Gurrilla - A jack of all trades survival class


Homebrew


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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
Whether a travelling nomad or a savage outlander, or perhaps a renegade living outside the law, Guerrillas are masters of survival and self-sufficiency. Their ability to improvise and adapt as the situation demands allows them a great degree of versatility, easily overcoming challenges where others would be defeated. The heart of their unpredictable nature lies in their ability to create unconventional weapons and equipment from their surroundings, and enhance their application through methods both crude and cunning. While they lack a magical affinity, they make up for their absence of arcana through use of special bombs that unleash devastating explosions that destroy and disrupt as effectively as any spell. Guerrillas are the perfect companion for situations where the odds aren't in your favor, turning even the most mundane of objects into a potent weapon and harsh environments into a devastating arena of combat.

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
1 +0 +2 +2 +0 1d6 Improvised Arsenal, Survivalism, Bomb 1d6, Trapfinding
2 +1 +3 +3 +0 1d6 Guerrilla Trick, Crude Combatant
3 +2 +3 +3 +1 1d6 Swift Assembly, Bomb 2d6, , Trap Sense +1
4 +3 +4 +4 +1 1d8 Endurance, Guerrilla Trick
5 +3 +4 +4 +1 1d8 Clever Construction (Modifications), Bomb 3d6
6 +4 +5 +5 +2 1d8 Guerrilla Trick, , Trap Sense +2
7 +5 +5 +5 +2 1d8 Bomb 4d6
8 +6/+1 +6 +6 +2 1d10 Guerrilla Trick
9 +6/+1 +6 +6 +3 1d10 Clever Construction (Bomb Energy), Bomb 5d6, , Trap Sense +3
10 +7/+2 +7 +7 +3 1d10 Advanced Tricks, Guerrilla Trick
11 +8/+3 +7 +7 +3 1d10 Jack of all Trades, Bomb 6d6
12 +9/+4 +8 +8 +4 2d6 Guerrilla Trick, , Trap Sense +4
13 +9/+4 +8 +8 +4 2d6 Clever Construction (Cold Iron and Silver), Bomb 7d6
14 +10/+5 +9 +9 +4 2d6 Guerrilla Trick
15 +11/+6/+1 +9 +9 +5 2d6 Bomb 8d6, , Trap Sense +5
16 +12/+7/+2 +10 +10 +5 2d8 Guerrilla Trick
17 +12/+7/+2 +10 +10 +5 2d8 Clever Construction (Adamantine), Bomb 9d6
18 +13/+8/+3 +11 +11 +6 2d8 Instant Assembly, Guerrilla Trick, , Trap Sense +6
19 +14/+9/+4 +11 +11 +6 2d8 Bomb 10d6
20 +15/+10/+5 +12 +12 +6 2d10 Master survivalist, Guerrilla Trick

Weapon and Armor Proficiency:
A Guerrilla is proficient with all simple weapons, bombs and any improvised weapon. He is proficient with light armor and shields (except tower shields).

Improvised Arsenal:
A Guerrilla is a versatile combatant, utilising his surroundings to improvise weaponry to devastating effect. He gains Throw Anything and Catch Off-Guard as bonus feats, meaning that he no longer suffers penalty for using improvised weapons. In addition, improvised weapons gain a critical threat range of 19–20, with a critical multiplier of ×2. Improvised weapons wielded by the Guerrilla are considered to be both improvised and manufactured for the purposes of feats and abilities.
A Guerrilla also deals more damage with his improvised weapons than others, as shown on Table; Guerrilla. The improvised weapon damage values listed on that table are for Medium Guerrillas. A Small Guerrilla deals less damage than the amount given there with her improvised weapon attacks attacks, while a Large Guerrilla deals more damage; see the following table.

