*completed* Guerrilla - A Martial Controller Class For Dungeons And Dragons, 4th Edition

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1034 AV, Demercian/Fallonian Border The tension between the metropolis of Fallow and the republic of Demercius have become unfavorable in the grand scheme of Antheraposian politics. With Fallow’s sudden turn towards an isolationist fascism while brooding over maintaining a vicious imperialist campaign, Demercius is thought to be first on the country’s list to “persuade” over to their side. That couldn’t be farther from the truth. Fallow’s first move was sending delegates to the Demercian capital of Staffhaven and demanding that the Demercian Council surrender itself to the Fallonian Empire’s will. As Demercians, we refused and kicked their sorry asses out. That’s when, I suppose, our unit was sent off to “scout” for any signs of Fallonian invasion. “Affirmative,” Sora said, lowering the scope of her rifle. “A unit of outfitted Fallonians en route towards the border.” They were marching through a strait of dry land inside the swamps that dominated the northern side of the Demercian Gulf. The dragonborn nodded towards her halfling comrade. “I’ll get right on it,” the trapsmith responded, hefting up a bag and ducking through some bushes, running down the hill they were stationed on. The Spellguards stood anxiously behind the dragonborn sniper, awaiting her orders. Sora noted their nervousness. “Here’s the plan,” she started, turning around and gripping the barrel of her rifle. “We’ll have Grom, our demolitions expert, rout the unit towards the valley at the bottom of this hill.” She lifted her hand and pointed vaguely west. “When they fall prey to the trapsmith’s devices, you will rush in and take them by surprise.” A few of soldiers nodded, but the rest looked from one to the other.

to the arcane arts, whereas Sora was taught to strike first, fast and hard; in her school of combat, the means do justify the ends. If it weren’t for the little unit of guerrillas that the original Council created, the Royal Magocracy would be still ruling today. Sora didn’t need her scope to see what was going on now. Explosions enveloped a small area of the swamp, rising above the canopy of trees. The swordmages now placed their hands of the hilts of their swords in preparation. The dragonborn lifted her hand. “A few more minutes, please.” The unit relaxed. Sora lifted her rifle and peered through the treetops below, trying to see where those Fallonian dogs were going. She spotted most of them running down the strait and a few running off into the swamps. She could see more explosions on either side of the strait. Grom was trying to keep them on course. She skipped ahead and saw the halfling ducked behind a tree, trying to keep himself unnoticed. “Ready...” she said, lifting a hand to signal the Spellguards. The Fallonians were continuing down the strait. “They’re entering the valley... hold steady, on my gunshot...” An orchestra of mechanics and painful cries met them in the valley as they triggered every trap in the book. Screams of pain and surprise filled the swamplands. Sora focused on one Fallonian in the middle of the carnage, completely untouched, yet trying to rally the troops. She bit off a bullet and saw his arms fall to his side. He stumbled around for a moment, grasping his head. That’s one less Fallonian at least. Sora lowered her rifle, retracting her vision back to normal. Her tabard swayed lightly in the wind as the Spellguards charged down the hill to finish the small unit off. Her father would’ve been proud.

The dragonborn smiled at their bewildement. These soldiers were taught by the Council to use and employ honorable combat and dedication

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Table of Contents The Guerrilla: A Martial Controller Class for Dungeons and Dragons, 4th Edition is a custom class designed for the 4th edition rule set of Dungeons and Dragons. Made for use with the core books Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, available from Wizards of the Coast. Written by CJ Lewis ([email protected]) Cover by Alycia Barboza Art by Chrisopher Miller, Ricky Davidson, Alycia Barboza, LeSam, Cindy Lewis, Dillerkind, Matt Evans, Kayla Courtoy Playtested by Kayla Courtoy, Daniel Brickey, Forest Myerson, Alycia Barboza, Michael Franchi, Askir Special thanks to Daniel, Ricky, Kayla, and Forest. You guys are the absolute best. And Alycia too; thanks for letting me sit there and babble on about mechanics, even if that isn’t your favorite part of the game. I love you. :) And to the Martial Controller enthusiasts on the Wizards forums. For Fallow! Free to use, free to distribute, NOT free to sell. All inquiries can be made to [email protected].

