Raiders live on the fringes of Westerosi society — sometimes self-styled lords, other times wildmen, but always dangerous to the houses that control the Seven Kingdoms. Raiders rarely holds any allegiances beyond those they forge with blood and iron. Raiders bend their knees only grudgingly, and even then, their loyalty is born more of fear than fealty, respect rather than chivalric pact. They are considered unlawful savages by most of the Seven Kingdoms, but both lords and smallfolk privately fear the havoc a Raider incursion can play on the lands.
Raiders were born into adventure, and they live it until they die — from pillaging the outlying lands of minor bannermen to raising armies in rebellion against a king they do not support. Raiders cannot bear the mundane activities of civilized society, making poor guards and even worse citizens. They would rather be on the move, fighting against those who have offended them in some way or seeking adventure for its own sake.
Raiders are wild fighters who tear into their opponents with reckless abandon, trading their own safety for the thrill of causing havoc in the ranks of the enemy. They are not always straightforward in their tactics, however, often preferring to approach unseen and stealthily kill those who stand in the way of their goals. They are often forced to do with makeshift or improvised weapons. Some prefer to take to the seas as a means of unexpected attack and quick escape, while others are masters of the mountains, forests, or plains, respectively.
Raiders live on the edges of society, neither peasant nor noble, but somewhere in between. They are often poor, relying on their own senses and prowess to make their way in the world, but occasionally Raiders will be shunned former nobles or successful pirates with a wealth of gold and resources from which to draw. The latter often declare themselves kings of the outlands, and sometimes must be put down by lords or the king before their hubris rages out of control. Many Raiders find themselves on the run, or at the very least wanted by the crown for their crimes.
Most Raiders live outside of normal society and do not take part in the noble games that are the purview of the great houses of the Seven Kingdoms. Occasionally, a noble house will find itself driven away or shunned for some reason, becoming known as a haven for pirates and bastards. More often than not, however, Raiders are simple outlaws and wilderness warriors living on the fringes of Westeros.
In addition to the wildings, mountain men, and ironborn, the Dothraki are also exemplar of the Raider Class. Most Dothraki male warriors should take the Raider Class, and emphasize abilities that focus on the plains and riding. The horsemen of the Dothraki Sea follow this style — lightly armoured warriors able to strike and disappear — much more closely than that of the heavily armed and armoured Men-at-arms.
Note: Instead of proficiency with light armour and shields, Dothraki should take the Beyond Your Station Defect, 6BP.
Dexterity helps a Raider remain hidden when on a foray, and helps him or her avoid blows from more heavily armed and armoured warriors. Wisdom helps a Raider see enemies before being seen, and Strength is important for carrying heavy loads through the wilderness, and delivering killing strikes.
Raiders gain 10 Hit Points at 1st Level, and 3 Hit Points per Level thereafter. The character’s Constitution Modifier applies.
The Raider’s Class Skills (and the key Ability for each Skill) are: Climb (Str), Craft: Fletcher (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Legends (Int), Knowledge: Local Area (Int), Knowledge: Nature (Int), Knowledge: Navigation (Int), Knowledge: Warfare (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).
At 1st Level, Raiders gain (4 + Int Modifier) x 4; humans gain +4 bonus
At each Level, Raiders gain 1 + Cha Modifier.
Weapon and Armour Proficiency
Raiders are proficient with all simple and martial weapons. Raiders are proficient with light armour and with shields.
Raiders learn to move swiftly to avoid being captured or killed during an incursion. As a result, the Raider’s base speed +10 feet when wearing light armour or no armour.
At 1st Level, the Raider gains the Weapon Focus Feat with a single weapon of his or her choice.
Raiders must always be on the lookout for trouble, and must learn to react without thinking in times of danger. At 2nd Level, a Raider gains a +2 bonus to Initiative.
At 3rd Level, the character chooses a house or group, such as black brothers, wildlings, or Starks, that is opposed to his or her own. The Raider gains a +2 bonus to Listen, Search, and Spot checks against that particular group. In addition, the Raider gains a +1 bonus to melee attack rolls and ranged attack rolls when within Short Range against his or her specific foe; the attack weapon is treated as though he or she had the Critical (Improved) Feat for that weapon.