LEVEL SMALL LARGE
1-3 1d4 1d8
4-7 1d6 2d6
8-11 1d8 2d8
12-15 1d10 3d6
16-19 2d6 3d8
20 2d8 4d8

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):
Guerrilla's aren't just masters at improvising weapons in the field, but also at improvising other equipment. At 1st level, a Guerrilla may substitute her Survival skill in place of any Craft skill that creates player equipment, such as alchemy, bows, traps, weapons and armor. By doing so, he gains a proficiency bonus to Survival equal to his Guerrilla level when crafting items in this fashion.
However, items crafted this way are a crude comparison to properly designed wares, and are always produced as though affected by the Craft Shoddy Item feat. This ability does not confer a bonus to the Guerrilla's Craft skills, nor does it prevent a Guerrilla from selecting this feat through other means. Any weapons or armor fashioned this was count as being improvised for the sake of feats and abilities.
In addition, the competence bonus may be extended to any Survival skill check that requires gathering, cooking, setting up camp or otherwise creating produce, protection or shelter.

Bomb (Su):
Just as an Alchemist can create bombs from alchemical materials, a Guerrilla may fashion crude explosives from similar substances. The process of creating these bombs follow a more situational approach than academic, and thus use Wisdom in place of Intelligence. A Guerrilla can use a number of bombs each day equal to his class level + his Wisdom modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a Guerrilla’s bomb inflicts 1d6 points of fire damage + additional damage equal to the Guerrilla's modifier. The damage of a Guerrilla's bomb increases by 1d6 points at every odd-numbered Guerrilla level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the Guerrilla’s level + the Guerrilla's Wisdom modifier. although bombs are classified as improvised weapons, the Guerrilla does not apply the damage bonus from Improvised Arsenal to any bomb attacks.

Trapfinding (Ex):
A Guerrilla adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). A Guerrilla can use Disable Device to disarm magical traps.

Guerrilla Tricks:
As a Guerrilla advances, he learns new tricks that expand his versatility. At 2nd level, and every 2nd level thereafter, a Guerrilla may select one Guerrilla Trick from the pool below. Except where otherwise noted, each Guerrilla Trick can only be selected once.

- 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):
At 2nd level, the Guerrilla learns how to effectively fight dirty. He adds his Dexterity modifier in addition to his Strength modifier when calculating his Combat Manuever Bonus for Dirty Tricks.

Swift Assembly (Ex):
At 3rd level, a Guerrilla can create shoddy items with astounding speed. It takes a Guerrilla half the normal amount of time to create shoddy items with his Survivalism ability.

Trap Sense (Ex):
At 3rd level, a Guerrilla gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 7th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Endurance:
A Guerrilla gains Endurance as a bonus feat at 4th level.

Clever Construction (Ex):
At 5th level, the Guerrilla learns how to adapt and improve his improvised weapons to better challenge the variety of foes he may face. He gains the ability to add one weapon modification to his improvised weapons, so long it replicates 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.
At 9th level, he may also sacrifice one of his bombs to give his improvised weapon the flaming special ability for a number of minutes equal to his Guerrilla level, or the flaming burst special ability for a number of rounds equal to his Guerrilla level. If a Guerrilla has any bomb discoveries that alter his bomb's energy, he may instead replicate a matching special ability (Acid Bomb granting Corrosive/Corrosive Burst, Forst Bomb granting Frost/Icy Burst, etc.)
At 13th level, his improvised weapons are treated as cold iron and silver for the purpose of overcoming damage reduction.
At 17th level, his improvised weapons are treated as adamantine for the purpose of overcoming damage reduction.

Advanced Tricks:
At 10th level, and every two levels thereafter, a Guerilla can select an Advanced Trick in place of a Guerrilla Trick. Unless otherwise noted, a Guerrilla cannot select an individual Trick more than once.

- 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):
At 11th level, the Guerilla can use any skill, even if the skill normally requires him to be trained. At 16th level, the Guerrilla considers all skills to be class skills. At 19th level, the Guerrilla can take 10 on any skill check, even if it is not normally allowed.