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Foreword: The Martial Controller.....3 The Guerrilla Class............................4 Paragon Paths..................................19 Epic Destinies...................................26 Feats..................................................28 Tools..................................................30 Hybrid Guerrillas..............................33 Trap Markers.....................................34

The Martial Controller “The martial power source is about taking resources and abilities that have clear limits for other classes and demolishing those limits through focus, training, and skill.” – Mike Mearls, Design and Development, 08/20/2007 “… The controller definition morphed into the opposite of the leader. If the leader sets up his allies and encourages teamwork, the controller screws up his enemies and hinders their ability to work together. The area damage aspect of the controller does play into that (it makes bunching up a bad idea) but in practice controllers need a little more to embrace their role.” – Mike Mearls, EnWorld, 12/15/2008 There will never be a universally accepted martial controller. Ever. The martial controller, to most people, is a total contradiction. How could one man, armed with nothing but wits and a weapon, control mass amounts of people? “Never,” says one person, “without some sort of technological advantage, and what’s so martial about that?” I’m sure that demolitionist overseas likes to hear that any fool can pick up a bomb and use it effectively. I’m sure that people who had to use traps to secure themselves nourishment for an evening were just average-joes with no skill. “Impossible,” says another. “That stretches my believability.” Then, in the next breath, they advocate a game where they pretend to be elves with magical fireball hands for hours on end. Amazing; its almost like they forgot what this game is all about. “But if there are traps around, then the DM will constantly have to metagame in order for monsters to get into traps!” Yes, I’m sure the bugbears are watching their feet as they chase your friend’s halfling bard around.

rather not deal with the political overtones of the sniper build and its paragon paths. This class is a special class for special groups. If you want the presence of refined mechanical devices in your game, then by all means, make this class available to your players. If you want some friction between ideologies, then please, put this in your campaign. The guerrilla class is the best example of a martial controller (although admittedly, I may be a bit biased). If you wish to fill the hole in the class symmetry, then use this class. Or don’t. Don’t bitch at me if you don’t want a martial controller in your game. After all, it’s just a game. Additionally, the guerrilla class is an exercise in game theory within the 4th edition rule set of Dungeons and Dragons. It’s something new with brand new mechanics. Too often do we see fanmade homebrew with nothing new or exciting, it is more often than not a mundane carry-over from 3rd edition or some lame idea stolen from anime or video games. A martial controller with something new to contribute to the game; I can hear the purists crying. Lastly, its impossible for only a handful of people to find the kinks in a class as big as the guerrilla. 141 powers, 10 paragon paths, 2 epic destinies, 15 feats, 14 tools, and a hybrid. I may have looked over something; my friends may have looked over something. If something seems messed up, then by all means, get a pen and cross it out and write something in. Otherwise though, enjoy. I know I have. :)

The guerrilla class is not for every campaign setting. The advanced technology of the trapsmith build does not mesh well with low-magic/technology worlds. The demolitionist build does not feel right in a low-resource campaign. The sniper build does not fit well in a world without firearms. The guerrilla’s flavor is not for every gaming group. Some people would rather not deal with a comical and cartoonish inventor, whose devices seem to backfire all the time. Other groups would

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Guerrilla

“Overwhelm and confuse. Scatter their forces to the four winds.” CLASS TRAITS Role: Controller. You exert control over the battlefield using traps, explosions, and other means, destroying enemy formations and disrupting preconcieved plans. Source: Martial. Being trained in secret organizations, the guerrilla is a paragon of surprise warfare. Key Abilities: Dexterity, Intelligence, Constitution, Wisdom. Armor Proficiencies: Cloth, Leather, Hide. Weapon Proficiencies: Simple melee, simple ranged, military ranged. Tools: Workshop, launcher. Bonus to Defense: +1 Fortitude, +1 Reflex. Hit Points at 1st Level: 10 + Constitution score. Hit Points per Level Gained: 4. Healing Surges: 6 + Constitution Modifier. Skills: Trained in either Dungeoneering (Wis) or Thievery (Dex). Choose three more skills. Athletics (Str), Dungeoneering (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex). Build Options: Trapsmith guerrilla, demoltionist guerrilla, sniper guerrilla. Class Features: Used to This Sort of Stuff, Tools of the Trade, Alchemist, Superior Craftsmanship, Trap Utilization 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 and integrating technology into the art form has only been beneficial. From the hardened woodsman to the urban security sys tem 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. Remember your creed. Remember your people! Revolution is at hand!

