PrC: Blackwater Guerilla

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).
 

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This is the problem with poisons, say your a 10th level guerilla, you ambush your quarry, you get to spring attack someone then fade away. But, youve applied some paralytic poison to your weapon, so that foe will be incapicitated (hopefully). The problem is you can't reapply poison in the middle of battle. Your best chance would be to shoot someone with a blowdart (which requires fairly close range, as I recall) and then draw a poisoned weapon. Thats still only 2 "uses" of poison.

If you compare that to the spells a ranger gets, you come up pretty short, imo. 15th level = 4th level spells.

Also, if youre looking for more "run", did you see my suggestion about +10 speed at 2nd and every 4th level afterwards?

I also think that when you get the ambush ability your swamp bonuses should apply to initiative.

Well ok, heres my take on the class (not formatted).

[Terrain] Guerilla
Prereqs: +5 BAB, Improved Initiative, 4 ranks of Hide, 4 ranks of Swim, and 4 ranks of Wilderness Lore, plus find an existing Blackwater Guerilla willing to teach them

Favored Terrain: At 1st level you may choose a terrain from the list in the DMG. While in this terrain you gain +2 to Climb, Hide, Move Silently, Listen, Spot, Intuit Direction, and Wilderness Lore while in that terrain. At 5th level these bonuses are +3, and at 10th they are +4. At 4th level these bonuses also apply to initiative rolls. At 8th level these bonuses also apply to attack rolls with melee weapons or ranged weapons within 30ft.

Poison Familiarity: At 1st level, you may make a slowing poison (as you described otherwise). You can safely apply poison to any appropriate weapon without a chance to poison yourself. Also, each time you learn a new poison you get a cumalitive +2 bonus vs natural poisons.

Fast Movement: At 2nd level and every 4 levels afterwards you gain a +10 speed bonus. This bonus only functions while you are in light or no armor.

Sleeping Poison: At 3rd level, otherwise as you described.

Spring Attack: At 4th level you gain this feat, even if you do not meet its prerequisites. This feat only function while you are in light or no armor. Your favored terrain bonus is also applied to your inititative.

Damaging Poison: At 6th level, otherwise as you described

Ambush: At 8th level you may take a full action during a surprise round instead of a partial. Your favored terrain bonus also counts towards any melee attack rolls, or attack rolls within 30ft while in your favored terrain.

Paralyzing Poison: At 9th level, otherwise as you described.


Total Bonuses:

1- Poison Use, Slowing Poison, Favored Terrain +2
2- Fast Movement +10
3- Sleeping Poison, +2 vs poisons
4- Spring Attack, Favored Terrain bonus to initiative rolls
5- Favored Terrain +3
6- Fast Movement +20, Damaging Poison, +4 vs poisons
7-
8- Ambush, Favored Terrain bonus to attack rolls
9- Paralyzing Poison, +6 vs poisons
10- Fast Movement +30, Favored Terrain +4


Thats my take on any kind of guerilla you could want, works well in forest, swamp, mountains, etc.

Technik
 

Technik -- Sorry for taking so long to reply. I had a whole pile of work stuff, and then I got sick.

I did read your +10 movement suggestion, and I think it's a solid class ability, but not quite in flavour for what I'm going for. For similar reasons, I don't want to generalize the Guerilla to non-swamp terrains, possibly because I think that the swamp/poison relationship is well-established in genre fiction.

Following your suggestion, I kicked Ambush up to a 9th level ability.

Also, I added a free-action-in-natural terrain ability, and another poison, and I think that the Blackwater Guerilla class is done, now. It's intentionally a bit over-focused, and would probably be primarily for NPC use.

I like Technik's Guerilla class, too, and I'd like it more if it could swap out the poison use for a different package of class abilities -- maybe a sneak attack progression or a indirect fire kind of deal? -- at the option of the player.
 

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