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.
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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