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Creating a Guerrilla Guerrillas utilizize Dexterity, Intelligence, Constitution, and Wisdom for their different powers. This books contains three class builds: the trapsmith guerrilla, the demolitionist guerrilla, and the sniper guerrilla.

Trapsmith Guerrilla 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 heart of a battle, under the swords and past the arrows, unharmed. Make Dexterity your best stat, as that is what you attack with. Intelligence is the common secondary stat for trapsmiths and help with commonly associated skills. Suggested Feat: Defensive Mobility. Suggested Skills: Thievery (Dex), Nature (Wis), Perception (Wis), Stealth (Dex). Suggested At-Will Powers: Snapjaw, Gout of Fire. Suggested Encounter Power: Pulse Trap. Suggested Daily Power: Chattering Teeth.

Demolitionist Guerrilla 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. Suggested Skills: Dungeoneering (Wis), Athletics (Str), Nature (Wis), Perception (Wis). Suggested At-Will Powers: Flashbomb, Blastback. Suggested Encounter Power: Tied Together. Suggested Daily Power: Trench Warfare.

Sniper Guerrilla You prefer to control the battlefield from a long distance, patiently waiting for that opportune moment. The sound of your rifle going off and the spray of blood warn your enemies that it is you that truly rules this battlefield. A master of stealth to be sure, you linger behind your allies and blast away your enemies. Dexterity should be your highest stat, as you rely on this stat for your attacks. Wisdom gives you the bonuses in certain skills you need and benefits certain sniper attacks. Choosing the Weapon as your Tool of the Trade will greatly help your cause. Suggested Feat: Far Shot. Suggested Skills: Dungeoneering (Wis), Athletics (Str), Perception (Wis), Stealth (Dex). Suggested At-Will Powers: Sudden Shot, Crippling Shot. Suggested Encounter Power: Duck For Cover. Suggested Daily Power: Frightening Shot.

Class Features Used to This Sort of Stuff: When targeted by a burst or blast, the guerrilla gets a +1 power bonus to his AC and Reflex for that attack. At 11th level, this increases to +3. At 21st level, this increases to +5.

Tools of the Trade: Choose your tool of choice. This represents how your character utilizes his devices. Workshop: 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 Intelligence modifier against opportunity attacks. Launcher: This is more for the demolitionist guerrilla, concentrating on the explosive side of traps. If cho-

Guerrilla Overview Characteristics: Guerrilla characters can go either way when it comes to personality. They can be lighthearted and hopeful, using their technology to create a brighter future or they can be grim and brooding, striking a vendetta against a certain person or people. 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? Possibly. 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.

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sen, 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 grid. 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 dud cannot be used. You can reroll one attack roll for a power with the Explosive keyword once per encounter as a free action. Weapon: This is for the sniper guerrilla, taking shot after shot and picking off foes. If the weapon follow through. Once per encounter, when you miss with an at-will, encounter or daily attack power with the Weapon keyword, you may retry the same attack against an creature within 3 squares. If you choose to do this, you forgo any sort of miss effect. Alchemist: Guerrillas gain the use of the Alchemist feat for free at first level. They gain any first level alchemist ritual for free. Superior Craftsmanship: When disarming a trap, the guerrilla gains a class bonus of +3. Trap Utilization You gain the fancy footwork and can’t catch me powers.

Guerrilla Powers Your powers are called exploits. They consist of different mechanical and skillful abilities that you have. Can’t Catch Me Guerrilla Feature As your enemy dives to strike you, you place an inconvenient leg for him to stumble over. At-Will ♦ Martial Free Action Personal Trigger: An enemy misses you with a melee attack. Target: The triggering enemy. Effect: Slide the target 2 squares. At 11th level, slide the target 3 squares. At 21st level, slide the target 4 squares.

Fancy Footwork

Guerrilla Feature Ducking nimbly, you place the butt of your rifle against your foe’s stomach, pushing him away. At-Will ♦ Martial, Tool Move Action Melee touch Target: One creature. Attack: Dexterity vs. Reflex Hit: Push the target 1 square. At 11th level, push the target 2 squares. At 21st level, this increases to 3 squares.

