Guerilla (Apath)

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Unofficial rules compendium

The guerrilla is a ranger who uses his knowledge of terrain to advantage in combat. The guerrilla is a capable infiltrator and scout, but his focus on a certain environment often puts him in a defensive role.

Class Information

This is a ranger archetype that fights better in certain terrains instead of against specific enemies.

Hit Dice: d10.

Class Features

The guerrilla has all the ranger's class features, except as noted.

Guerrilla Tactics (Ex)

At 3rd level, a guerrilla in a favored terrain gain at bonus on weapon attack and damage rolls and on Acrobatics, Bluff, Climb, and Sense Motive, skill checks equal to his favored terrain bonus in that terrain. This is a variant of favored enemy, the bonus doesn't stack with favored enemy bonuses and count as favored enemy bonuses for effects and abilities, such as hunter's bond. Guerilla tactics replaces favored enemy from level 1.

Hit And Run (Ex)

At 5th level, a guerrilla in favored terrain can use the withdraw action as a move action, although if he does so, he can only move at his speed (not double his speed). This replaces favored enemy from level 5.

Favored Stride (Ex)

At 7th level, a guerrilla gains the ability to move through natural hazards of his favored terrains (such as bogs, loose sand, snow, ice, rock slides, and so on) at his normal speed without taking damage or suffering any other impairment (in effect, this is the woodland stride ability applied to any kind of environmental hazard). Terrain hazards that have been magically manipulated to impede motion still affect him. This replaces woodland stride.

Armor Training (Ex)

At 10 level, a guerrilla learns to be more maneuverable while wearing light or medium armor. Whenever he is wearing light or medium armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, the guerrilla can also move at his normal speed while wearing medium armor. This replaces favored enemy from level 10.

Quarry (Ex)

At 11th level, a guerrilla can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a guerrilla can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A guerrilla can have no more than one quarry at a time and the guerilla must be in his favored terrain when he marks it as his quarry. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the guerrilla sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. This is a modification of the ranger's quarry.

Guerrilla Strategy (Ex)

At 13th level, a guerrilla learns to fight equally well in all favored terrains. He gains a favored terrain bonus of +4 in all favored terrains. He can no longer assign bonus to his favored terrains as he advances in level. This replaces favored enemy from level 20.

Pathfinding (Ex)

At 15th level, as a move action, the guerilla can share the favored stride ability with all allies within 30 ft. This bonus lasts for a number of rounds equal to the guerrilla's Wisdom modifier (minimum 1). If the guerilla has the companion bond version of the hunter's bond ability, he can share both abilities at once with a single move action. If he has the animal companion version of hunter's bond, the animal companion always has the benefits of favored stride. This replaces favored enemy from level 15.

Master Guerrilla (Ex)

A guerrilla of 20th level becomes a master guerrilla. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack in a favored terrain at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the guerrilla's level + the guerrilla's Wisdom modifier. A guerrilla can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A guerrilla can use this ability once per day in each favored terrain type he knows, but not against the same creature more than once in a 24-hour period. This modifies master hunter.

Table: Guerilla

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +1 +2 +2 +0 Track, wild empathy
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 1st favored terrain, endurance, guerilla tactics
4th +4 +4 +4 +1 Hunter’s bond 0
5th +5 +4 +4 +1 Hit and run 1
6th +6/+1 +5 +5 +2 Combat style feat 1
7th +7/+2 +5 +5 +2 Favored stride 1 0
8th +8/+3 +6 +6 +2 2nd favored terrain, swift tracker 1 1
9th +9/+4 +6 +6 +3 Evasion 2 1
10th +10/+5 +7 +7 +3 Armor training, combat style feat 2 1 0
11th +11/+6/+1 +7 +7 +3 Quarry 2 1 1
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1
13th +13/+8/+3 +8 +8 +4 3rd favored terrain, guerilla strategy 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Pathfinding 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, combat style feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Master guerilla 4 4 3 3

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Favored Enemy
  • Woodland Stride
  • Quarry
  • Master Hunter
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