At 4th Level, the Raider can move his full base speed while Taking 10 on Hide and Move Silently checks.
At 6th, 8th, 11th, 14th, 18th, and 20th Level, the Raider may choose a bonus Feat from the following list: Armour Proficiency (Medium); Blind Fighter; Brawler; Endurance; Fortune’s Favour; Weapon Focus; Weapon Focus (Greater); and Veteran. The Raider must still meet all prerequisites for any bonus Feat.
Throughout a Raider’s Class progression (starting at 5th Level), he or she is granted one or more Raider Special Abilities of choice.
Seamanship: The Raider gains a +1 circumstance bonus to all Balance, Climb, Profession (Sailor), and Use Rope checks, and to his or her Defence Bonus, so long as the Raider is aboard a ship or boat at sea. These bonuses increase to +2 at 10th, +3 at 15th, and +4 at 20th Levels.
Mountain (Forest) Man: The Raider gains a +1 circumstance bonus to all Balance, Climb, Handle Animal, and Use Rope checks and to his or her Defence Bonus, so long as the Raider is in mountainous terrain. These bonuses increase to +2 at 10th, +3 at 15th, and +4 at 20th Levels.
Alternatively, the player can specify forest terrain rather than mountain terrain. The Raider can select this Special Ability again and apply it to the alternate terrain.
Plains Man: The Raider gains a +1 circumstance bonus to Handle Animal, Listen, Ride, and Spot checks and to his or her Defence Bonus, so long as the Raider is in the plains. These bonuses increase to +2 at 10th, +3 at 15th, and +4 at 20th Levels.
Ferocious Fighter: The Raider gains a +2 bonus to Initiative. The Raider may choose to make a ferocious attack once during an encounter. The ferocious attack grants a +2 to all attack and damage rolls that round. The character cannot defend him or herself very effectively during the ferocious attack, and suffers a -2 penalty to defence rolls until his or her next action. Furthermore the character may not use Combat Expertise, defensive fighting, or any other inappropriate Feat or maneuver with a ferocious attack.
Native Terrain: The Raider may select a region in which he or she has exceptional experience. The most common region types are: coastline, cold forest, temperate forest, hills, lakes, mountains, and plains. The character’s choice should reasonably coincide with his or her Background — where did the character grow up and learn the land?
When a Raider is in a chosen region, he or she gains a +2 dodge bonus to defence. If the Dexterity bonus to defence is lost for any reason, this bonus is lost as well. Furthermore, the character gains a +2 bonus to any Knowledge: Nature, Search, Spot, or Survival checks made within a chosen region. Additionally, when hunting an animal native to the chosen region, the Raider acts as if he or she had the Critical (Improved) Feat. These bonuses only apply while in the wilderness. Note that these bonuses do not stack with the Hunter’s or Night’s Watch Ranger’s Native Terrain Abilities; the Raider must choose a new region.
Wild Warrior: The Raider is capable of picking up nearly any weapon and using it effectively. The Raider suffers only a -1 penalty when using a weapon with which he or she is not proficient.
Running Shadow: The Raider learns to conceal him or herself while on the run. The Raider can run at full speed while making Hide and Move Silently checks in any Native Terrain.
Son of the Sea: A Raider learns how to pilot a ship safely and quickly, even through wild waters. The Raider can track his or her movement at sea while out of sight of land. The Raider gets a +2 bonus on any Profession: Sailor and Knowledge: Navigation checks having to do with the sea.
The Raider can also increase the speed of any boat that he or she is piloting by 10%; if there is additional crew the Raider can influence, the bonus is increased by the Raider’s Cha bonus x 3% (minimum 3%).
A Raider must have the Seamanship Special Ability before he or she can select Son of the Sea.
Son of the Mountains (Forest): A Raider learns how to traverse the mountain peaks swiftly and surely. The Raider is always aware of his or her bearing, even in terrible weather. The Raider gets a +2 bonus on any Knowledge: Nature and Knowledge: Navigation checks while in mountainous terrain.
The Raider moves faster than most travelers in mountainous regions. He or she may move through any sort of hilly terrain at normal speed without suffering impairment, and through any mountainous region as if it were hills (highway x1 movement speed; road x 3/4 movement speed; trackless x 1/2 movement speed).
