Marine
Marines CR 1 Human fighter 2 TN Init +6; Senses Perception +1
DEFENSE AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 19 each (2d10+4) Fort +4, Ref +2, Will +1; +1 vs. fear Defensive Abilities bravery +1
OFFENSE Speed 30 ft. Melee boarding pike* +5 (1d8+3/×3) or short sword +4 (1d6+2/19–20) Ranged light crossbow +4 (1d8/19–20)
Ballista +4 or Catapult +7
STATISTICS
Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Exotic Weapon Proficiency, Improved Initiative, Power Attack, Weapon Focus (boarding pike*)
Skills Climb +7, Knowledge (engineering) +5, Swim +7
Combat Gear potion of cure light wounds;
Other Gear: masterwork studded leather, light crossbow with 10 bolts, boarding pike*, short sword, grappling hook and 50-ft hemp rope
SPECIAL ABILITIES: Exotic Weapon Proficiency Marines have Exotic Weapon Proficiency in whatever type of siege engines are carried aboard their ships.
