Yet another "Is this balanced" class q

CCamfield

First Post
This is my update of the Guerilla from AEG's Mercenaries (3.0) to 3.5, also with balancing reductions I did a while ago. Don't worry too much about Craft (explosives); it would only be included in a campaign with them.


The Revised Guerilla

The following is a revision of the Guerilla class which appears in AEG?s Mercenaries, reduced in power to something manageable, and converted to 3.5.

Alignment: Any
Hit Die: d10
BAB: As fighter
Saves: as fighter

Class Skills
The guerilla?s class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (explosives) (Int), Craft (trapmaking) (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Survival (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional level: 6 + Int modifier

Weapon and Armor Proficiency: Guerillas are proficient in simple & martial weapons, light armor and shields.

Track: The guerilla gains Track as a bonus feat at level 1.

Favored Enemy: At 1st level, the guerilla gains one favored enemy which functions identically to the ranger Favored Enemy ability.

Bonus Feats: At 5th level, and every 5 levels after, a guerilla gains a bonus feat. The bonus feats must be drawn from the following list: Alertness, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Point Black Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, and Run. A guerilla must still meet all prerequisites for a bonus feat.

Trap Master: At 2nd level, the guerilla gains the ability to build mechanical traps with great skill. He gains a +4 competence bonus to all Craft (trapmaking) checks.

Ambush Attack: If a guerilla can catch an opponent unprepared, he can strike for extra damage. Any time the guerilla?s opponent is denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the guerilla flanks the target, he deals extra damage. The extra damage is +1d4 at 4th level, and an additional 1d4 every four levels thereafter. Should the guerilla score a critical hit with an ambush attack, do not multiply the damage granted by this ability.

Creatures immune to sneak attacks or critical hits are not affected by this ability.

If the guerilla gains the sneak attack ability via multi-classing, he may gain both his ambush attack and sneak attack damage only if he deals normal damage with his attack. If he chooses to deal subdual damage, he only gains his sneak attack damage if he uses a sap or unarmed attack.

Ambush Master: At 7th level, the guerilla?s experience with setting ambushes makes him even more deadly in such a situation. When setting an ambush, the guerilla?s party receives a +4 circumstance bonus when determining awareness to see if the enemy perceives them. The bonus applies to Hide or Move Silently rolls, or whatever the DM deems appropriate to the situation.

Evasion: At 9th level, the guerilla gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex save for half damage (such as a fireball), he takes no damage with a successful saving throw. Evasion may only be used if the guerilla is wearing light armor or none at all. It is an extraordinary ability.

Survivalist: At 11th level, the guerilla can fend for himself in nearly any environment. In addition, he is so used to scraping by that he can survive with little or no food and water. A guerilla needs half the food and water each day that a normal member of his race requires. In addition, he gains a +4 competence bonus to Survival checks when trying to forage for food and need only spend 1 hour doing so when foraging for himself.

Woodland Stride: Years of fighting on the run have honed the guerilla?s skills for surviving in the wild. At 14th level, a guerilla may move through natural thorns, briars, overgrown areas and similar terrain at his normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the guerilla.

Improved Evasion: At 17th level, the guerilla?s finesse at leaping clear of dangerous effects becomes even more powerful. This ability works just like evasion, except that while the guerilla takes no damage on a successful Reflex save against spells such as fireball and breath weapons, he now takes only half damage on a failed save.

Trackless Step: At 19th level, a guerilla leaves no trail in natural surroundings and cannot be tracked.
 
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The class is only one level long - after which you would just multiclass into some other class. In those five levels it doesn't look like it's all that great compared o the Ranger - as you get comparable non-magical abilities and don't get spells - which means that you can't use wands.

The +4 bonus on trapmaking is essentially a dead level, so the only reason you'd take it is to power through to the next level to get those juicy abilities.... but that level is empty too. After that you get a d4 ambush - and that isn't that great, so there's no reason for you to have walked through a 2 level desert to get there.

But it makes a moderately decent 1st level for someone who wanted to be a Ranger but also wanted to trade their animal empathy ability and 2 points of reflex save for 2 hit points (which I personally wouldn't do, but I imagine somebody would).

That being said, if you gave it extra abilities at 2nd, 3rd, and 6th level to try to get people to take this class as a single class until they prestige classed out - you probably want to tighten up the wording on Ambush. Right now you can do subdual damage with Ambush unless you also have Sneak Attack, in which case you can't. That's probably not what you meant - but I'm not sure which part of that is the error.

-Frank
 

Hm. The class as AEG originally wrote it up did have more stuff per level, but it ended up having seemingly too much, to whit:

Level 1-2 same, lvl 3 bonus feat, level 4 ambush attack +2d4, level 5 bonus feat...

So maybe I nerfed it too much or in the wrong way? I think I solicited comments earlier whose upshot was that it was too powerful. Maybe they were't seeing the full extent of things though.

It originally had: ambush attack maxing at +6d4, bonus feats at 3, 5, 10, 15, and 20 (an irregular progression), an exotic weapon proficiency at level 1 (why? never stated), opportunist at level 14, and woodland stride at 18 instead.

The text is mostly as AEG wrote it, but I presume that they meant ambush attack can only be used for lethal damage.
 
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