Game Mastery Guide | Monsters | Marauders | Raider

Raider

Super Race: human barbarian 6. Cr: 5. Xp: 1,600. Alignment: CN. Size: Medium. Creature Type: Humanoid.
Init: +2. Senses: Perception +8. Ac: 15, touch 11, flat-footed 12 (+4 armor, +2 Dex, +1 dodge, -2 rage).
Hp: 67 (6d12+28).
Fortitude: +9. Reflex: +4. Will: +5. Defensive Abilities: improved uncanny dodge, trap sense +2.
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). Strength: 21. Dexterity: 14. Constitution: 18. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +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. Special Qualities: 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)..

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

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).