Master Survivalist:
At 20th level, a Guerrilla becomes a master of self-sufficiency and survival. Whenever a Guerrilla uses his Survivalism ability, he is no longer forced to apply the Craft Shoddy Item feat to his creations (unless he chooses to), though they retain all the benefits of being improvised.
In addition, whenever a Guerrilla makes an attack with an improvised weapon or bomb, he may perform a Dirty Trick against his foe as a free action once per turn.


Making one slight change.

I'm removing Equipment Trick from the list of Bonus Feats and creating a Guerrilla Trick from it;

- Dangerous Instruments: You may select one equipment type from the Equipment Trick feat. You may use all of it's associated equipment tricks without meeting the prerequisites.


Personally don't feel like bombs are the right flavour (or for that matter, guns with the makeshift munitionist trick) for a fantasy survivalist. I'd be more inclined to borrow from the horizon walker prestige class: Give favoured terrains and favoured terrains can can count as favoured enemies vs creatures native to that terrain. Personal preference though: archetypes are around for a reason. Besides that, seems kind of weird to have all these abilities based around improvised weapons and then make a major damage source not use them.

As is, feels like there's a lot of rogue toe-treading. I'd scrap the advanced rogue talents.

It's not clear whether you need the feats or not for the Artificer Advanced talent. It's pretty strong regardless, and might do better to make it master craftsman-like. Also craft wand is a bad example since you actually need the spell access and can't fake it.

Might suggest removing advanced talents completely; swift tracker could be level 8 to be on par with ranger, ditto woodland stride (both of these even earlier possibly), Seasonal Sage is hardly game breaking if you got it at 4th. Launch trap is the only one that needs level 10, and the others I've already addressed.

Seems pretty reasonable otherwise; something I might use in the right sort of campaign.


Thanks for the feedback Wolin,

Bombs to me seemed like a good ability to have for guerrilla warfare style fighting, and allows for greater versatility through the use of different discoveries. Unlike alchemists, these bombs are far cruder, relying on wisdom instead of intelligence. The original vision I had in mind was akin to molotov cocktails and pipe bombs, something that fit the improvisation theme. It also helped tie into the crafty nature of the class to help distance it from being a purely martial class like rogues or brawlers.

Bombs do in fact make use of the class abilities, though they do not benefit from the damage bonus from Improvised Arsenal. This is to avoid bombs being able to reach absurd damage potential (10d6 +2d10 seems a little OP for me)

the Artificer Advanced Trick was intended to allow crafting feats to benefit from the same cost reduction as normal goods, and applying the same weaknesses. I may need to amend the description better and exclude feats that rely on spells to function. But to answer your question, you don't need any feats as a prerequisite, but it would have little function without at least one.

As for the Guerrilla Tricks, I see what you mean about toe-treading. I implemented advanced talents since the Slayer class also borrowed them, and I feel the class could benefit from accessing them. The class shouldn't be too broken in doing so since it cannot access talents that effect sneak attack or other rogue-specific abilities. Guerrilla Tricks were partially based off Slayer Talents, allowing access to certain external class mechanics by 'spending' a point on them so to speak.


Amendments to current Tricks and some new ones;

- Bonus Feat: You may select from the following pool of feats in place of a Trick; Improvised Weapon Mastery, Improvised Defense, Torch Fighter Improvisational Healer, Field Repair, Chairbreaker, Nature's Weapons, Tool Optimiser, Two-Weapon Drunkard Combat, Improved Dirty Fighting, 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.

- Artificer: You gain an Item Creation Feat as a bonus feat. Your Guerrilla level counts as your Caster Level when meeting the prerequisites. Item Creation Feats may be affected by Survivalism if the Guerrilla so chooses.

- Expanded Arsenal: (Prerequisite level 6) Your Improvised Arsenal damage extends to any Simple Weapon that is not enchanted, modified or otherwise different to its base values.

