Okay! Gonna necro this old post cos I finally got around to making a 2nd version of this that's a little more balanced and less like an amorphous amalgamation of every other class out there. I've drawn a lot of inspiration from the 'Cad' fighter archetype and 'Tavern Brawler' brawler archetype, but I've tried to make it as close to it's own thing as I can, using new original abilities and an entirely revamped progression system. Few people become Guerilla's willingly, indeed, many are thrown into the lifestyle through happenstance. Those who have lost everything, or have been shunned by society, or even born into poverty tend to be amongst the caste that forms Guerillas. Their ability to adapt and overcome stems from their ability to imrpovise makeshift solutions to problems where limited options are available, fashioning tools and equipment from scrap and refuse, and using the environment as a potent weapon. Guerilla's scrounge and salvage the battlefield to gather improvised weapons, using their light equipment loads to provide much needed agility in the face of danger, and resort to dirty fighting and underhanded tactics to gain an advantage in combat. A Guerilla is the most capable individual where resources are limited and preparation is minimal, and make for invaluable companions out in unfamiliar territory. Role: Guerilla's thrive in sticky situations, able to apply clever thinking and crude tehcnique to overcome almost any obstacle. In combat, the Guerilla utilised any nearby object to his advantage, prefering to fight with his surroundings than a traditional weapon, remaining unburdened by cumbersome equipment. Alignment: Any Hit Die: d8 Starting Wealth: 1d6 × 10 gp (average 35gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills: Appraise, Bluff, Craft, Disable Device, Disguise, Escape Artist, Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge: (Geography), Knowledge (Nature), Perception, Profession, Sleight of Hand, Stealth, Survival, Use Magic Device Skill Ranks Per Level: 6 + Int modifier. LEVEL BAB FORT REF WILL DMG SPECIAL
Weapon and Armor Proficiency:
Improvised Arsenal:
Improvised Strike:
Survivalism (Ex):
Living Light (Ex):
Guerilla Tricks:
Guerilla Tricks:
Versatile Weapon: - You may use Survivalism to add one weapon modification to an improvised weapon, so long as it resembles the base weapon required in the modification's prerequisites. The weapon does not change from simple to martial, nor martial to exotic when modified as base weapons do.
Swift Poisoning: (Req. Guerilla level 4, Poison Use) - You can apply poison to a weapon as a move action instead of a standard action. Instant Poisoning (Req. Guerilla level 16, Poison Use, Swift Poisoning) - You can apply poison to a weapon as an immediate action. Improvised Bomb: - You may prepare a number of improvised bombs per day equal to 3 + your Wisdom Modifier. The bombs behave exactly like Alchemist bombs, but instead use the damage values listed in Improvised Strike. Powerful Bomb: (Req: Improvised Bomb) - When using improvised bombs, treat your imrprovised strike damage as one size category larger. Bomb Discovery: (Req. Improvised Bomb) - You may choose one alchemist discovery that effects bombs and apply it to your improvised bombs, following the same rules as Alchemist bombs. You may select this trick multiple times, choosing a different bomb discovery each time. Equipment Trickster: - You may select one piece of equipment from the 'Equipment Trick' feat. You gain all the tricks associated with this equipment even if you do not meet the prerequisites. You may select this trick multiple times, choosing different equipment each time. Improvised Trap: - You may learn one trap from the list of Ranger Traps, and are able to prepare a number of ranger traps per day equal to 3 + your Wisdom modifier. Traps use the damage values listed in Improvised Strike. You may select this trick multiple times, choosing a different trap each time. Rogue Talent: - Upon selection, you may learn one of the following rogue talents in place of a guerilla trick, treating your guerilla level as your rogue level; - Last Ditch Effort, Papercraft Tools, Hairpin Trick, Quick Scrounge, Quick Trapsmith, Rogue Crawl, Scavenger, Surprise Attack, Trap Spotter, Unbalancing Trick, Favored Terrain, Card Sharp, Combat Swipe, Cunning Trigger, Disease Use, Black Market Connections, Camouflage - You may select this trickmultiple times, choosing a different talent each time. Dirty Fighter: - You gain 'Improved Dirty Trick' as a bonus feat. Dirtier Fighter: (Req. Guerilla level 4, Dirty Fighter) - You gain 'Greater Dirty Trick' as a bonus feat. DIrtiest Fighter: (Req. Guerilla level 10, Dirty Fighter, Dirtier Fighter) - You gain 'Dirty Trick Master' as a bonus feat. Swiper: (Req. Guerilla level 4) - You may use your Crude Combatant ability to augment Steal and Disarm combat manuevers as well as Dirty Tricks. Guile Grip: (Req. Guerilla level 4) - You may use your Crude Combatant ability to augment Trip and Grapple combat manuevers as well as Dirty Tricks. Makeshift Makeover: (Req. Guerilla level 4) - You can use Survivalism to create disguises in place of any Disguise skill checks, but with a -4 penalty. Cheap Knockoff: (Req. Guerilla level 4) - You can use Survivalism to create profession items in place of any single Profession's skill checks, but with a -4 penalty. You may select this trick multiple times, choosing a different profession each time. Tinkering: (Req. Guerilla level 4) - You can use Survivalism to create engineered items in place of any Knowledge: Engineering skill checks, but with a -4 penalty. Create Cover: (Req: Guerilla level 4) - as a full-round action, you may move loose objects nearby to create soft cover or partial cover (your choice). This action provokes an attack of opportunity. You must have enough surrounding debris or loose furniture within a 20ft radius to cover a single humanoid of your size. Advanced Cover: (Req. Guerilla level 10, Create Cover) - When using the 'Create Cover' trick, you may create full cover as a full-round action, or partial cover or soft cover as a standard action. Master Cover: (Req. Guerilla level 16, Create Cover, Advanced Cover) - When using 'Create Cover', you may create improved cover as a full-round action, full cover as a standard action, and soft cover or partial cover as a move action. In addition, you no longer provoke attacks of opportunity when using this trick. Disposable Decoy: - While wielding an Improvised Weapon, you can choose to accept a -4 penalty to your Combat Manuever Defense against Sunder and Disarm manuevers made against your weapon, if the weapon is destroyed or you are disarmed, you may make a free Dirty Trick combat manuever as an immediate action. Improved Feint: - You gain 'Improved Feint' as a bonus feat Jury-Rigging: - You are able to use the 'Mending' cantrip as a spell-like ability a number of times per day equal to 3, using nearby resources to create minor repairs to damaged objects. Stone Slinger: - Using stones instead of bullets when using a sling (any variant) or stonebow allows you to use your Improvised Strike damage in place of the regular damage. Searing Distraction: - You gain 'searing distraction' as a bonus feat
Improved Sweeping Prank (Req. Guerilla level 16, Sweeping Prank) - You can use the sweeping prank guerilla trick as a full-round action to attempt a dirty trick maneuver against a number of enemies equal to 2 + you Dexterity bonus (if any). Trecherous Blow (Req. Guerilla level 16) - When you confirm a critical hit, you can attempt a dirty trick combat maneuver as part of that attack as an immediate action. Swift Assembly (Ex):
Crude Combatant (Ex):
Clever Implements (Ex):
Temporary Arms (Ex):
Jack of All Trades (Ex):
Greater Temporary Arms (Ex):
Instant Assembly (Ex):
Master Survivalist (Ex):
Hi guys, just finished the first draft of my new homebrew class 'Guerilla', my first original class after working on Multiclass Archetypes and other sub-classes. I'm looking for some input as to what could be done to improve or balance it, I -think- I've got it fairly balanced when drawn up against the newer martial based classes, but I don't want to presume that just because one class seems powerful in one regard they all must follow the same format. A little blurb about this class; it's designed to be adaptive, self-sufficient, and a jack of all trades. Not so much in the sense it's a sneaky magic fighter, more so that it is capable of overcoming challenges with a little improvisation and cunning, having a broader skills set rather than something more refined. I've based the class mainly from other classes that offer similar playstyles, but do not fully realise the concept, mainly Rogue, Alchemist, Investigator, Brawler, Bard, Slayer and Ranger. I plan to release some archetypes alongside this class down the line, such as Arsonist, Mechanic and Ambush Artist. So, here's the basic draft I created, anything constructive you have to offer would be most helpful, since this is a new challenge for me! (I do understand that the tables are a little hard to read, the forum doesn't seem to support tables or tab-spaces between text.) Guerrilla; First Draft: GUERRILLA
Role: Guerrillas are best suited to situations that require versatility, both inside and outside of combat. Their ability to improvise in almost any situation allows them to be flexible combatants, and are able to drastically change the course of combat with their crudely made bombs and weaponry. Alignment: Any Hit Die: d8 Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills: Appraise, Craft, Disable Device, Disguise, Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge: (Geography), Knowledge (Nature), Profession, Sleight of Hand, Stealth, Survival, Use Magic Device Skill Ranks Per Level: 6 + Int modifier. LEVEL BAB FORT REF WILL DMG SPECIAL
Weapon and Armor Proficiency:
Improvised Arsenal:
LEVEL SMALL LARGE
If an improvised weapon deals more base damage than that of the Guerrilla's Improvised Arsenal ability, he may substitute that damage instead. This must be declared before the Guerrilla makes an attack with such a weapon. Survivalism (Ex):
Bomb (Su):
Trapfinding (Ex):
Guerrilla Tricks:
