Raider, Melee (Fallout Supplement)

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RaiderPsychoFO4(1).png
Raider Melee/Psycho (BASE STATS)
Size and Type: Medium Humanoid
Hit Dice: 1d6+8 (12 hp)
Mas: 12
Initiative: +2
Speed: 30 ft
Defense: 14 (+2 DEX, +2 Armor), touch 10, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: +4 Melee: Machete (1d6) OR +4 Melee: Tire Iron (1d6)
Full Attack: +4 Melee: Machete (1d6) X2
Space/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Ruthless
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 16(+3), Dex 14(+2), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 8(-1)
Skills: Listen +1, Spot +1
Feats: Power Attack, Quick Draw, Deceptive
Possessions: 1d4-2 random melee weapon, 4d10 caps
Organization: Raiders
Challenge Rating: 1
Allegiances: Raiders
Advancement:
Level Adjustment:


Raiders, sometimes referred to as bandits, are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem. Raiders typically prey upon travelers and very small towns, leaving more populous or larger areas alone.

Numerous raider groups can be found across the wasteland. Most are composed of only a few people scraping out a living by preying on other inhabitants of the wastes, typically without any real driving purpose (besides for the thrills). Others, however, such as the Khans and the 80s, form their own tribal customs through raiding for survival rather than for thrills.[1]

Combat[edit]

Raiders, while ruthless, are a cowardly bunch. If they can used ranged attacks, they will do their best to maintain cover, and stay away from aggressors. Melee raiders will always try to attack in groups, and have disadvantage on attack rolls when directly outnumbered in close quartered combat (e.g. there are 2 players withing 10 feet of only 1 raider, or 3 to 2 and so on).

Ruthless (Ex): On a critical roll, a Raider can choose to attack a second time instead of dealing double damage.


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