- Armor Modder: (Prerequisite level 6) You can use your Clever Construction ability apply Armor Modifications to any Light Armor you are wearing. This Light Armor must be crafted with the Survivalism feat in order to work.


The feel is more alchemist archetype or a hybrid. Not enough special features to make it stand out in its own, but I like the concept. I wonder if Investigator wouldn’t be a better chassis to start with. Guerrilla feels weaker than either due to lack of spells/formulae.

Skills: add bluff, climb, knowledge (local), swim
These guys are adaptable and can blend in to the crowd.

Bombs: I think they should get scrap bombs and add rocket discovery.

Survivalism: good flavor but needs more oomph. How about using craft to give makeshift bonuses or modifications to weapons and armor that are more limited like minutes/level? Use a pool of survival/makeshift points?

Crude combatant: make this a trick. Unless the guerrilla chooses dirty tricks, this is useless.
Then add a truck to use level as bab when performing dirty trick. Or stack effects with improvises arsenal.


Onyewu wrote:

The feel is more alchemist archetype or a hybrid. Not enough special features to make it stand out in its own, but I like the concept. I wonder if Investigator wouldn’t be a better chassis to start with. Guerrilla feels weaker than either due to lack of spells/formulae.

Skills: add bluff, climb, knowledge (local), swim
These guys are adaptable and can blend in to the crowd.

Bombs: I think they should get scrap bombs and add rocket discovery.

Survivalism: good flavor but needs more oomph. How about using craft to give makeshift bonuses or modifications to weapons and armor that are more limited like minutes/level? Use a pool of survival/makeshift points?

Crude combatant: make this a trick. Unless the guerrilla chooses dirty tricks, this is useless.
Then add a truck to use level as bab when performing dirty trick. Or stack effects with improvises arsenal.

I was considering changing the class to be a rogue or ninja archetype of sorts, seeming that rogues can get bombs and bomb discoveries now through proper investment in their Rogue Talents. Rogue and Brawler were definitely the most influential in the design of this class, so I may make it a hybrid of those two and stick it on the MCA thread.


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
1 +1 +2 +2 +0 1d6 Improvised Arsenal, Improvised Strike, Survivalism
2 +2 +3 +3 +0 1d6 Guerilla Trick, Living Light (+1)
3 +3 +3 +3 +1 1d6 Swift Assembly, Crude Combatant
4 +4 +4 +4 +1 1d8 Guerilla Trick
5 +5 +4 +4 +1 1d8 Clever Implements (Damage type)
6 +6/+1 +5 +5 +2 1d8 Guerilla Trick, Living Light (+2)
7 +7/+2 +5 +5 +2 1d8 Temporary Arms
8 +8/+3 +6 +6 +2 1d10 Guerilla Trick
9 +9/+4 +6 +6 +3 1d10 Clever Implements (Cold Iron and Silver)
10 +10/+5 +7 +7 +3 1d10 Guerilla Trick, Living Light (+3)
11 +11/+6/+1 +7 +7 +3 1d10 Jack of All Trades
12 +12/+7/+2 +8 +8 +4 2d6 Guerilla Trick
13 +13/+8/+3 +8 +8 +4 2d6 Clever Implements (Alignment)
14 +14/+9/+4 +9 +9 +4 2d6 Guerilla Trick, Living Light (+4)
15 +15/+10/+5 +9 +9 +5 2d6 Greater Temporary Arms
16 +16/+11/+6/+1 +10 +10 +5 2d8 Guerilla Trick
17 +17/+12/+7/+2 +10 +10 +5 2d8 Clever Implements (Adamantine)
18 +18/+13/+8/+3 +11 +11 +6 2d8 Guerilla Trick, Living Light (+5)
19 +19/+14/+9/+4 +11 +11 +6 2d8 Instant Assembly
20 +20/+15/+10/+5 +12 +12 +6 2d10 Master Survivalist, Guerilla Trick

Weapon and Armor Proficiency:
A Guerrilla is proficient with all simple weapons. They are proficient with light armor, but not with shields.

