Mike Sullivan
First Post
Technik, I think that you may be underestimating the utility of the poisons. The tenth level poison seems unconscienceably strong to me -- fail your save and it's effectively an insta-kill (paralyze being roughly the same thing as death, right?), make your save, and it's still a very solid extra 7 damage on average, plus a 2 point penalty to your AC and attack rolls. Or is it your feeling that by the time the Guerilla gets there, nobody will be subject to poisons?
You're totally right that they're most like a Ranger. That's been pretty much my model for the class, and I'm pretty sure that it's far-and-away the easiest way to qualify for the Guerilla.
Seasong, you're right that they still need more of the "run" aspect of "hit and run," but I'm trying to figure out how to do that. Maybe a "free action in natural terrain" deal? That way, if they attacked you out on a plain, they aren't going to do hit-and-run (that's more the Monk's schtick anyhow), but from the forest, broken rock, or, of course, swamp, they could hit you and have effectively a much better movement than you? (Spring Attack is, of course, the first part of the hit-and-run ability).
You're totally right that they're most like a Ranger. That's been pretty much my model for the class, and I'm pretty sure that it's far-and-away the easiest way to qualify for the Guerilla.
Seasong, you're right that they still need more of the "run" aspect of "hit and run," but I'm trying to figure out how to do that. Maybe a "free action in natural terrain" deal? That way, if they attacked you out on a plain, they aren't going to do hit-and-run (that's more the Monk's schtick anyhow), but from the forest, broken rock, or, of course, swamp, they could hit you and have effectively a much better movement than you? (Spring Attack is, of course, the first part of the hit-and-run ability).