In mountain and plains tribes, there are warriors who have become one with their rage. However, rather than being consumed by the beast within, a furious marauder keeps it chained; a powerful but dangerous ally waiting for the chance to wrap its teeth around the foes’ jugular; to taste blood upon its metaphorical lips.
Furious marauder is an archetype of the warrior class.
Inner Beast (Ex)
At 1st level, the furious marauder gains a reservoir of inner power that he can draw upon to perform amazing actions in combat. His inner beast pool goes up or down throughout the day, but usually cannot go higher than half furious marauder level + his Constitution modifier (minimum 1), though feats and magic items can affect this maximum. At the start of each day, if the furious marauder has fewer inner beast points than his Constitution modifier, he gains points equal to the difference (Minimum 1). A furious marauder spends points from his inner beast pool to activate inner beast techniques, and regains points in the following ways:
Risky Attack: Each time the furious marauder successfully deals damage to an opponent with a weapon from his chosen weapon group when making a charge or power attack, he regains 1 point in his inner beast pool. He doesn’t regain inner beast points if the opponent has fewer Hit Dice than half the furious marauder’s character level.
Killing Blow with a weapon from his chosen weapon group: When the furious marauder reduces a creature to 0 or fewer hit points with a melee weapon attack with a weapon from his chosen weapon group while in combat, he regains 1 point in his inner beast pool. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the furious marauder’s character level to 0 or fewer hit points doesn’t restore any points.
This ability replaces the bonus granted by weapon training at 1st level. While the furious marauder still chooses a weapon group at 1st level, they do not gain a bonus on attack and damage rolls with the chosen weapon group until 4th level.
Inner Beast Techniques
By spending inner beast points, a furious marauder can perform powerful techniques, releasing their rage in a torrent of fury.
Most inner beast techniques require a standard action to perform, however some abilities are marked with an asterisk (*) which indicates they can be used in place of a normal melee attack. If used as part of a full-attack, you must pay for each inner beast technique separately.
Whenever an inner beast technique calls for a saving throw, the DC is calculated as 10 + half the furious marauder’s level + his Strength modifier. Making an attack with an inner beast technique does not give you points of inner beast.
An furious marauder may only use these abilities with a weapon from his chosen weapon group and only when he is raging. (He does not need to be in a rage to gain inner beast points, however).
Maim* (Ex): At 1st level, the furious marauder can inflict a scathing cut into their foe, dealing bleed damage equal to the furious marauder’s strength modifier for the same number of rounds. This inner beast technique costs 1 inner beast point to perform.
Overpower (Ex): At 1st level, the furious marauder smashes their weapon before them, and unleashes a shockwave of force, dealing damage to all enemies within a 15ft cone as though he had struck them with his weapon. A successful Reflex save halves this damage. This inner beast technique costs 1 inner beast point to perform.
Tomahawk (Ex): At 1st level, the furious marauder throws their weapon at an enemy within 30ft, treating it as a melee attack for all purposes (Including dealing extra damage for using the weapon two-handed). After the attack, the weapon returns to the furious marauder’s hand. This inner beast technique costs 1 inner beast point to perform.
Storm’s Eye* (Ex): At 3rd level, if the furious marauder hits with this ability he gains a +1 bonus to attack rolls and a +1 bonus on damage rolls. This bonus to damage is halved (–50%, minimum +1) if you are making an attack with an off-hand weapon or secondary natural weapon. These bonuses can stack with themselves a number of times equal to half his furious marauder level (So, a 10th level furious marauder can have a maximum of a +5 bonus on attack rolls and a +5 bonus on damage rolls, which increases to +7 if he’s using a weapon two-handed weapon). The furious marauder retains these bonuses until he misses with a melee attack, ends his turn without making a melee attack, leaves his rage or simply chooses to abandon the bonus. These “sustaining” attacks do not have to be storm’s eye attacks, but only storm’s eye attacks allow you to increase the bonus. “Sustaining” attacks also do not allow you to build up points of inner beast, even if they would not be inner beast techniques themselves. This inner beast technique costs 1 inner beast point to perform.
Onslaught (Ex): At 7th level, as a full round action, the furious marauder may make a special charge attack. He only moves up to his base movement speed, but he can make a full attack at the end of the charge as though he had the pounce ability (But only with weapons from his chosen weapon group). However all attacks during this full attack are made at a -2 penalty, rather than at a +2 bonus, and he takes a -4 penalty to AC, rather than a -2. This inner beast technique costs 1 inner beast point to perform.
Storm’s Path (Ex): At 7th level, the furious marauder makes a single melee attack and gains temporary hit points equal to half the damage dealt. These temporary hit points stack with the temporary hit points granted by his rage, but only up to the normal maximum he would be allowed. This inner beast technique costs 1 inner beast point to perform.
Upheaval (Ex): At 7th level, the furious marauder makes a single melee attack.This attack deals normal weapon damage plus additional precision damage equal to the difference between the furious marauder’s maximum hit points (Excluding temporary hit points) and his current hit points. A successful Fortitude save negates this additional damage. This inner beast technique costs 2 inner beast points to perform.
These abilities replace martial flexibility.
Defiance (Ex)
As the furious marauder grows more experienced with their rage and ferocity, they learn to focus it. At 7th level, when the furious marauder rages, he may choose to activate defiance to gain 2 additional temporary hit points per hit dice. The choice must be made when he enters rage.
While defiance is active, the furious marauder gains access to the following inner beast techniques (Like before any inner beast technique marked with an asterisk can be used in place of a regular attack):
Steel Cyclone (Ex): At 7th level, the furious marauder swirls in a surging storm of death. The furious marauder attacks every enemy within reach with a -5 penalty, dealing normal damage. The furious marauder also gains temporary hit points equal to half the damage dealt. These temporary hit points stack with the temporary hit points granted by his rage, but only up to the normal maximum he would be allowed. This inner beast technique costs 5 inner beast points to perform.
Surging Beast* (Ex): At 9th level, the furious marauder rolls the weapon’s damage dice for the attack an additional time and adds the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit or when using the vital strike feat, but are added to the total.
These abilities replace Warcry and Warrior’s Charge.
Deliverance (Ex)
The furious marauder’s knowledge of restraint is soon met with the knowledge of letting loose, and bringing Deliverance. At 13th level, when the furious marauder rages, he may choose to activate deliverance to gain an additional +2 bonus to their melee attack rolls, melee damage rolls and thrown weapon damage rolls. A furious marauder cannot activate both deliverance and defiance at the same time, they make the choice each time they rage.
While deliverance is active, the furious marauder gains access to the following inner beast techniques (Like before any inner beast technique marked with an asterisk can be used in place of a regular attack):
Decimate (Ex): At 13th level, the furious marauder smashes the ground with enough force to shake the earth. The furious marauder attacks every enemy within reach with a -5 penalty, rolling the weapon’s damage dice an additional time. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. This inner beast technique costs 5 inner beast points to perform.
Fell Cleave* (Ex): At 15th level, the furious marauder rolls the dice for the attack two additional times and adds the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit or when using the vital strike feat, but are added to the total.
These abilities replace Retaliation and Shake it Off.
Inner Release (Ex)
At 19th level, the furious marauder may, as a free action, grant themselves a single round where all inner beast techniques are free. At the end of this round, they become Fatigued for one minute. They may perform this action a number of times per day equal to their Constitution modifier.
Temporary bonuses to Constitution (such as guardian's endurance) do not increase the amount of times per day he can use this ability.
This ability replaces doublestrike.





