Quinametin (CR 1)
Alignment: Usually neutral
Initiative: +1 (Dex)
AC: 14 (-1 size, +1 Dex, +2 natural, +2 heavy wooden shield), touch 10, flat-footed 13
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +1, Will +1
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +1; Grapple +7
Attack: Heavy mace +3 melee or longbow +1 ranged
Full Attack: Heavy mace +3 melee or longbow +1 ranged
Damage: Heavy mace 2d6+2, longbow 2d6/x3
Special Attacks/Actions: -
Abilities: Str 15, Dex 13, Con 12, Int 10, Wis 9, Cha 10
Special Qualities: Stability
Feats: Iron Will
Skills: Climb +1, Diplomacy +3, Jump +1, Sense Motive +1, Survival +3, and Swim -21
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary, pair, or group (3-12 plus 1 4th-level leader)
Stability (Ex): A quinametin gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Quinametin are very skilled at fighting as a unit. Their war parties always have team tactics worked out in advance so that they can take full advantage of their numbers. They tend to know the lands they roam very well, and they make use of special terrain (slopes, gorges, and the like) as much as they can.