The Raider can also increase the speed of companions traveling under his or her supervision. The Raider can guide a number of characters equal to his or her Wis bonus x2 (minimum of 2).
A Raider must have the Mountain Man Special Ability before he or she can select Son of the Mountains.
Alternatively, a player may select forest terrain instead of mountains. In this case, the bonuses to bearing, Knowledge: Nature, Survival apply to forest, and the Raider may move through forest terrain far more quickly (treat trackless terrain as a road; x1.5 movement speed on a road, and x2 movement speed on a highway). The Raider can also increase the speed of companions travelling under his or her supervision, as above.
Son of the Plains: The Raider is an expert rider and born to the grassy plains. The Raider always knows his or her direction on the plains, even under a starless sky. The Raider gets a +2 bonus on any Knowledge: Nature and Knowledge: Navigation checks while in the plains.
The Raider can also urge his or her steed to faster movement, achieving x2 movement across the plains. The Raider can only do this for his or her own mount. Additionally, the Raider gains a +2 bonus to any Ride checks.
A Raider must have the Plains Man Special Ability before he or she can select Son of the Plains.
Greater Ferocity: The Raider’s bonus to Initiative is increased to +4. Additionally, the Raider’s ferocious attack now has +4 to attack and +4 damage, and the penalty to defence increases to -4. Furthermore, the Raider gains an additional attack on the round he or she initiates Greater Ferocity, at his or her highest attack bonus.
A Raider must have the Ferocious Fighter Special Ability before he or she can select Greater Ferocity.
King on His Ship: A Raider commands tremendous respect when he or she captains a ship. The Raider inspires courage and passion in his or her allies, and all crew members gain a +2 circumstance bonus on all relevant boating Skills when on a ship with the Raider.
Additionally, if on a ship or along the coast, the Raider can inspire the crew to ferociousness. By taking one round to whip up the crew, the Raider grants them a +2 morale bonus to attack and damage rolls. These bonuses last for as long as the allies are within 50 feet of the Raider.
A Raider must have the Son of the Sea Special Ability before selecting King on His Ship.
King of the Mountains (Forest): The Raider is feared as master of the savage mountains. The Raider inspires confidence and determination in his or her allies, and all companions gain a +2 circumstance bonus on all relevant Skills (such as Balance, Climb, Knowledge: Nature, or Survival checks, as appropriate) when within sight of the Raider.
Additionally, if in the Raider’s chosen terrain, the Raider can inspire allies to ferociousness. By taking one round to whip up the party, the Raider grants them a +2 morale bonus to attack and damage rolls. These bonuses last for as long as the allies are within 50 feet of the Raider.
Alternatively, a player may select forest terrain instead of mountains. In this case, the bonuses Skills apply to forest.
A Raider must have the Son of the Mountains Special Ability before selecting King of the Mountains.
King of the Plains: The Raider’s renown as a mounted warrior becomes tremendous. The Raider gains +2 Reputation Points, and a bonus to his or her Ride Skill equal to half the character’s Level. The Raider also gains a +1 Defence Bonus while mounted.
Additionally, if in the Raider’s Native Terrain, the Raider can inspire allies to ferociousness. By taking one round to whip up the party, the Raider grants them a +1 morale bonus to attack and damage rolls. These bonuses last for as long as the allies are within immediate sight of the Raider.
A Raider must have the Son of the Plains Special Ability before he or she can select King of the Plains.
At 9th Level, a Raider is known as a terrible figure, living outside the laws of the land. This terrible presence can cause fear in his or her enemies. The Raider gains the Stern Visage Feat (see page 181), even if he or she does not have the prerequisites. In addition, the Raider can use this Special Ability outside of combat, in which case the shaken character suffers a -2 all other Skill checks or appropriate rolls when dealing with the Raider.
At 12th Level, a character of lower Level than the Raider becomes frightened, rather than just shaken. In social situations, the character suffers a -4 to all checks and rolls.
At 17th Level, a character of lower Level than the Raider becomes panicked. Additionally, a character of the same or higher Level may become shaken.