Raider1

“You don’t get to run, you’re a gladiator. Gladiators don’t run, they fight. They slay dragons. They wipe off the blood and they stitch up their wounds and live to fight another day. You don’t get to run.”
- Unknown author, carved on the walls of the Arena of Harvest, Dunnal Moor

“With Il-khan Teharis we rode, across the grassy steppes for what seemed an eternity. The raiders boasted and jostled for status, a rowdy bunch that grandstanded for pleasure and domination of their fellows, hardly seeming dedicated warriors at all. Then we met a stray hobgoblin horde out of Valshol, looking for trophies- the raiders took none, and left their corpses on the steppe, there, for the ravens and the burrow-mawts. It was ten days more to Stone Town.”
-Sololos, Samsaran diarist, 110 AC

The martial profession of the raider is an ancient tradition, one seen in gladiatorial arenas, on the steppes, and at sea. It is one of combat through provocation, and of flowing from one action to the next, not letting the enemy gather their defenses. Their aggression is just as much establishing domination and dealing damage, turning the tide of battle to their cause, whatever it may be. Raiders fight with every bit of strength they have, and then a little bit more, just to prove they did. They are seen in military formations quite frequently as skirmishers and rear-guard formations.

Role: Raiders are frontline combatants that are skilled in impairing the fighting ability of their opponents, able to strike hard and true while setting up the means of their foes’ inevitable demise.

Alignment: Any

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The raider’s class skills (and the associated ability scores) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

Level Base Attack Bonus Fort Ref Will Special
1 +1 +2 +0 +2 Grandstand, prideful strike
2 +2 +3 +0 +3 Grandstanding expertise, raiding party
3 +3 +3 +1 +3 Raid tactic
4 +4 +4 +1 +4 Bonus feat
5 +5 +4 +1 +4 Raider’s pride
6 +6/+1 +5 +2 +5 Raid tactic
7 +7/+2 +5 +2 +5 Bonus feat
8 +8/+3 +6 +2 +6 Raider’s pride
9 +9/+4 +6 +3 +6 Raid tactic
10 +10/+5 +7 +3 +7 Bonus feat
11 +11/+6/+1 +7 +3 +7 Raider’s pride
12 +12/+7/+2 +8 +4 +8 Raid tactic
13 +13/+8/+3 +8 +4 +8 Bonus feat
14 +14/+9/+4 +9 +4 +9 Raider’s pride
15 +15/+10/+5 +9 +5 +9 Raid tactic
16 +16/+11/+6/+1 +10 +5 +10 Bonus feat
17 +17/+12/+7/+2 +10 +5 +10 Raider’s pride
18 +18/+13/+8/+3 +11 +6 +11 Raid tactic
19 +19/+14/+9/+4 +11 +6 +11 Bonus feat
20 +20/+15/+10/+5 +12 +6 +12 Great khan

Class Abilities
The following are the class features of the raider.

Weapon and Armor Proficiencies: The raider is proficient with all simple and martial weapons, and with light and medium armor, but not with shields.

Grandstand (Ex): At 1st level, after hitting with a melee attack, the raider can use a move action to grandstand. This is done by making an Intimidate check as if to demoralize the target of the attack. However, instead of applying the demoralized condition on a success, the target gains one point of either fury, cowardice, or spite. This selection is made by the raider when they decide to grandstand. For every 5 that the raider exceeded the DC, the target gains one additional point of the selected type, so long as this would not give them more than the maximum amount possible. Points gained through grandstanding remain until used or the encounter ends, whichever comes first, and are an emotion-based, mind-affecting status, affected in the same way as emotion-based effects; note that it will not typically affect constructs, oozes, plants, undead or vermin.

A creature can have a maximum number of points of each of fury, cowardice, and spite equal to one plus one-third the raider’s class level. If multiple raiders grandstand on the same creature, track each raider’s fury, cowardice, and spite separately.

Fury, cowardice, and spite do not normally do anything on their own, instead serving as a set-up for the raider’s prideful strike class feature. However, certain raid tactics may cause fury, cowardice, and spite to have effects on their own.

Prideful Strike (Ex): At 1st level, when the raider makes a melee attack against a creature with one or more points of fury, cowardice, and/or spite, he can choose to make his attack a prideful strike. This must be chosen before making the attack roll.