Improvised Arsenal:
A Guerrilla is a versatile combatant, utilising his surroundings to improvise weaponry to devastating effect. He gains Throw Anything and Catch Off-Guard as bonus feats.

Improvised Strike:
A Guerilla is a master of imrpovising weapons in the field, whether it's a bottle or tankard in the heat of a tavern brawl, or grabbing the nearest set of tools and putting them to new purpose against your enemies. When a Guerilla makes an attack with an improvised weapon, he instead may strike with the damage values shown below. If the damage is less than what the improvised weapon offers, he may instead choose which damage value to use before the attack is made.
As the Guerilla advances in levels, his damage with improvised weapons increases, allowing him to make even the most unassuming object a deadly weapon. A Small Guerrilla deals less damage than the amount given there with her improvised weapon attacks attacks, while a Large Guerrilla deals more damage; see the following table.
LEVEL SMALL MEDIUM LARGE
1-3 1d4 1d6 1d8
4-7 1d6 1d8 2d6
8-11 1d8 1d10 2d8
12-15 1d10 2d6 3d6
16-19 2d6 2d8 3d8
20 2d8 2d10 4d8

Survivalism (Ex):
A Guerrilla's inventive problem-solving doesn't stop at improvising weapons, he may also improvise other equipment. He gains the 'Craft Shoddy Item' feat, and may substitute his Survival skill in place of his Craft skill when using this feat.
By doing so, he gains a proficiency bonus to Survival equal to his Guerrilla level when crafting items in this fashion. This does not prevent Guerillas from crafting with his usual craft skills, nor does it change how craft skills function. However, you may not use this ability in conjunction with other crafting feats.

Living Light (Ex):
At 2nd level, the Guerilla learns that a light load can augment his evasive techniques.
So long as you are carrying no more than a light load, you gain a +1 Dodge bonus to your AC and a +1 bonus to your Reflex Saves. This bonus increases by a further +1 every 4 levels thereafter, to a maximum of +5 at 18th level. You will lose this bonus if your equipment exceeds a light load, or if you are immobilised or helpless.

Guerilla Tricks:
At 2nd level, and every 2 levels thereafter, a Guerilla may select from a pool of tricks to augment his abilities. Unless otherwise specified, these tricks may only be taken once.

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.
Poison Use: You cannot accidentally poison yourself when applying poison to a weapon.

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
Sweeping Prank (Req. Guerilla level 10) - As a standard action, you can use a dirty trick maneuver against any two adjacent opponents that you can reach, making a separate combat maneuver check against each opponent. You must use the same dirty trick maneuver against each opponent.

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):
At 3rd level, a Guerrilla can create shoddy items with astounding speed. It takes a Guerrilla half the normal amount of time to create shoddy items with his Survivalism ability.

Crude Combatant (Ex):
At 3rd level, a Guerilla learns how to use his wits instead of his brawn when fighting dirty. You can use your Dexterity modifier in place of your Strength modifier when performing dirty trick combat manuevers. At 12th level, you may add both your strength and your dexterity modifier to dirty trick combat manuevers.

Clever Implements (Ex):
At 5th level, a Guerilla may alter the type of damage dealt by an improvised weapon to bludgeoning, piercing, or slashing damage during his turn.
At 7th level, his improvised weapons are treated as cold iron and silver for the purpose of overcoming damage reduction.
At 15th level, the Guerilla chooses one alignment component: chaotic, evil, good, or lawful; his improvised weapon strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the Guerilla's actual alignment, such as a good Guerilla choosing evil strikes.)
At 17th level, his improvised weapons are treated as adamantine for the purpose of overcoming damage reduction.

