the cog pulls in its anchor and is underway. The cog hugs the coastline and the Realmsians feel a bit melancholy as the Fortress of Cordell pulls out of view and the cog continues west along the coast of Payit or New Amn depending on your point of view.
GM Rolls
Spoiler:
1d6 ⇒ 5
The day goes by with a carefree vibe with the sun providing warmth and the sea providing a cool breeze across the deck, the cog makes around 30 miles by mid afternoon and then the cog drops anchor. For the evening, during the evening meal the captain explains, "We are here to explore, Cordell upon his conquest took the land route to Nexal but the coasts of Northern Payit, Pezelac and Kultaka aren't mapped properly plus, we do not want to run aground or such by coral or something else."
Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2
Wow she says truly expressing enthusiasm (like a teenager of sorts) What is a jaguar Lodge ? she ask before noticing his gaze to the dwarvencrafed weapon
These are dwarvencrafted she says with genuine smile and pride
Otzali:
they are of better quality and more resistant than the "human" stuff she whisper to him
You made you're weapon ? she ask with interest
----
Sounds like an interesting enterprise to me. Where are those regions you mention compared to the city? she replied to the captain
Orren smiles at Otzali, "Glad to hear it, my skill is in knowledge and the art of the arcane. I tried to be a warrior but I just did not have the skill for it. My father was a great warrior, I suppose I am more like my mother".
Orren pulls closer to Otzali,
Otzali:
"Tell me, as I may be mistaken, but you do not seem to be pleased to be on this trip. Why is that so?"
---------------------
With the Captain
"Is it safe to sit at anchor? I know that the environs around Baldur's Gate has had trouble with Sahuagin in the past..."
In response to Orren, "If we were traveling the Sword Coast there would be light houses which would help us avoid crashing on the beach at night. Here we don't have any except at Helmsport, so it is a calculated risk. From conversations with the natives, such creatures aren't known to exist, but to be fair the natives travel by canoe or kajak and well if these monster were to exist in these waters it is plausible that noone would actually know."
The ship sails west throughout the day each day and then stops at dusk each evening where a party of the crew goes to the beach and takes rock samples and goes hunting usually bringing back a couple of birds.
After day three, the captain says, "Ladies and gentlemen, we have officially left the waters of New Amn ur uhm Payit and have sailed into those of Pezelac. Pezelac isn't not a full blown nation of sorts but rather different villages and tribes who just happen to speak the Pezelac language. More of a trade federation really. But they are ethnically Maztican as opposed to the Payits who are ethnically Payit."
Each day you average about 30 nautical miles a day depending on the wind. On the ninth day....
The warrior smiles at the conspiratorial comment. "But all of it makes our weapons look weak....."
Leaning up, Otzali addresses the entire group as he answers the dwarf's question. "The Jaguar Knights are warriors who serve the cities of the True World, army leaders and elite troops."
He turns to focus on Orren. "The Lodge entrusted me with this mission and I am glad to serve. But....." he looks in the general direction of Ironspike, "Some from your lands do not treat us well, and as a sworn protector of The People that is not easy to swallow."
The warrior pauses a moment, considering before he continues. "You two are the first I've seen that did not treat us as less. Or worse, as property."
Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2
During the 3 days (and all the following) Meri will take a keen interest in the weapon crafting process that she can learn from Otzali
Otzali:
Even weapon made of bones can kill. What makes a weapon strong is the armor it can pierce. If you only have to fight against hard leather one doesn't realty need strong steel necessarily she continues You have seen dwarven forged weapon but wait until you see dwarven forged armor. We make the best and sturdiest. The elves and their magical mithril make the lightest armor but we make the strongest hard armor. A suite of Dwarven plate mail armor offers the same protection as a plate armor. That is how good it is. she says with a smile
but if i understood correctly there are many cities and most of them not under the same rule. So the jaguar would from one city would fight those of an other?
I don't see you, in all honesty, as less than i am. But then again in some kingdom of the world that we both came from Slavery would be common. My race doesn't tough, it a human thing. she says
Off on the shore in the jungle you are all able to catch the glimpse of a coatl. Then the other crewman see it and become extremely excited. The magnificent beast seems to be enjoying its afternoon in the sun.
A member of the crew overhearing Meri says, "Are you mad!?! The Coatl are good creatures and protectors of the jungles. They also exist in the East, this is a much good omen."
Orren pulls closer to Otzali, "The Amnians are not the nicest people in the best of situations. There are many people from our lands as well who would treat you better though some could argue others would treat you worse. It makes me sad to hear this Otzali. Perhaps with this trip we can show them that we all have great value and something to offer".
