CCamfield
First Post
I was looking over AEG's Guerilla class (in Mercenaries) and decided to plug it into the Prestige & Core Class Design Kit at Thirdedition.net (http://www.thirdedition.net/articles/article.html?id=258). If you don't know it, you could just skip to my revised version at the end of this article to see if you think it's a balanced class.
This is what I came up with as an analysis of the class. If anyone's familiar with the system and sees errors I've made, please point em out!
D10 hit dice (2)
Fighter BAB (4)
Saves - one good, two bad (0)
Skills - 6+level (4)
Skill list - 26 skills (5)
Simple weapons (2)
Martial weapons (3)
One exotic weapon proficiency (2)
Light armor (2)
Shields (2)
5 bonus feats, chosen from a restricted list, still some choice though (5x4)
Ambush attack, up to +6d4 like sneak attack (6x2)
Track at level 1 (4)
Hated enemy (2)
Trap master (this is +4 on craft: trapmaking) (2)
Ambush (+4 to hide/move silently in setting ambushes) (2)
Evasion (3)
Survivalist (survive with little to no food/water, +4 to foraging) (2)
Opportunist (3)
Improved evasion (3)
Woodland stride (1)
Trackless step (1)
Total: 81
This obviously is way overpowered, as the system evaluates the base classes to values in the 60s.
Changes: get rid of the exotic weapon profiency (which doesn't really fit), the 3rd level bonus feat (which doesn't match the progression of every 5 levels), Opportunist, Improved Evasion (both of these are a bit much, particularly since they're normally rogue-only abilities). That's 12 points, which should pretty much do it.
So the class is left with:
d10 hit dice
Fighter BAB and saves
6+Int skills/level
A very good skill list
Simple & martial weapons
Light armor and shields
Hated enemy, basically a single +2 ranger favored enemy (at lvl 1)
Bonus feat every 5 levels (4 total)
Ambush attack (2d4 at level 4, up to 6d4 at level 20)
Trap master, +4 bonus to setting traps (at lvl 2)
Ambush, +4 bonus to ambushes (at 7)
Evasion (at 9)
Survivalist (at 11)
Woodland stride (at 18)
Trackless step (at 19)
There's a bit of a gap with no special abilities for levels 13 or 14, so maybe Woodland stride could be moved to level 14.
This is what I came up with as an analysis of the class. If anyone's familiar with the system and sees errors I've made, please point em out!
D10 hit dice (2)
Fighter BAB (4)
Saves - one good, two bad (0)
Skills - 6+level (4)
Skill list - 26 skills (5)
Simple weapons (2)
Martial weapons (3)
One exotic weapon proficiency (2)
Light armor (2)
Shields (2)
5 bonus feats, chosen from a restricted list, still some choice though (5x4)
Ambush attack, up to +6d4 like sneak attack (6x2)
Track at level 1 (4)
Hated enemy (2)
Trap master (this is +4 on craft: trapmaking) (2)
Ambush (+4 to hide/move silently in setting ambushes) (2)
Evasion (3)
Survivalist (survive with little to no food/water, +4 to foraging) (2)
Opportunist (3)
Improved evasion (3)
Woodland stride (1)
Trackless step (1)
Total: 81
This obviously is way overpowered, as the system evaluates the base classes to values in the 60s.
Changes: get rid of the exotic weapon profiency (which doesn't really fit), the 3rd level bonus feat (which doesn't match the progression of every 5 levels), Opportunist, Improved Evasion (both of these are a bit much, particularly since they're normally rogue-only abilities). That's 12 points, which should pretty much do it.
So the class is left with:
d10 hit dice
Fighter BAB and saves
6+Int skills/level
A very good skill list
Simple & martial weapons
Light armor and shields
Hated enemy, basically a single +2 ranger favored enemy (at lvl 1)
Bonus feat every 5 levels (4 total)
Ambush attack (2d4 at level 4, up to 6d4 at level 20)
Trap master, +4 bonus to setting traps (at lvl 2)
Ambush, +4 bonus to ambushes (at 7)
Evasion (at 9)
Survivalist (at 11)
Woodland stride (at 18)
Trackless step (at 19)
There's a bit of a gap with no special abilities for levels 13 or 14, so maybe Woodland stride could be moved to level 14.