Temporary Arms (Ex):
At 7th level, when a Guerilla wields an improvised weapon, he may sacrifice the weapon's hit points to gain an advantage on her next attack during that turn. When he successfully lands an attack with an improvised weapon he may choose to sacrifice hit points on the weapon equal to the damage made in the attack, in doing so he gains a +2 competence bonus on the next attack that turn.
This ability can be used multiple times per turn, so long as the Guerilla has another attack action available. If the weapon gains the 'broken' condition, the Guerilla may no longer use this ability with the weapon.
At appropriate levels, the Guerilla uses the hardness of the materials listed in Clever Implements for his weapons when calculating object damage (10 hardness for cold Iron, progressing to 20 hardness for Adamantine).

Jack of All Trades (Ex):
At 11th level, the Guerilla can use any skill, even if the skill normally requires him to be trained. At 16th level, the Guerilla considers all skills to be class skills. At 19th level, the Guerilla can take 10 on any skill check, even if it is not normally allowed.

Greater Temporary Arms (Ex):
At 15th level, when making an attack with an improvised weapon with the 'broken' condition, he may use his Temporary Arms ability to further augment his next attack. A Guerilla can choose to gain a +5 competence bonus on his next attack with any broken improvised weapon, but upon doing so the weapon is destroyed at the end of his turn, even if he does not hit.

Instant Assembly (Ex):
At 19th level, an Guerilla can create shoddy items with his Survivalism ability with almost supernatural speed. He can create any shoddy item as a full-round action if he succeeds at the Survival check and has the appropriate resources at hand to fund the creation.

Master Survivalist (Ex):
At 20th level, the Guerilla becomes a master of self-sufficiency and adaption. Whenever he makes an attack with the Greater Temporary Arms ability, he may make a free Dirty Trick combat manuever at the end of his turn, using the last remnants of his weapon to inflict a little more suffering on his foes.
In addition, the Guerilla is no longer affected by any negative affects by the 'broken' condition on any of his equipment, but they may still be damaged or destroyed as normal. Broken weapons may be used as improvised weapons by the Guerilla, treating them as such.


an alternate proposal for the 'Temporary Arms' and 'Master Survivalist' abilities;

Temporary Arms (Ex):
At 7th level, when a Guerilla wields an improvised weapon, he may choose to apply the 'fragile' quality to it for the rest of it's use. Upon doing so, he gains an extra attack when using this weapon, but suffers a -2 to it's attack rolls.

Greater Temporary Arms (Ex):
At 15th level, a Guerilla may apply the 'broken' condition to his improvised weapon in addition to being fragile, and gains an additional extra attack. The weapon suffers the normal -2 to it's attack rolls, plus a further -2 from the broken condition. This ability still applies if his weapon becomes broken by any other means.

Master Survivalist (Ex):
At 20th level, the Guerilla becomes a master of self-sufficiency and adaption, and gains the following benefits;

- He may treat any broken manufactured weapon or weapon created with the Survivalism ability as an improvised weapon for the purposes of feats and abilities.

- He ignores any negative effects imposed by the craft shoddy item feat or the 'broken' condition on any of his equipment.

- When using a weapon that is both fragile and broken, the Guerilla may choose to destroy his improvised weapon after successful attack and make a free Dirty Trick combat manuever as an immediate action.


Not quite sure what works best here, I'm looking for an ability that trades the durability of the weapon for a bonus of some kind, in an attempt to reward treating improvised weapons as disposable.

Any suggestions?


In order to make people actually want to use improvised weapons, I think you need a bigger bonus that comes online earlier and stacks up as you go, and it has to be at least as good as an enchanted weapon, as otherwise people will just do that.

A greatsword does 2d6 damage, which is higher than the improvised weapon damage for most levels. It can be masterwork starting around second or third level, and then slowly get enchanted to do more cool things. Extra attacks is one way to keep pace, I might also suggest some sort of attack bonus for using objects in the area, one which is roughly on par with Automatic Bonus Progression's attack bonus. Try to make it so that enchanted weapons are pretty much on par with improvised ones, and even if it feels like you're handing out a lot of bonuses, you're actually just giving the character a bunch of money to spend on cool gadgets.


