Marauder (Raider)
Defense
AC: 15, touch 11, flat-footed 12 (+4 armor, +2 Dex, +1 dodge, –2 rage)
HP: 67 (6d12+28)
Fort: +9 Ref: +4 Will: +5
Defensive Abilities: improved uncanny dodge, trap sense +2
Offense
Speed: 40 ft.
Melee: mwk spear +12/+7 (1d8+7/×3) or kukri +11/+6 (1d4+5/18–20)
Ranged: mwk composite longbow +9/+4 (1d8+3/×3)
Special Attacks: rage (16 rounds/day), rage powers (animal fury, no escape, scent)
Statistics
Str: 21 Dex: 14 Con: 18 Int: 10 Wis: 12 Cha: 8
Base Atk: +6 CMB: +11 CMD: 22
Feats: Dodge, Mobility, Point Blank Shot, Shot on the Run
Skills: Acrobatics +11 (+15 jump), Climb +11, Intimidate +8, Knowledge (nature) +6, Perception +8, Survival +7, Swim +9
SQ: fast movement
Languages: Common
Combat Gear: oil of magic weapon, potion of cure light wounds, thunderstone
Other Gear: +1 studded leather, javelin of lightning, kukri, masterwork composite longbow (+3 Str) with 40 arrows, masterwork spear, 1 gp
Description
Human barbarian 6
Base Statistics: When not raging, the raider has AC 17, touch 13, flat-footed 14; hp 55; Fort +7, Will +3; Melee mwk spear +10/+5 (1d8+4/×3) or kukri +9/+4 (1d4+3/18– 20); Str 17, Con 14; CMB +9; Climb +9, Swim +7
Boon Raiders can assist the PCs in ascending high mountain peaks, cliffs, or passes, while warning them of dangerous areas and hidden locales (+2 circumstance bonus for 1 week on Perception and Survival checks within a 10-mile radius).
Raiders are the children of the raging storm, wild warriors from the wrinkled hills and jagged mountains. They descend from their aeries with moods as foul and war cries as terrifying as the wild weather that drives them, leaping, scaling the heights, diving from cover to cover, and raining death upon their enemies.
Raiders can be used as skirmishers or scouts, or they can represent any sort of bandits or wild men from the hills who strike the outlying bastions of civilization without warning.
Raiders are often found alone but may travel with a monster hunter (CR 7) or in pairs with a viking (CR 9). Six raiders might form a raiding party with a chieftain, or serve as a chieftain’s honor guard (CR 12).
Source: GameMastery Guide, p. 280