If the raider hits with his prideful strike, the target loses all points of fury, cowardice, and spite. For every point of fury the target had, they take 1d6 + the raider’s Charisma bonus (minimum +1) points of untyped damage. For every point of cowardice the target had, they take a stacking -2 penalty to attack rolls, combat maneuver checks, and weapon damage rolls for a number of rounds equal to the raider’s Charisma bonus (minimum 1). For every point of spite the target had, they take a stacking -2 penalty to AC, CMD, and saving throws for a number of rounds equal to the raider’s Charisma bonus (minimum 1).

Prideful strike only affects points of fury, cowardice, and spite that were given by the raider performing it.

Grandstanding Expertise (Ex): At 2nd level, the raider adds half his class level to Intimidate checks made as part of grandstanding.

Raiding Party (Ex): At 2nd level, when a creature is reduced to zero or fewer hit points while it has at least one point of fury, cowardice, or spite, the raider can use an immediate action to make a check as if to grandstand, applying the result against all enemy creatures within 30 feet of the defeated creature. Each creature he successfully grandstands in this way gains one point of fury, cowardice, or spite. The same type of point must be selected for all affected creatures, and it must be a type of point the defeated creature had at the time it was reduced to zero or fewer hit points.

Raid Tactics (Ex): At 3rd level, and again every three levels thereafter, the raider gains a raid tactic. These are abilities that show his growing individuality and prowess as a raider.

Unless otherwise stated, the raider can only select a given raid tactic once. If a saving throw is required for a raid tactic, the DC is equal to 10 + half his class level + his Charisma modifier. All raid tactics are extraordinary abilities.

  • Coward’s Struggle: Creatures with points of cowardice given to them by a raider with this raid tactic take a penalty to Will saves equal to the amount of cowardice they have for as long as they have said points.
  • Clouded Fury: Creatures with points of fury given to them by a raider with this raid tactic must make a concentration check whenever they attempt to cast a spell or use a spell-like ability, and add the amount of fury they have to the DC of said Concentration check. The raider must be at least 9th level to select this raid tactic.
  • Critical Pride: When the raider confirms a critical hit as part of a prideful strike, he adds his weapon’s critical multiplier to his Charisma modifier for the purposes of determining the effects of his prideful strike.
  • Determined Glory: The raider chooses fury, cowardice, or spite, and adds their Strength modifier to Intimidate checks made to grandstand to give that type of point.
  • Embarrassing Grandstand: A raider with this raid tactic chooses fury, cowardice, or spite. When a creature misses him with a melee attack, he can expend an attack of opportunity to grandstand, but it must be made to give the creature that missed him the selected type of point.
  • Furious Mistake: Creatures with points of fury given to them by a raider with this raid tactic take a penalty to Reflex saves equal to the amount of cowardice they have for as long as they have said points.
  • Grand Party: When the raider uses raiding party, each affected creature gains two points of the selected type, so long as the defeated creature had at least two points of said type when defeated.
  • Honed Pride: The raider gains a bonus to attack rolls made as part of a prideful strike equal to one-fourth his class level (minimum +1).
  • Horde Tactics: The raider gains one teamwork feat of his choice for which he meets the prerequisites as a bonus feat.
  • Inept Purpose: The raider can choose to increase the DC of grandstanding by 5 to give one point of two different types he would normally be able to inflict on that creature. For every 5 by which he beats the DC, he inflicts one additional point of both selected types.
  • Instrument of War: The raider gains Weapon Focus with one melee weapon of his choice, and treats his class level as levels in fighter for the purposes of meeting prerequisites that require that weapon.
  • Mindless Spitefulness: A raider with this raid tactic ignores immunity to mind-affecting effects when grandstanding to give spite.
  • Raider’s Prowess: The raider gains one combat feat of his choice for which he meets the prerequisites as a bonus feat.
  • Resilient Grandstand: A raider with this raid tactic chooses fury, cowardice, or spite. When he succeeds on a saving throw, he can expend an attack of opportunity to grandstand, but it must be made to give the creature that required him to make a saving throw the selected type of point.
  • Spiteful Recklessness: Creatures with points of spite given to them by a raider with this raid tactic take a penalty to attack rolls and saving throws equal to the amount of cowardice they have for as long as they have said points.
  • Still Grandstanding: When the raider would drop below zero hit points, but not to enough negative hit points to kill him, he can use an immediate action to remove all points of fury, cowardice, and spite he has given to creatures within 30 feet. He immediately heals for an amount of hit points equal to three times the total amount of points of fury, cowardice, and spite removed. If this would keep him from dropping below zero hit points, he stays conscious and standing.
  • Uneasy Cowardice: Creatures with points of cowardice given to them by a raider with this raid tactic take a penalty to Charisma checks and Charisma-based skill checks equal to the amount of cowardice they have for as long as they have said points. Enemies have their saving throws reduced appropriately as this Charisma penalty is imposed.

