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Marauder (Raider)

Marauder (Raider) CR 5

Source GameMastery Guide pg. 280
XP 1,600
Human barbarian 6
CN Medium humanoid
Init +2; Senses Perception +8

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)

Tactics

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

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
Languages Common
SQ fast movement
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

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).