----------------------------------------
The Coatl
Orren looks at the beast and admires its beauty. "Not knowing it is friendly, I can see why Meri is concerned, even from here the beast looks to be a formidable foe".
The sailors cannot stop talking about how amazing it was to see a Coatl and are extremely well motivated. They all seem to have an extra spring in their step and the ship is just abuzz with excitement.
Day 10
GM Rolls
Spoiler:
1d6 ⇒ 2
Off to the starboard side of the ship, Maztalpan Island comes into view. The bustling island has different fauna than on the Maztican mainland.
Sorry, off in never never land. You can roll surprise, I don't know how you want to handle modifiers (I guess I have a +2 to the roll from dex, not super up on the rules.) I gather from the Maztican sourcebook that Pezelac is an accented dialect of Nexalan
"That was a good omen indeed, and it is good fortune to see a servant of Qotal. We should all take a moment to pause and consider the joy of seeing such a creature of good from the first world. Orren and Merisiel, know that the feather serpent Qotal and its servants guard life - while the god of the jaguars..." she nods her head respectfully to Otzali "...is the master of death. Each should be respected, but you need not fear Qotal's children if there is good in your heart"
Close to the surface of the ocean you can see the distinct outline of a giant squid. A curious squid investigates the new
item in its territory, your ship, to see if it is edible.
You feel a jolt as the squid attempts to eat the ship.
Tentacle 1 (random target 1=Orren, 2=Meri, 3= Otzali, 4= Ikskull, 5=Hasoctl, 6=Ironspike, 7-20 random crewman) 1d20 ⇒ 13
Tentacle 1 attacks random seaman 1d20 ⇒ 10 hit 1d6 ⇒ 6 killing the man on contact.
Tentacle 2 (random target 1=Orren, 2=Meri, 3= Otzali, 4= Ikskull, 5=Hasoctl, 6=Ironspike, 7-20 random crewman) 1d20 ⇒ 3
Tentacle 2 attacks Otzali 1d20 ⇒ 6 hit 1d6 ⇒ 6 clubbing the Payit in face hard.
Tentacle 3 (random target 1=Orren, 2=Meri, 3= Otzali, 4= Ikskull, 5=Hasoctl, 6=Ironspike, 7-20 random crewman) 1d20 ⇒ 19
Tentacle attacks random seaman 1d20 ⇒ 18 hit 1d6 ⇒ 1 slapping the man but he is still up.
Tentacle 4 (random target 1=Orren, 2=Meri, 3= Otzali, 4= Ikskull, 5=Hasoctl, 6=Ironspike, 7-20 random crewman) 1d20 ⇒ 5
Tentacle 4 attacks Hasoctl 1d20 ⇒ 7 hit 1d6 ⇒ 6 Hasoctl takes the hit but he is bleeding.
Ik' Skull unslings her power, voices a small prayer to the air and lets an arrow loose at the wayward creature. The bowstring has not handled the salty air very well, however.
Otzali is taken aback by the shear size of the beast - again his inexperience with the sea gets the better of him. His mind is quickly brought back into focus as the squid's wet slimy tentacle lands a solid blow to the warrior's face.
Quickly recovering and not about to let a target pass him by, he lashes out with his maca to return the strike.
Seeing that the plumaweaver is in danger, Otzali steps across the deck to swing at the tentacle before the beast can retract it. He lands another solid blow with his maca.
I think it would be a lot of fun if you guys, when we start, write up a nice summary about how your characters came to Maztica or to Helmsport or Ulatos respectively.
What year is the campaign starting in again? I thought I saw it in the thread but now I can't seem to locate it. I have brainstormed a few ideas for my background but the year will make a difference as to the details.
Plus I am exhausted so I think I need to sleep and finish this in the morning before work...
Well if someone wanted to be a 1/2 elf it would have been 1385 but that didn't happen I am going to say 1371 making it ten years since Cordell first came and that allows for Helmsport to be established.
Don't worry about matching up, I will take care of that for you. Your monologue/intro should tell something about your backstory and how you got to Helmsport/Ulatos and what you are doing/have been doing.
Shadow will be playing a mage but our native Maztican shouldn't protect him in combat like a normal Realsie would because he would not know about magic and all that fun stuff(at least in the first battle).
Orren grew up in Baldur's Gate. As a young frail child he was to ill to play in the games that most boys enjoyed in the streets of the big city. Orren was a smart lad though and his work with his father copying tomes allowed him to be recognized by a local mage who uncovered his talent for magic.
Orren was apprenticed to the mage, Therus the Red, as a young teenager. His skills improved though his frail form did not.
Still the Flaming Fist mercenary company sought all takers who were tough enough to stand against threats, if they fell down in the line of duty so be it. Orren took a chance and joined the company as a young mage. Leaving the teachings of Therus, perhaps too soon.
