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View Full Version : D&D 3.x Class [PEACH] Guerilla Warrior



sajro
2014-10-14, 01:14 PM
I was talking with a friend and thinking about making a alternate class feature for barbarian wich gives skirmish at the expense of Improved Uncanny dodge, Damage Reduction and Trapsense, for the following table:
EDIT: Became a new class instead... Which is now WIP




Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+0
Fast Movement +10, Ferocity 1/day, Driven


2nd
+2
+3
+3
+0
Skirmish 1d6 +0 AC


3rd
+3
+3
+3
+1
Uncanny Dodge


4th
+4
+4
+4
+1
Skirmish 1d6 +1 AC, Ferocity 2/day


5th
+5
+4
+4
+1
Passionate Assault


6th
+6/+1
+5
+5
+2
Skirmish 2d6 +1 AC


7th
+7/+2
+5
+5
+2
Trackless Step


8th
+8/+3
+6
+6
+2
Skirmish 2d6 +2 AC, Ferocity 3/day


9th
+9/+4
+6
+6
+3
Flawless Stride


10th
+10/+5
+7
+7
+3
Skirmish 3d6 +2 AC


11th
+11/+6/+1
+7
+7
+3
Greater Ferocity


12th
+12/+7/+2
+8
+8
+4
Skirmish 3d6 +3 AC, Ferocity 4/day


13th
+13/+8/+3
+8
+8
+4
Demoralizing Assault


14th
+14/+9/+4
+9
+9
+4
Uncompromising Rebellion, Skirmish 4d6 +3 AC


15th
+15/+10/+5
+9
+9
+5
Fast Movement +20


16th
+16/+11/+6/+1
+10
+10
+5
Skirmish 4d6 +4 AC, Ferocity 5/day


17th
+17/+12/+7/+2
+10
+10
+5
Relentless Ferocity


18th
+18/+13/+8/+3
+11
+11
+6
Skirmish 5d6 +4 AC


19th
+19/+14/+9/+4
+11
+11
+6
Infamy


20th
+20/+15/+10/+5
+12
+12
+6
Unstoppable Ferocity, Skirmish 5d6 +5 AC, Ferocity 6/day



Alignment: Any
Hit Die: 1d8

Class Skills:
Balance, Climb, Craft, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge(Geography), Knowledge(nature), Liste, Move Silently, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Driven:
A Guerilla Warrior is driven for a specific course, and as so she replaces wisdom modifier with Charisma modifier for will saves.

Fast Movement:
At First level the Guerilla Warrior gains a +10 feet bonus to his movement speed this increases to +20 at 15th level

Ferocity:
Once per day, the Guerilla Warrior can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. She temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but she takes a -2 penalty on ranged attack rolls beyond short range (30 feet).

He can enter this state as an immediate action, even when flat-footed at the start of combat, so she may apply the enhanced Dexterity modifier to his initiative check.

While in a state of ferocity, the Guerilla Warrior cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat she has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The Guerilla Warrior may prematurely end his state of ferocity. At the end of ferocity, she loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless she is a 17th-level Guerilla Warrior, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.

The Guerilla Warrior can invoke ferocity only once per encounter. At 1st level she can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

Skirmish:
Starting at Second level the Guerilla Warror gains the skirmish class feature, whenever she moves more than 10 feet she gains a bonus damage of 1d6 to each attack in that round, this increase with 1d6 every 4 levels to a max of 5d6 at level 18. From level 4 she also gains a +1 to AC when she have moved more than 10 feet, this increases with one every 4 levels, to a max of +5 at level 20

Uncanny Dodge:
At 3rd level the Guerilla Warrior gains Uncanny Dodge. The Guerilla Warrior cannot be caught flatfooted, aslong as he is awake, because he is instinctively aware of what is happening around him.

Passionate Assault:
At 5th she gains Battle Fortitude, she gains a bonus to initiatives equal to her Charisma modifier, because she is well sure that she is doing the right thing but has no logic to why.

Trackless Step:
A 7th level Guerilla Warrior cannot be tracked while moving through natural surroundings, as she doesnt leave any footprint or trail of smell

Flawless Stride:
A Guerilla Warrior of level 9 have learned to traverse difficult terrain quickly yo escape pursuers, and she can move through any terrain that slows movement at normal speed, although not if it requires any type of skill check to move their unless she can take 10 on the check.

Greater Ferocity:
At 11th level the Guerilla Warrior fights more ferociously and the bonuses to Str and Dex increases to +6 each, the duration also increases to last for 5+Constitution Modifier(if Positive)

Demoralizing Ambush:
When attacking a flatfooted target she can at level 13 make a demoralize attempt as a free action.

Uncompromising Rebellion:
At 14th level the Guerilla Warrior does not care for others oppinions when she is caught by his ferocity in combat and while she is in a state of ferocity she cannot be affected by compulsion effects.

Relentless Ferocity:
Starting from level 17 the Guerilla Warrior no longer suffers from being sickened when her Ferocity ends, and her Ferocity also lasts for a number of rounds equal to 6+Constitution Modifier

Infamy:
At level 19 the Guerilla Warrior is known for her actions, and she gains the Special Ability of Frightful Pressence, the radius of this aura is equal to 5 times your Charisma Modifier, all creatures with a HD less than your own plus Charisma Modifier becomes shakened for 1d6+Charisma modifier rounds, a Will save (DC 10+HD/2+Charisma Modifier) negates the effect, this is a mind affecting ability and a fear effect. This has no effect on anyone sharing her views or course.

Unstoppable Ferocity:
At level 20 her bonus to str and dex increases to +8.

Extra Anchovies
2014-10-14, 01:18 PM
A full skirmish progression is a bit too much of a gain for trading off some secondary class features, IMO, especially on a class that can gain pounce at 1st level (Spirit Totem and Totem Manifestation are actually separate ACFs, so they can pick up Pounce at 1st level despite having traded away DR). I recommend the following:

1st: +1d6
4th: +1d6/+1
7th: +2d6/+1
10th: +2d6/+2
13th: +3d6/+2
16th: +3d6/+3
19th: +4d6/+3

The other stuff looks good.

sajro
2014-10-14, 01:20 PM
We know and We are rewriting it completely so it is no longer a barbarian but at totally different class, so pounce should be that big of a problem.

EDIT: But anyways thanks for the reply and PEACH. :)

esbear42
2014-10-14, 03:02 PM
There is a class feature called terroism, that does not appear in the descriptions, while infamy is not listed in the table.:smallconfused:

sajro
2014-10-14, 03:04 PM
Ohhh, that was a work name for the Feature and where it says Terroism it is supposed to be Infamy, so I am going to change that at once.
Thanks for the heads up. :)