- Bomb Discovery: The Guerrilla may select any Alchemist Discovery that affects bombs, treating his Guerrilla level as his Alchemist level. This Trick can be taken multiple times - Rogue Talent: The Guerrilla may select any Rogue Talent (except those that affect Rogue/Ninja-specific abilities), treating his Guerrilla level as his Rogue level. This trick can be taken multiple times. - Ranger Trap: (prerequisite: Level 4) The Guerrilla gains the Learn Ranger Trap feat, expending one of his daily allotments of bombs to create it. Ranger traps created this way may use the Improvised Arsenal damage values in place of their standard damage values. This Trick can be taken multiple times - Weather-Worn: (prerequisite: Level 4) The Guerrilla no longer suffers ill effects of hot or cold climates, as though under the effects of the Endure Elements spell. - Sabotage: The Guerrilla may apply the effects of Trapfinding to other mechanical objects, gaining a bonus to Knowledge (Engineering) in addition Disable Device. - Honed Weaponry: The Guerrilla may cast the Refine Improvised Weapon, Desperate Weapon and Disguise weapon spells as spell-like abilities a number of times per day equal to 2 + his Wisdom Modifier - Jury-Rigging: You may grant Survivalism's proficiency bonus to the Knowledge: (Engineering) skill checks to create objects in addiiton to craft skills - Makeshift Munitionist: You gain Gunsmithing as a bonus feat, and may use your Survivalism skill to craft firearms and their ammunition. - Bonus Feat: You may select from the following pool of feats in place of a Trick; Improvised Weapon Mastery, Improvised Defense, Torch Fighter, Equipment Trick, Improvisational Healer, Field Repair, Chairbreaker, Nature's Weapons, Tool Optimiser, Two-Weapon Drunkard Combat, Improved Dirty Trick, Quick Dirty Trick, Dirty Trick Master, Greater Dirty Trick, Underhanded Teamwork, Improved Underhanded Teamwork and Mud in Your Eye. The Guerrilla must have the Base Attack Bonus and any feats listed here as requirements of gaining the feat, he may otherwise choose them without meeting any other prerequisites. - Track: The Guerrilla gains the Ranger's Track Ability, using his Guerrilla level in place of his Ranger level. - Handy: You may grant Survivalism's proficiency bonus to any Profession skill checks to create objects in addition to craft skills. Crude Combatant (Ex):
Swift Assembly (Ex):
Trap Sense (Ex):
Endurance:
Clever Construction (Ex):
Advanced Tricks:
- Advanced Talents: The Guerrilla may select a Talent from the list of Advanced Rogue Talents (except those that affect Rogue/Ninja specific abilities), treating his Guerrilla level as his Rogue level. - Swift Tracker: (Prerequisite; Track) The Guerrilla gains the Swift Tracker ability of Rangers, using his Guerrilla level in place of his Ranger level. - Lanch Trap: (Prerequisite; Ranger Trap) A Guerrilla can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the action of creating or setting a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the Guerrilla had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used. - Woodland Stride: Move through natural undergrowth at normal speed and without taking damage or suffering any other impairment. - Guerrilla Camouflage: (Prerequisite; Terrain Mastery Rogue Talent) Hide in any of your favored terrains, even without cover or concealment. - Artificer: You may apply your Survivalism ability to any Crafting Feats, such as Craft Wand and Craft Construct. - Seasonal Sage: (Prerequisite; Weather-Worn) For a number of hours per day equal to your Wisdom modifier, you may extend your Weather-Worn Trick to affect allies as if using Communal Endure Elements. Jack of All Trades (Ex):
Master Survivalist:
JonathonWilder wrote:
Welcome back Jonathan! Ideas are always welcome, the floor is open to any new ideas since we're currently in a state of limbo in regards to feedback. If there's something specific you're looking for, and it doesn't appear to be in the MCA PDFs, you could try searching through the dump. The dump is a little harder to navigate, and a little hard to read with the formatting, but if something existed on the MCAwiki it should be there, if not, it was likely implemented too late to be added to the wiki or lost when the wiki closed.
Alick wrote: Hey, just checking in to let you know the wiki is down. Apparently they don't do free non educational wikis anymore. Hi Alick, Our MCA Wiki has been down for some time now, and we are in the process of moving all our collected works over to the pathfinder community, you can find us here; http://www.pathfindercommunity.net/classes/multiclass-archetypes until everything is transferred, you can access our work in PDF format (look for PDFs 'Critiques' for the full works) http://www.pathfindercommunity.net/classes/multiclass-archetypes/pdf-files
Welcome to the 11th Multiclass Archetypes thread! Elghinn Lightbringer is stepping down from his role of thread moderator and the wikipedia page has been closed and it's contents moved to the PF community site. Previous work can still be found via the links below; For the dump, CLICK HERE For the completed integrated work CLICK HERE and for PDF format of all collected work CLICK HERE I'll be taking over the moderation of this thread in Elghinn's stead, but don't think of me as the authority on what passes for a finalized class, collaboration is encouraged by all participants! I'll be working alongside the other contributors on the Pathfinder Community in order to send functioning classes over to be posted for all to see and use alongside the collective works already made. As always, one or two ideas will be worked on at a time, and it's encouraged that classes be made from combinations that have not yet been used. I'll also encourage use of the Hybrid and Occult classes, as there are few MCAs using the material. Since this time we have no posting order, the order will go off first come first served to start, and I'll create a list as more people present ideas that I'll post up every now and again. I'd ask that an outline of classes are posted first, and then when we're ready to go we'll ask for the whole idea. So! If anyone has any ideas to offer up, go ahead! |