Bonus Feats: At 4th level, and again at 7th level and every three levels thereafter, the raider gains a bonus feat. This must be selected from the list of combat feats or teamwork feats. He must meet the prerequisites of these feats as normal.

Raider’s Pride (Ex): At 5th level, the raider chooses fury, cowardice, or spite. He increases the maximum number of points a creature can have of that type by 1. At 8th level, and again at 11th level and every three levels thereafter, he makes this choice again. He can select the same type multiple times, increasing the maximum again.

Great Khan (Ex): At 20th level, the raider has become a fantastic leader of men. He increases his Strength, Dexterity, Constitution, and Charisma by 2 each. Further, there is no longer a limit to how many points of fury, cowardice, or spite that a creature can have from him.

“It is better to live on the sea and let other men raise your crops and cook your meals. A house smells of smoke, a ship smells of frolic. From a house you see a sooty roof, from a ship you see Valhalla.”
- Harald Halfdanson, Viking Tales

Raider Archetypes

The following archetypes are available to raiders.

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have raiders as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Aasimar: Add +1 cold, electricity, or fire resistance.
  • Anpur: Add a +1/2 bonus to attack rolls made as part of prideful strike when using a flail or temple sword.
  • Avoodim: Add a +1/2 bonus to attack rolls made as part of prideful strike against outsiders.
  • Catfolk: Add a +1/2 bonus to Reflex saves against against effects made by creatures with one or more points of cowardice.
  • Dhampir: Add a +1/2 bonus to Reflex saves against against effects made by creatures with one or more points of spite.
  • Dhosari: Add a +1/2 bonus to attack rolls against creatures with one or more points of fury.
  • Dragonblood: Add a +1/2 bonus to CMB and CMD against creatures with one or more points of cowardice.
  • Drow: Add +1/6 of an extra raid tactic.
  • Dwarf: Add a +1/2 bonus to attack rolls made as part of prideful strike against aberrations.
  • Elf: Add +1/2 to Reflex saves against creatures that have one or more points of spite from you.
  • Erkunae: Add +1/4 to the maximum amount of spite a creature can have from you.
  • Eventual: Add a +1/2 bonus to CMB and CMD against creatures with one or more points of fury.
  • Fetchling: Add +1 cold or electricity resistance.
  • Goblin: Add +1/2 to Ref saves against effects that deal fire damage.
  • Half-Elf: Add +1/4 to the maximum amount of fury a creature can have from you.
  • Half-Human: Add +1/6 of a new combat feat.
  • Half-Orc: Add +1/2 to damage against creatures that have points of cowardice from you.
  • Half-Rakshasa: Add +1/4 to your spell resistance.
  • Halfling: Add +1/2 to AC against creatures that have points of spite from you.
  • Human: Add +1/6 of a new combat feat.
  • Ifrit: Add +1 fire resistance.
  • Kitsune: Add +1/4 to the maximum amount of fury a creature can have from you.
  • Kobold: Add +1/6 of a new teamwork feat.
  • Oread: Add +1 acid resistance.
  • Polkan: Add +1 foot of movement speed.
  • Qit’ar: Add +1/2 to attack rolls when using savage attack as part of a prideful strike.
  • Ratfolk: Add +1/6 of a new teamwork feat.
  • Samsaran: Add +¼ to the maximum amount of spite a creature can have from you.
  • Sylph: Add +1 electricity resistance
  • Tengu: Add +1 foot of movement speed.
  • Tiefling: Add +1/2 point of fire or cold resistance.
  • Undine: Add +1 cold resistance.
  • Xesa: Add +1/2 to Will saves against creatures with one or more points of cowardice from you.
  • Zendiqi: Add +1/2 to attack rolls against creatures bearing holy symbols when using prideful strike.