Pathfinder Reference Document
Pathfinder Reference Document

Marauders

Raiders and bloodthirsty savages who prey upon the fringes of empires, marauders view themselves as the unbridled lords of land and sea. From horseback, grim vessels, or on foot, these deadly warriors strike back against the encroachments of law and civilization, wresting food, wealth, and whatever other spoils they please from proud or unwary victims. Many marauders find themselves spearheading a clash between cultures, a conflict not pursued for evil reasons but due to misunderstandings, expanding borders, or dwindling resources, and they refuse to stand down without a fight.

Raider CR 5

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).

Viking CR 7

XP 3,200

Human barbarian 2/fighter 6

CN Medium humanoid

Init +2; Senses Perception +10

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)

Tactics

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

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

Languages Common

SQ armor training 1, fast movement

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

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).

Pirate Captain CR 11

XP 12,800

Human fighter 7/rogue 5

N Medium humanoid

Init +10; Senses Perception +13

Defense

AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dex)

hp 80 (12 HD; 7d10+5d8+19)

Fort +7, Ref +12, Will +4; +2 vs. fear

Defensive Abilities bravery +2, evasion, trap sense +1, uncanny dodge

Offense

Speed 30 ft.

Melee +1 dagger +19/+14 (1d4+6/17–20) or 2 +1 daggers +17/+12 (1d4+6/17–20) and +17/+12 (1d4+5/17–20) or +1 dagger +17/+12 (1d4+6/17–20) and mwk whip +17/+12 (1d3+1 nonlethal)

Ranged mwk composite longbow +17/+12 (1d8+2/×3)

Space 5 ft.; Reach 5ft. (15ft. with whip)

Special Attacks sneak attack +3d6, weapon training (light blades +1)

Statistics

Str 14, Dex 22, Con 13, Int 12, Wis 8, Cha 10

Base Atk +10; CMB +12; CMD 28

Feats Dazzling Display, Exotic Weapon Proficiency, Improved Critical (dagger), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Shatter Defenses, Skill Focus (Acrobatics), Skill Focus (Intimidate), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Weapon Specialization (dagger)

Skills Acrobatics +30, Appraise +5, Bluff +10, Climb +10, Craft (ships) +5, Diplomacy +4, Disable Device +14, Disguise +5, Escape Artist +10, Intimidate +20, Knowledge (local) +5, Perception +13 (+15 to find traps), Profession (sailor) +10, Ride +10, Sleight of Hand +10, Stealth +20, Survival +5, Swim +10

Languages Aquan, Common

SQ armor training 2, rogue talents (finesse rogue, weapon training), trapfinding +2

Combat Gear potion of cure light wounds, potion of spider climb; Other Gear +1 chain shirt, +1 daggers (2), daggers (2), masterwork composite longbow (+2 Str) with 20 arrows, masterwork whip, belt of incredible dexterity +2, boots of elvenkind, cloak of the manta ray, magnifying glass, spyglass, masterwork thieves' tools

Boon A pirate captain can arrange safe passage to virtually anywhere in the world reachable by ship.

Pirate captains are the deadly mistresses of pirate bands, villainous cutthroats who have cursed, looted, ravaged, betrayed, and carved their way to the top. These steel-handed stingrays lead their crews by sheer force of will. Pirate captains make excellent champion pit fighters and deadly assassins. A pirate captain is usually found with a first mate and a dozen shipmates (CR 12).