Guerrilla (4e Class)
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|“||Overwhelm and confuse. Scatter their forces to the four winds.||”|
|Role: Controller. You exert control over the battlefield using traps, explosions, and other means so that your forces can follow through with their attack.|
|Power Source: Martial. Being trained in secret organizations, the guerrilla is a paragon of surprise warfare.|
|Key Abilities: Dexterity, Wisdom, Constitution.|
|Armor Proficiencies: Cloth, Leather, Hide.|
|Weapon Proficiencies: Simple melee, simple ranged, military ranged.|
|Bonus to Defense: +1 Fortitude, +1 Reflex.|
|Hit Points at 1st Level: 12 + Constitution score|
|Hit Points per Level Gained: 5.|
|Healing Surges per Day: 6 + Constitution modifier|
| Trained Skills: Dungeoneering (Wis) or Stealth (Dex). From the class skills list below, choose four more trained skills at 1st level.|
Class Skills: Athletics (Str), Endurance (Con), Dungeoneering (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex).
|Build Options: Trapsmith, Demolitionist Guerrilla|
|Class Features: Used to This Sort of Stuff, Tools of the Trade, Alchemist, Superior Craftsmanship, Early Trigger, Can’t Catch Me|
Some form of guerrilla warfare has always existed throughout history. Devised mainly as a way for a few people to take out a large number of people, it has evolved over the years, integrating technology into the art form has only benefitted it.
From the hardened woodsman to the urban security system maker to the lone rebel with a cause, guerrillas are the product of the art of guerrilla warfare. Some prefer to use traps, hidden from view in the middle of battle, ready to snap out and separate limb. Others prefer the simple elegance of explosives; they reason that their simple presence is enough to scatter their enemies.
A lot of training goes into becoming a guerrilla. Just watch.
|Characteristics: Guerrillas are usually very eccentric characters, either through nervous tics as a result of constant study and the possibility of his creations trapping him or by being so thick due to their constant blowups in his face. They are often dirty with gun powdered covered clothes.|
|Religion: Honestly, guerrillas are so into their craft that the thought of adhering to a god never crosses their mind. Well, if you were playing with dynamite, would you contemplate life, the universe, and everything?|
|Races: Dwarves and gnomes make almost idealistic guerrillas with the dwarves' affinity for gunpowder and gnomish ingenuity for technology. Humans and halflings make great guerrillas, with their innovation and small hands respectively.|
Creating a Guerrilla
Guerrillas can perform their job in many different ways, but there are two distinct forms.
You're very patient with your powers, perfectly comfortable without seeing immediate rewards. You prefer to set the foundation down and sit back and enjoy the show. You're especially good at running through the heat of battle, under the swords and past the arrows, unharmed. Make Dexterity your best stat, as that is what you attack with. Wisdom is the common secondary stat for ensnarers and help with commonly associated skills.
- Suggested Feat: Defensive Mobility. (Human Feat: Well Conceived Plan)
- Suggested Skills: Thievery, Athletics, Nature, Perception, Stealth.
- Suggested At-Will Powers: Snapjaw, Gout of Fire.
- Suggested Encounter Power: Pulse Trap
- Suggested Daily Power: Chattering Teeth
The sound of the grenadier, the drop of the bomb, and the explosion of dynamite just excites you. You're not much one for planning, no. You prefer to buck up and throw whatever you've got at whatever's in front of you. Dexterity should be your highest stat. Constitution allows you to have a greater HP threshold and also compliments many explosive powers.
- Suggested Feat: Toughness (Human Feat:Bow and Bombs )
- Suggested Skills: Dungeoneering, Athletics, Endurance, Heal, Perception.
- Suggested At-Will Powers: Flashbomb, Blastback.
- Suggested Encounter Power: Tied Together.
- Suggested Daily Power: Trench Warfare.
Guerrilla Class Features
All Guerrilla share these class features.
- Used to This Sort of Stuff
- When targeted by a burst or blast, the guerrilla gets a +1 power bonus to his defenses. At 11th level, this increases to +2. At 21st level, this increases to +3.
- Tools of the Trade
Choose your tool of choice: Workshop or Launcher. This represents how your character utilizes his devices.
This is more for the trapsmith guerrilla, concentrating on traps that are laid down on the battlefield. If chosen, the guerrilla gains the tools to deactivate and regain the use of traps he has laid down. As a move action encounter power, the guerrilla can disarm one of his own encounter, utility, or daily traps and regain the use of the same power. You gain a bonus to AC equal to your Wisdom modifier against Attacks of Opportunity. At the end of each encounter, you regain all encounter, daily, and utility powers with the Trap keyword that were untriggered.
This is more for the demolitionist guerrilla, concentrating on the explosive side of traps. If chosen, the guerrilla can announce before an attack that a power with the Explosive keyword is a dud. When a power is considered a dud, place a marker indicating the explosive's position on the battle map. The guerrilla can announce at any point between the end of his turn till the end of his next turn that the power then activates, carrying on the full effect of the power. If the power isn't activated at the end of his next turn, the trap cannot be used. You can reroll one attack roll for a power with the Explosive keyword once per encounter as a free action.
Guerrillas gain the use of the Alchemist feat for free at first level. They gain any first level alchemist ritual for free.
- Superior Craftsmanship
You gain a +2 bonus to your Thievery skill when disarming a trap.
- Early Trigger
You gain the early trigger class feature.
Guerrilla powers are called exploits.