Level 1 At-Will Exploits Blastback

Guerrilla Attack 1 Created to clear the rock of the Coppercap Mountains, they do other things as well. At-Will ♦ Martial, Tool, Force, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: Dexterity modifier force damage and the target is pushed 1 square. 21st Level: 2d6 + Dexterity modifier damage force damage.

Crippling Shot

Guerrilla Attack 1 Your gunshots break their focus. At-Will ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 1[W] + Dexterity modifier damage and the target takes a -2 to damage rolls until the end of your next turn. 21st Level: 2[W] + Dexterity modifier damage.

Flash Bomb

Guerrilla Attack 1 Once thrown, the little cylinder hits the ground and unleashes its miniature arcane sun, blinding your enemies. At-Will ♦ Martial, Tool, Radiant, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 1d6 + Dexterity modifier radiant damage and the target gets a -2 to their next attack roll. 21st Level: 1d6 + Dexterity modifier radiant damage.

A Note about Trap Powers With this class comes the Trap keyword for powers. When using a power with the Trap keyword, you do not attack in the standard fashion. Rather, you set the trap in an unoccupied square within range. The trap’s attack and effect are triggered only when a creature steps into the square as a free action. This does not count as your immediate action for the round. Additionally, you cannot set more than one trap in a single square. The trap is expended once triggered, unless otherwise said so. At the end of each encounter, you regain all encounter, daily, and utility powers with the Trap keyword that you used that were untriggered.

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Gout of Fire

Guerrilla Attack 1 This trap launches a tower of fire once activated. At-Will ♦ Martial, Tool, Trap, Fire Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 1d6 + Dexterity modifier fire damage and the target is pushed 1 square. 21st Level: 2d6 + Dexterity modifier damage fire damage.

Hamstring Shot

Guerrilla Attack 1 You shoot out their legs out from under them. At-Will ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 1[W] + Dexterity modifier damage and the target is slowed until the end of your next turn. 21st Level: 2[W] + Dexterity modifier radiant damage.

Plate Shatterer Bomb

Guerrilla Attack 1 Unleashing a boom of concussive force, this explosive destroys the ground beneath it. At-Will ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 1d6 + Dexterity modifier and you create difficult terrain in a number of squares equal to your Constitution modifier until the end of your next turn. 21st Level: 2d6 + Dexterity modifier damage.

Snapjaw

Guerrilla Attack 1 One of the most basic traps to make. Step in the middle and chomp! At-Will ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 1d8 + Dexterity modifier damage and the target is immobilized until the end of their next turn. 21st Level: 2d8 + Dexterity modifier damage.

Spinning Razor Trap

Guerrilla Attack 1 A piece of razor wire swipes at your enemy’s leg, cutting him down. At-Will ♦ Martial, Tool, Trap Standard Action Ranged 5. Target: One creature. Attack: Dexterity vs. Fortitude. Hit: 1d8 + Dexterity modifier damage and the target is knocked prone. If the target was moving, its move action ends. 21st Level: 2d8 + Dexterity modifier damage.

Sudden Shot

Guerrilla Attack 1 A gunshot rings through the area, shaking your foes. At-Will ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 1[W] + Dexterity modifier damage and enemies adjacent to the target grant combat advantage until the end of their next turn. 21st Level: 2[W] + Dexterity modifier damage.

Level 1 Encounter Exploits Duck for Cover

Guerrilla Attack 1 An enemy is struck by a bullet and his friends dive for cover. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 1[W] + Dexterity modifier damage. Effect: A number of enemies adjacent to the target equal to your Wisdom modifier fall prone.

Jumping Trap

Guerrilla Attack 1

This trap? It can smell your fear. Encounter ♦ Martial, Tool, Trap, Reliable Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 1d10 + Dexterity modifier damage. Special: If a creature enters a square adjacent to the Jumping Trap, it is triggered as normal.

Pulse Trap

Guerrilla Attack 1 You see, if you place this unstable electrical charge under this plate here... Encounter ♦ Martial, Tool, Trap, Lightning Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Fortitude. Hit: 2d6 + Dexterity modifier lightning damage and the target is knocked prone. Workshop: The target is dazed until the end of your next turn.

