Marauder (Viking)
Defense
AC: 20, touch 10, flat-footed 18 (+7 armor, +2 Dex, +3 shield, –2 rage)
HP: 85 (8 HD; 2d12+6d10+34)
Fort: +14 Ref: +4 Will: +7, +2 vs. fear
Defensive Abilities: bravery +2, uncanny dodge
Offense
Speed: 40 ft.
Melee: +1 battleaxe +16/+11 (1d8+9/19–20/×3) or shortspear +14/+9 (1d6+6)
Ranged: throwing axe +11 (1d6+7) or shortspear +10 (1d6+6)
Special Attacks: rage (14 rounds per day), rage power (quick reflexes), weapon training (axes +1)
Statistics
Str: 22 Dex: 14 Con: 18 Int: 8 Wis: 12 Cha: 10
Base Atk: +8 CMB: +14 (+18 to overrun) CMD: 24 (26 vs. overrun)
Feats: Athletic, Extra Rage, Great Fortitude, Greater Overrun, Improved Critical (battleaxe), Improved Overrun, Iron Will, Power Attack, Vital Strike
Skills: Acrobatics +6 (+10 jump), Climb +8, Craft (ships) +5, Intimidate +5, Perception +10, Profession (sailor) +5, Survival +5, Swim +12
SQ: armor training 1, fast movement
Languages: Common
Combat Gear: potion of bull’s strength, potions of cure light wounds (3)
Other Gear: +1 chainmail, +1 heavy wooden shield, +1 battleaxe, shortspear, throwing axes (2), boots of the winterlands, feather token (anchor), 5 gp
Description
Human barbarian 2/fighter 6
Base Statistics: When not raging, the viking has AC 22, touch 12, flat-footed 20; hp 69; Fort +12, Will +5; Melee +1 battleaxe +14/+9 (1d8+6/19–20/×3) or shortspear +12/+7 (1d6+4); Ranged throwing axe +11 (1d6+5) or shortspear +10 (1d6+4); Str 18, Con 14; CMB +12 (+16 to overrun); Climb +6, Swim +10
Boon Vikings can provide fairly safe sea passage to any port within a 1-week sail and can grant a +2 circumstance bonus on the PCs’ Survival checks during that voyage.
Vikings are riders of the waves, marauding plunderers from the frozen northern lands who are always ready to pillage with axe and spear and blazing torch. They are boastful and proud, shouting battle cries to their savage gods for the glory of combat. Vikings can serve as elite marines or mobile shock troops. A lone viking may travel with a minstrel to chronicle his journeys (CR 8) or with a first mate and captain (CR 12), while five vikings might serve as honor guard to a chieftain (CR 13).
Source: GameMastery Guide, p. 281