In a skirmish at the western border of Cormyr, working for a Noble family seeking to protect the realm from the death DRagon, Orren nearly lost his life to a Goblin's spear. Luckily, the tide of battle turned and a cleric of Helm was able to seal Orren's wounds.
As he was nursed back to health over the next week, the cleric, Myr stopped by to check on Orren.
"Boy, you are not suited for the battlefield. Still, you are smart and courageous. Those things we have need of in the Company. Duke Eltan is considering a trip to the lands to the far west, Maztica. Would you set sail on a ship from Amn and give your impression of what if any opportunities exist for the Company in these new lands?"
Orren jumped at the chance and once his healthw as fully restored took a caravan to Amn, booking passage on the next voyage to Helmsport....
Here is the situation, I will be rolling for random encounters over the course of the next 15-16 days in game... you guys can continue your conversations and such, but i do want to keep the game progressing. Retconning fishing or whatever is totally cool, or if you want to talk to Hasoctl or Ironspike or the captain or someone else that is also fine and can be retconned as well. Unless that person dies...
Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2
Oren
FYI
the armor lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage.
the armor lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage.
So it can technically last for days on end...
Interesting, I red the entry and you are absolutely correct?
I totally forgot how that spell functioned. Been about 17 years since I ran a second edition Wizard...
Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2
Dang i had hoped that you had found some other bonus in case i died and needed to make a local character.
Still a 16 thaco is proly the second best i've seen ;)
(dog people have a +1 racial on bow) not sure if they can be plumeweaver.
What I want to know: what are the proficiency groups for Plumaweavers supposed to be. The "required skill list" borders on the ridiculous.
Before 10th level they're supposed to have (with no bonus slots)
General
Weaving (1 slot)
Warrior
Animal Lore (1 slot)
Tracking (2 slots)
Priest
Healing (2 slots)
Rogue
Set Snares (1 slot)
So that's between 7 to 10 slots, depending on if they have to take them cross class or not.
I assumed that at a minimum the required skills don't take an extra slot for being cross class, otherwise it will be impossible to meet those requirements. I'm guessing they're supposed to have the Priest and Warrior groups available to them.
posting this in all my games......heading to the airport tonight to take the family to Disney World for a week. Please feel free to bot me as needed since I will probably be checking infrequently and only have my phone for posting. Thanks!
Since a number of party members have extra languages slots, perhaps I can teach some of the languages I picked up?
I took Common, Halfling, Nexalan, Kultakan, Payit. Culturally, Nexalan and Payit looks to be the most widely spoken (according to the Maztica handbook).
Also, given where were going Orc (and maybe giant and troll) would be useful.
Otzali: I don't think Maztican is a language. It is likely you are actually able to speak Pezelac (which is similar to Nexalan and mutually intelligible) or Kultakan (distantly related to Nexalan), depending on your region of origin. You could also be a Nexalan refugee, I think, and speak Nexalan. The play guide says "The four nations of Nexal, Pezelac, Huacli, and Kultaka are all lands of Mazticans."
The way I understand it, your bonus slots from intelligence give you both extra languages and nonweapon proficiencies to play around with - so for Orren, 4 free extra languages and your four bonus nonweapon proficiency slots. It seems an awful shame not to use that pool of free languages first, before using character nonweapon proficiencies. Up to you though :)
Ah you are correct# For some reason I thought I already filled them, DM can I fill those current open slots with languages now or do I need to wait till I level?
As far as I get it, Maztican is the ethnic group that encompasses Nexala, Kultaka, Pezelac and part of Huacli. Language wise Nexalan would probably be considered the lingua franca of Maztica. Pezelac is just a dialect of Nexalan so if your character understands Nexalan he or she would understand it, Kultakan on the other hand can be understood if you know Nexalan but up to 60% of the vocabulary can be different in a particular context. The Payit people are of another ethnic group and their language is of another language tree. Same with the dog people, the green folk and those. According to the plan you will travel through Payit, Pezelac, Kultaka and Nexala.
Ugh, so after further reading it looks like I was mistaken - language and bonus proficiencies are the same pool. Well, off to modify my charater again. I guess I work to keep Nexalan, Common, and shuck some other skills.
I am buried under a significant amount of work for Friday and on Friday night I will be running my table top Forgotten Realms game. Saturday I have a number of errands to run. Please DMPC me as needed until this Saturday evening. Thank you.
Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2
DM
Can you please tell me what AC you hit with that 15 / 12
Cause if your THACO is 20 then a few of those attacks are misses as my Current AC is 4 (Mage armor + dex) so total damage would be 7hp and meri still alive, and may be able to finish crossing the river before the next round of fishy comes biting :)
When did someone cast Armor on you? Truth be told you should put it somewhere so that I know it is on you. Why anyone would cast it on you, is in normal circumstances nonsensical because your character has an AC2 from Dex and splint mail. The Armor spell is useless because it brings a character to AC6 - their dex which in your case would be 4 and doesn't stack with armor but maybe a shield which you don't have.
Meri, your dex is diminished due to the mud and wading through the water which is higher than you are tall. In the GM rolls if you check the spoiler I rolled d4 to determine how long it would take you to cross, which came up with a 3. So that would be another 2 rounds. Being kind, and nullifying the 12 as a hit, which would leave you at 0 which on land would be fine most animals and/or monsters but in a river full of piranha would mean certain death.
I don't like killing characters as a rule but sometimes it happens. Meri's player has played with me for awhile in three or four campaigns. Could you roll me up a new one?
To be honest I thought your AC was 8 that is why i put 12 as a hit. :)
Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2
I don't need to have casted on me by someone else it is a Sell like power that Meri has. It have stated that she has the effect on herself:
May 1, 2015, 03:16 pm (it is her second post on the thread)
The mage armor while as you properly stated useless while wearing armor. But there are lots of time when armor can not be worn (like at parties / meeting or sleeping) hence the Mage armor.
---
You are the DM of course and i will abide by this ruling but i see no reference to the D4 to determine how long it would take me to cross as the first roll you made is:
Piranha 1 1d20 ⇒ 20 hit 2d2 ⇒ (2, 1) = 3
and the last
Piranha 20 1d20 ⇒ 12 hit 1d2 ⇒ 1
Nor could i found a rule reference for losing your dex modifier for being under mud
--
While meri still has the ability do heal herself and might survive a second round of fish eating her but most certainly not a 3rd
It is behind the spoiler under GM rolls which is in the same post you mentioned. The information I am referencing regarding the river is actually in the module when it comes to how long it takes to cross, the mud and so on. To be fair I also made the same 1d4 roll for Orren when he fell into the river giving him a -1 round modifier due to his only failing the check by a 1/3. Fair enough, I am sorry, truth is I liked the Meri character it is sad to see her eaten that way :)
Just a side note because wading in the water isn't specifically mentioned in the DMG, however on page 66 of players options and tactics guide, states "Characters who are only wading are much less
affected. Wading in kneedeep water reduces movement
by 1/3 . Wading in waist-deep water reduces movement by
1/2 and adds a one-phase initiative penalty to any action
the character takes. Wading in shoulder-deep water
reduces movement by 2/3, adds a two-phase penalty, and
causes the character to lose any Dexterity adjustment to
his Armor Class (although it does provide cover against
someone firing missiles at the character)."
Hmm, the party as it is, we have a warrior, a magic user and a plumaweaver which is a rogue/priest character. The party is in the border area between Pezelac and Kultaka. But you could make a halfling or a desert dwarf if you don't want to pick a human.
What about a Dog Person warrior? Or are we too far south? That would be kind of like a ranger.
Maztica book:
Dog People The Dog People are a collection of savage tribes who inhabit the northern portions of the Continent.
They lack any coherent structure and never work together, which is fortunate for the rest of the lands, because their stealth and savagery is unmatched. They practice a highly advanced form of shamanism, which reputedly bestows great powers upon their most accomplished sorcerers. The Dog People have no structure of civilization in the way of the Payit and Maztican folk. However, they have a rich oral tradition, and a full belief in the gods of the True World. They have never had the abundance of food, and consequently population, of their neighbors to the south and thus have never developed their religion to the level of human sacrifice. The Dog People are fearless warriors, and very loyal to their companions. They are stoic to the point where they are almost completely unaffected by pain and privation. The gods held in highest regard among them are Maztica, the earth goddess, andnot surprisingly considering the parched living space of the Dog PeopleTezca, the god of sun and fire.
Game Notes: Characters who elect to be warriors from the Dog People can add a +2 to their Constitution and +1 to their Dexterity scores, in exchange for -1 to Wisdom, Intelligence, and Charisma. Alternately, characters who become priests or hishnashapers receive a +1 to Wisdom and Intelligence, and a -1 to Charisma. They can be warriors, though not members of either knightly order, or they can be priests of Tezca or druids of Maztica (no level restriction). Alternately, a character of a Dog Tribe may be a rogue, including a hishnashaper or plumaweaver, advancing in experience with no level restriction
WARRIORS are the most common type of adventuring character. They can use all Maztican weapons, and progress at the normal rates of experience. If warrior kits from the Complete Fighters Handbook are used, the Barbarian, the Berserker, the Savage, and the Wilderness Warrior are all eligible for use with Maztican fighters.