Traps: How Do I Get These Things to work?! Through many sessions of playtesting, the most voiced comment was difficulty with getting traps to go off. Understandable, but to play a trapsmith guerrilla, you’ve gotta get used to being very patient. Do not expect same-turn benefits. Think of yourself as a tactical mastermind than just a guy with lots of traps. Just wait. When that one turn comes up where one enemy stumbles around the battlefield, triggering all of your traps, you’ll appreciate it.

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Quaking Blast

Guerrilla Attack 1 The explosive sits on the ground for a second before erupting and destroying the ground around it. Encounter ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: One creature. Attack: Dexterity vs. Reflex. Hit: 1d12 + Dexterity modifier damage. Launcher The area affected becomes difficult terrain until the end of your next turn.

Stumbling Shot

Guerrilla Attack 1 You bite off a bullet that hits squarely in the shoulder, throwing your enemy off balance. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage and you push the target a number of squares equal to your Wisdom modifier.

Tied Together

Guerrilla Attack 1 You aren’t satisfied with lighting just ONE stick of dynamite, are you? Encounter ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: All Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 2d6 + Dexterity modifier damage. You can choose to either knock the target prone or push them a number of squares equal to your Constitution modifier. Effect: Choose a square three squares away from the origin square and make an area burst 1 attack. Target: All Each creature within burst. Secondary Attack: Dexterity vs. Reflex. Hit: Push each secondary target 1 square.

Level 1 Daily Exploits Chattering Teeth

Guerrilla Attack 1 With its spring loaded teeth, this trap snaps and chomps. Daily ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 4d4 + Dexterity modifier damage. Make a secondary attack against the same creature. Secondary Attack: Dexterity +2 vs. Fortitude. Hit: 2d4 + Dexterity modifier damage.

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Frightening Shot

Guerrilla Attack 1 Your opponents flee before your shot. Daily ♦ Martial, Weapon, Fear Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 3[W] + Dexterity modifier damage. Effect: Enemies adjacent to the target are pushed 1 square. Weapon: Enemies adjacent to the target are pushed a number of squares equal to your Wisdom modifier. Miss: Half damage.

Opportune Misfire

Guerrilla Attack 1 A well-place shot to a weakened column sends it tumbling down. Daily ♦ Martial, Weapon Standard Action Wall 5 within range. Target: Creatures in wall. Attack: Dexterity vs. AC. Hit: 3d6 + Dexterity modifier damage. Effect: The wall lasts until the end of the encounter and is considered difficult terrain.

Trench Warfare

Guerrilla Attack 1 Pulling up a plunger detonator, the ground underneath your enemies explodes. Daily ♦ Martial, Tool, Explosive Standard Action Wall 5 within 10 squares Target: Creatures within the wall. Attack: Dexterity vs. Reflex. Hit: 2d8 + Dexterity modifier damage. Effect: The “wall” disappears immediately after this attack. Sustain minor: The wall attacks again in the same squares.

Level 2 Utility Exploits

Fire and Flee

Careful Position

Guerrilla Utility 2 You lie down and aim carefully, steadying your hand. Daily ♦ Martial, Weapon, Stance Move Action Personal Effect: You drop down to the prone position. As long as you stay in this position, you gain a +2 to attack rolls with ranged attacks with the Weapon keyword.

Compressed Blastback

Guerrilla Utility 2

1) Stick to any flat surface. 2) Run. Daily ♦ Martial, Tool, Explosive Standard Action Ranged 5 Effect: When attempting to break an object, you attack with +10 to both the attack and damage roll.

EZ Fallout Shelter

Guerrilla Utility 2 With a press of a button, a personal shelter springs up. Looks like a box to me. Daily ♦ Martial, Tool, Trap Standard Action Melee 1 Target: One square. Effect: Any creature ending its turn in the square EZ Fallout Shelter is in gains a +2 bonus to defenses against blasts and bursts and is given concealment. Launcher: You can move the EZ Fallout Shelter. While adjacent to it, you can pull it with you at half your speed.

Hasty Retreat

Guerrilla Utility 2 Seeing the enemy advance, you make your way upwards. Encounter ♦ Martial Move Action Personal. Effect: You gain a climb speed equal to your speed until the end of your next turn.

Sudden Springboard

Guerrilla Utility 2 Unfolding it very delicately, you produce a full functioning springboard. How’d you fit it in there? Encounter ♦ Martial, Trap Standard Action Ranged 5 Target: One square within range. Effect: Place a trap marker on the square you chose. When a creature begins a jump from this square, running or not, add a power bonus of +5. This trap does not disappear instantly after triggered. Instead, it lasts until the end of the encounter.