Duilin wrote:

In order to make people actually want to use improvised weapons, I think you need a bigger bonus that comes online earlier and stacks up as you go, and it has to be at least as good as an enchanted weapon, as otherwise people will just do that.

A greatsword does 2d6 damage, which is higher than the improvised weapon damage for most levels. It can be masterwork starting around second or third level, and then slowly get enchanted to do more cool things. Extra attacks is one way to keep pace, I might also suggest some sort of attack bonus for using objects in the area, one which is roughly on par with Automatic Bonus Progression's attack bonus. Try to make it so that enchanted weapons are pretty much on par with improvised ones, and even if it feels like you're handing out a lot of bonuses, you're actually just giving the character a bunch of money to spend on cool gadgets.

The weapon damage for improvised weapons does indeed scale, using a similar progression system to monks/brawlers with Unarmed Strike.


Tyrannical wrote:

Not quite sure what works best here, I'm looking for an ability that trades the durability of the weapon for a bonus of some kind, in an attempt to reward treating improvised weapons as disposable.

Any suggestions?

You might want to look at the Barroom Sphere from Spheres of Might. Quite a few talents are about using improvised weapons, then inflicting the broken condition on a fragile weapon in order to gain particular bonuses.


Sorry for the late response!

Yeah, I think I can work with some of that Barroom stuff into the abilities.

Temporary Arms (Ex):
At 7th level, when a Guerrilla wields an improvised weapon, he may make cleave attacks as though he possessed the 'cleave' feat. You do not suffer a penalty to your armor class as you would normally when using this ability, but instead your improvised weapon loses hit points equal to the damage made in your first attack (subtracting hardness as normal).

In addition, any improvised weapon you possess that has a hardness of 5 or below is treated as 'fragile', fragile improvised weapons grant a +2 competence bonus to cleave attacks made in this manner.

Greater Temporary Arms (Ex):
At 15th level, a Guerrilla may enhance his temporary arms ability to greater effect. He is now treated as though having the 'great cleave' feat, with no AC penalty. However, the improvised weapon you wield loses hit points equal to the damage dealt to every foe struck bar the last.

In addition, any improvised weapon you wield with the 'broken' condition inflicts an additional 1d4 bleed damage to each foe struck.

Master Survivalist (Ex):
At 20th level, the Guerilla becomes a master of self-sufficiency and adaption, and gains the following benefits;

- He may treat any broken manufactured weapon or weapons created with the Survivalism ability as an improvised weapon for the purposes of feats and abilities.

- He ignores any negative effects imposed by the craft shoddy item feat or the 'broken' condition on any of his equipment, such weapons are automatically treated as being 'fragile'.

- Any improvised weapon the Guerrilla wields that becomes destroyed by any means allows the Guerrilla to make a free dirty trick against a foe within 5ft as an immediate action.


And here's a bunch of new tricks (or old ones I reworked) I'm adding to the list;

- 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

- Munitionist: (Req. Guerrilla level 4) You gain Gunsmithing as a bonus feat, and may use your Survivalism skill to craft firearms and their ammunition.

- Armor Modder: (Req. Versatile Weapon) You can use Survivalism create Armor Modifications for any light armor you possess that has also been crafted with Survivalism, or as part of creating the armor initially.

- Trickster Teamwork: You gain Underhanded Teamwork as a bonus feat. Your allies are also treated as possessing this feat.

- Improved Trickster Teamwork (Req. Underhanded Teamwork, Dirty Fighter): You gain Improved Underhanded Teamwork as a bonus feat. Your allies are also treated as possessing this feat.

- Foul Play: You gain 'Mud in Your Eye' as a bonus feat


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Okay! So I worked a little more on this, I think I have a finished version of the class, complete with racial bonuses and archetypes.

Guerrilla (Final Version)

Please enjoy! I'll perhaps try my hand at more classes soon, looking at mechanics that don't get as much appreciation, just like Improvised Weapons.

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