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View Full Version : Pathfinder Prestige Class - Insurgent [PEACH]



Lord of Shadows
2015-12-17, 01:49 PM
This is the second Prestige Class from a home brew campaign setting (see sig) designed for use with the Pathfinder RPG. The campaign setting was created many years ago by a group of users here on GITP and - as far as I know - little if any was ever posted for review or comment by the general playground. Much of this material was assembled from incomplete discussions or rough draft posts, and has had little or no playtesting. This is a short 5 level Prestige Class. Any and all feedback is appreciated.

Insurgent Prestige Class

“It is better to die on your feet than to live on your knees!” – common Insurgent motto

Requirements: Human, any non-lawful alignment, BAB +4, Bluff 5 ranks, Disguise 5 ranks, Stealth 5 ranks, Survival 5 ranks, Iron Will

Hit Die: d10

Class Skills: Bluff (Cha), Climb (Dex), Craft: Trapmaking (Int), Craft: Alchemy (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Linguistics (Int), Knowledge (Architecture, Engineering, Geography, Local) (Int), Perception (Wis), Profession: Any (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis)

Skill Points at Each Level: 4 + Int modifier

Table: Insurgent Prestige Class


Level
BAB
Fort
Ref
Will
Special




1

+1

+0

+1

+2
Secret Network




2

+2

+0

+2

+3
Cover; Cunning Engineer +2




3

+3

+1

+2

+3
Fleetfoot; Sabotage




4

+4

+2

+2

+4
Cunning Engineer +4; Trackless




5

+5

+2

+3

+4
Sneak Attack +1d6



Class Features

Weapon and Armor Proficiency: The Insurgent is proficient with all simple and martial weapons, but only light armor and no shields except a Buckler.

Secret Network (Ex): At 1st level the Insurgent gains one NPC loyal to their cause who is capable and amenable to offering support in the form of information, weapons, shelter, or other valuable resources for furthering the cause of freedom. Such help will be lost should the contact be detected by the enemy. Each new Insurgent level gains one additional contact in another geographic area.

Cover (Ex): At 2nd level, the Insurgent acquires a suitable cover story for the purposes of concealing their freedom-fighting efforts. If questioned, the Insurgent gains +5 on any Bluff and Disguise checks related to concealing their efforts using this story.

Cunning Engineer (Ex): At 2nd level, an Insurgent can detect structural weaknesses with a +2 bonus on any relevant Skill checks and if successful can use this knowledge to gain a +2 on Disable Device checks to sabotage the structure, or to remove existing sabotage. This bonus increases to +4 at 4th level. When attempting to destroy a structure, the effective hardness of the target is decreased by the total levels gained as an Insurgent.

Sabotage (Ex): At 3rd level an Insurgent knows how to set and trigger containers of Alchemist’s Fire, acid, and other explosive material and knows exactly where to place mechanical and magical traps for the greatest effect.

If placing a container, the Insurgent makes a Disable Device check against the container’s break DC. If successful, the item is rigged and can be discharged. Discharge of the device acts like a Coup de Grace against the object. If the object is destroyed, the trap detonates. If the object survives, it must make a Fortitude save (DC 10+damage dealt), applying its own hardness as a Fortitude bonus, or be ruined. Any creatures caught in a blast area take double damage and get a Reflex save (DC 10+damage dealt) for half. These can be set to trigger after a specified time, set off manually, or remotely triggered by the Insurgent.

If the Insurgent has both a container and a trigger already prepared, it takes a full round to set a device, which allows attacks of opportunity. To place a trap, the Insurgent makes a Disable Device check against the disable DC of the trap. If successful, the trap is set and will function as designed with a -1 to any Saves. The Insurgent can prepare such devices ahead of time with the Craft (Trapmaking) skill. Containers and triggers must be stored and transported separately or risk spontaneous detonation (cumulative 10% chance per hour).

Fleetfoot (Ex): At 3rd level, while moving overland through known terrain, the Insurgent receives only half any normal penalty to movement. Base speed increases by +10.

Trackless (Ex): Starting at 4th level, an Insurgent leaves no trail in known terrain and cannot be tracked. She may choose to leave a trail if so desired.

Sneak Attack: At 5th level, the Insurgent gains a sneak attack as a Rogue. This stacks with the sneak attack ability gained from any class with the same ability.

khadgar567
2015-12-17, 02:03 PM
looks like this class can used to support upcoming vigilante class

Lord of Shadows
2015-12-17, 04:27 PM
looks like this class can used to support upcoming vigilante class

Hmmm... Yes, there could be some interesting synergy there. Thanks!