Level 3 Encounter Exploits Firecracker

Guerrilla Attack 3 Those are awfully big firecrackers... Encounter ♦ Martial, Tool, Explosive, Fire Standard Action Area burst 2 within 10 squares Target: Three Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 2d4 + Dexterity modifier fire damage.

Guerrilla Attack 3 As the enemy forces approach, you fire once and retreat. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. Weapon: The target is immobilized until the end of your next turn. Special: You may shift half your speed before the attack.

Freezing Sap Trap

Guerrilla Attack 3 Feeling the warmth of flesh makes this concoction react... violently. Encounter ♦ Martial, Tool, Trap, Cold Standard Action Area burst 1 within 10 Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 1d6 + Dexterity modifier cold damage. The target is immobilized until the end of your next turn. Special: You may wait to trigger this trap. Normally, a trap triggers instantly as a free action.

Frozen Acid Grenade

Guerrilla Attack 3 Shards of frozen acid spray forth, sticking themselves into the skin of your enemies, thawing slowly. Encounter ♦ Martial, Tool, Explosive, Acid Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 1d6 + Dexterity modifier acid damage and the target takes 5 ongoing acid damage (save ends).

Lodge the Bullet

Guerrilla Attack 3 The piece of ammunition lodges itself in your foes’ leg, making walking painful. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. Until the end of your next turn, every square moved by the target causes a number of damage equal to your Wisdom modifier.

Springing Trap

Guerrilla Attack 3 As they place their foot down, a spring launches them up and over… Encounter ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 2d8 + Dexterity modifier damage and slide the target a number of squares equal to your Intelligence modifier. They fall prone at the end of the slide.

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Level 5 Daily Exploits Calfripper 2000

Guerrilla Attack 5 In a gutsy explosion, shrapnel spreads from its center point, flying towards the legs. Daily ♦ Martial, Tool, Explosive Standard Action Area burst 2 within 10 squares Target: Creatures within the area. Attack: Dexterity vs. Fortitude. Hit: 1d10 + Dexterity modifier damage and the target is slowed until the end of your next turn. Launcher: Add an additional 1d6 of damage. Miss: Half damage.

Desperate Routing

Guerrilla Attack 5 The battle is out of control. You fire on a group of enemies, hoping to change their direction. Daily ♦ Martial, Weapon, Fear Standard Action Area burst 1 within weapon range. Target: Each enemy in burst. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage and push the target 3 squares.

Grappling Spike Trap

Guerrilla Attack 5 A panel slides open and a grappling hook impales the target’s foot. Pulling away makes it only bleed more. Daily ♦ Martial, Tool, Trap Standard Action Ranged 5. Target: One creature. Attack: Dexterity vs. Reflex. Hit: 4d6 + Dexterity modifier damage and the target is immobilized (save ends). Every failed save causes damage equal to 3 + your Intelligence modifier. Miss: Half damage and the target is immobilized until the end of your next turn.

Mad Bomb

Guerrilla Attack 5 Some people get their way with words. If I put this chemical in here, though... Daily ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Creatures within the area. Attack: Dexterity vs. Will. Hit: 2d6 + Dexterity modifier damage. Effect: The target makes a free basic melee attack against any creature of your choice.

Shot from the Dark

Guerrilla Attack 5 Suddenly, a bullet flies through the air, launching an attack from a hidden location. Daily ♦ Martial, Weapon, Fear Standard Action Ranged weapon. Target: One target. Attack: Dexterity vs. AC. Hit: 3[W] + Dexterity modifier damage and the target is surprised until the end of your next turn. Aftereffect: The target is dazed (save ends). Miss: Half damage. The target is dazed until the end of your next turn.

10..

Sudden Spikes

Guerrilla Attack 5 Spikes fold up from an originally invisible spot. Daily ♦ Martial, Trap Standard Action Area burst 1 within 5 squares. Target: Creatures within the area. Attack: Dexterity vs. Reflex. Hit: 2d6 + Dexterity modifier damage and the spikes are considered difficult terrain until the end of your next turn. Sustain minor: The spikes are considered difficult terrain until the end of your next turn. Workshop: Any enemy that starts his turn or enters the area takes damage equal to your Wisdom modifier. Special: You may wait to trigger this trap. Normally, a trap triggers instantly as an free action.

