View Full Version : NPC Class (Guerilla)

2007-02-16, 11:06 PM
Sorry I don't have a fancy chart for this...

Guerilla: This represents an individual who fights against a government. A Guerilla is a weakened Rogue with elements of the Ninja class.

NPC Class

Hit Dice d6
Skill Points 4
Attack Table: Rogue
Good Saving Throws: Reflex
-Proficient with Light Armor and shields
-Proficient with all Simple Weapons. Sap, Short Sword, Flail, Rapier, Short Bow and Nunchaku

Class Skills: Bluff (Cha) Climb (Str) Diplomacy (Cha) Disable Device (Dex) Disguise (Cha) Escape Artist (Dex) Gather Information (Cha) Hide (Dex) Knowledge Local (Int) Listen (wis) Move Silently (Dex) Open Lock (Dex) Ride (Dex) Search (Int) Sense Motive (Wis) Slight of Hand (Dex) Spot (Wis) Survival (Wis)

Lvl 2 Trap finding
Lvl 3 Smite Lawful 1/day
Lvl 5 Sudden Strike 1d6
Lvl 10 Sudden Strike 2d6
Lvl 12 Evasion, Smite Lawful 2/day
Lvl 15 Sudden Strike 3d6
Lvl 20 Sudden Strike 4d6 Smite Lawful 3/day


Rebel Sergeant (Human)
3rd Level Guerilla
Str 11 Dex 13 Con 12 Int 9 Wis 10 Cha 8
HP 13 Init +5 AC 16 (+1 Dex +4 Chain Shirt +1 Lt. Shield)
Fort +2 Ref +4 Will +1 Base Atk +1
Mwk Shortsword Melee +1 (1d6) 19-20 x2
Sap Melee +1 (1d6nl) x2
Mwk Shortbow Ranged +2 (1d6) x3 60ft
Feats: Alertness, Endurance, Improved Initiative
Skills: Disable Device +4, Disguise +4, Gather Information +4, Listen +4, Move Silently +4, Spot +4
Notable Items:
Mwk Shortsword
Mwk Shortbow
Chain Shirt

Street Punk (Human)
1st Level Guerilla
Str 12 Dex 11 Con 13 Int 9 Wis 10 Cha 8
HP: 4 Init +0 AC 12 (+2 Leather)
Fort +1 Ref +2 Will +0 Base Atk +0
Nunchaku Melee +1 (1d6+1) x2
Dagger Melee+1/Ranged +0 (1d4+1) 19-20 x2
Feats: Improved Unarmed Strike, Run
Skills: Bluff +4, Escape Artist +4, Intimidate +4 Open Lock +4

2007-02-16, 11:36 PM
Why would anyone want to play a large monkey? :smallconfused:


Just kidding, anyways, lookings at it. . . it seems a little to overpowered for a NPC class, did you look at the commoner? They are usualy supposed to be weak. . . also even EXPERTS have only 10 skills, perhaps you should skin that down a little, bare necesities.

2007-02-16, 11:53 PM
I wanted a class that could actually do some useful things at 3rd or 4th level while still being clearly weaker than a Rogue (or even a Ninja).

As for the class skills I know there's a huge spread but you have far fewer points than a PC to spend so skills have to be selected carefully.

2007-02-17, 12:46 AM
Looks good. I'd drop Smite Lawful though, because Smite implies a sort of Elemental/Sacred/Profane ability to deal damage based on alignment (That's why paladin has it.) Consider replacing it with trapfinding.

Otherwise, it's pretty cool.

2007-02-17, 02:16 PM
And your fluff, well that's rebel soldier. A guerilla is an urban warrior who uses the city to hide from opponents, usually fighting in their home against soldiers from outside the city. Otherwise, plenty weak. Oh and carrion: yes those experts only have got 10 class skills, but they have chosen those class skills themselves, that's better than a 20 skills skill list.

2007-02-17, 02:34 PM
A guerilla does not have to be urban. Any resistance fighter that is more familiar with the local terrain than the people (usually an occupying force) that they are fighting.

Websters: a person who engages in irregular warfare especially as a member of an independent unit carrying out harassment and sabotage.

2007-02-17, 04:58 PM
Why would anyone want to play a large monkey? :smallconfused:
Did anyone get the number of that donkey cart? It's ape, mister.

And yeah, smite lawful doesn't really fit. Maybe bonus feats.

2007-02-17, 10:36 PM
First off, to be really technical, guerrilla (from Spanish, literally "little war") refers to the tactics: hit and run, sneak attacks, assassinations, sabatoge, etc. Guerrilla fighters don't have to be a rebel fighting against an oppressive government. They don't have to be urban or wilderness. They don't have to be on their own turf or abroad. Rebels/resistance tend to use guerrilla tactics, since they don't have the resources for more direct attacks. But they aren't the same.

I like it as a generic rebel, and I think it fits well with the standard D&D setting. It also fills a gap in the NPC ranks: there isn't really a "skilled warrior" NPC.

I don't so much like the Smite Lawful part, not because it doesn't belong in an NPC class, but because I can't see someone committing themselves to a rebellion/resistance alone to the point of being able to Smite Lawful. Eventually rebellions and resistances end, most of the time in one of two ways. One way, your guerrilla is dead or in prison. The other way, your guerrilla is living in a world that doesn't need him as a resistance fighter any more. While the rest of the class abilities make sense as training picked up over the course of a guerrilla campaign, the Smite Lawful ability wouldn't make sense (at least to me) under those circumstances.

So, change the name, and either drop Smite Lawful or replace it with something else (either way it would still be within NPC power levels).

2007-02-17, 10:47 PM
Yay! Now I can harass my PCs with actual bandits. And I would keep smite law it actually sounds pretty funny.

2007-02-18, 02:28 AM
I like the Guerilla; I myself merged the Monk and the Ninja into one class, one that I feel is a far more playable character class (I still refer to it as "Monk" and eliminated the Ninja).