Level 6 UTILITY Exploits Daddy Longlegs

Guerrilla Utility 6 Long spider-like legs emerge from your backpack fluidly, lifting you up. Encounter ♦ Martial Minor Action Personal Effect: Until the end of your next turn, you ignore difficult terrain. Sustain Minor: This power lasts until the end of your next turn.

Dodge Behind

Guerrilla Utility 6 As the arrow whizzes towards you, you throw yourself behind something. Daily ♦ Martial Immediate Interrupt Personal Trigger: An enemy makes a ranged attack against you. Effect: Shift half your speed to a square that grants concealment, cover, or better. Resolve the attack as normal with concealment, cover, etc.

Hide in Plain Sight

Guerrilla Utility 6 Using the shadows, you hide yourself from foes. Daily ♦ Martial Minor Action Personal Effect: You can make a Stealth check without concealment until the end of your next turn.

Junkforged

Guerrilla Utility 6 So he can’t walk very well. So what? It can still hold stuff! Daily ♦ Martial Standard Action Personal Effect: For the rest of the day, you are in control of a small sized construct minion. It cannot be utilized in a combat situation. It can carry a load of your Intelligence modifier x 10.

Rocket Punch

Guerrilla Utility 6 Strapping a large mechanical fist on, you hold it up and start to punch your foes out. Daily ♦ Martial, Tool, Weapon Standard Action Personal Effect: Until the end of your next turn, you gain threatening reach with the following attack. Sustain Standard: The rocket punch is sustained until the end of your next turn. Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier damage.

Spring Boots

Guerrilla Utility 6 As you fall, springs launch from your shoes in an attempt to soften the landing. Encounter ♦ Martial Immediate Interrupt Personal Trigger: You take falling damage. Effect: Make an Acrobatics check and consider yourself trained for this effect, including the +5 bonus.

Level 7 Encounter Exploits Annoying Itch Trap

Guerrilla Attack 7 The trap snaps onto the enemies’ leg, refusing to let go. Encounter ♦ Martial, Tool, Trap, Reliable Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Fortitude Hit: 2d8 + Dexterity modifier damage. Effect: The trap latches onto the target and moves with it. Every square moved causes 3 damage until the end of your next turn. Workshop: Every square moved causes an amount of damage equal to your 3 + Intelligence modifier.

Dead Man Walking

Guerrilla Attack 7 You ping your bullet against his helmet, shocking him. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 1[W] + Dexterity modifier damage and the target is dazed (save ends).

Flailing Chains

Guerrilla Attack 7 Erupting suddenly, chains fling from the casing of this bomb, catching enemies and pulling them in. Encounter ♦ Martial, Tool, Explosive Standard Action Area burst 2 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 2d4 + Dexterity modifier damage. Pull the target one square.

Sludge and Grime Bomb

Guerrilla Attack 7 With a muffled boom, disgusting and soiled water erupts. Encounter ♦ Martial, Tool, Explosive, Poison Standard Action Area burst 1 within 10 squares Target: Creatures in burst. Attack: Dexterity vs. Fortitude. Hit: 2d6 + Dexterity modifier damage poison damage. The target is weakened until the end of your next turn.

Spinning Dagger Trap

Guerrilla Attack 7 Blades eject from the side and an internal mechanism spins them, creating a traveling cascade of blades. Encounter ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 1d6 + Dexterity modifier damage. Effect: The trap occupies the square it was set in. Sustain Move: Move the trap three squares, attacking one adjacent target per square moved. You may only damage a creature once per round with this.

Preventing an Accident

Guerrilla Attack 7 As an enemy rears its weapon up in a deadly charge, you shoot his knees out from under him. Encounter ♦ Martial, Weapon Immediate Reaction Ranged weapon. Trigger: An enemy charges an ally within range. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage and the target is knocked prone.

Level 9 Daily Exploits Agonizing Vines Trap

Guerrilla Attack 9 Placing a foot down, the foe finds his ankle wrapped in old rusted barbed wire. Struggling makes it worse… much worse… Daily ♦ Martial, Tool, Trap Standard Action Ranged 5. Target: One target. Attack: Dexterity vs. Fortitude. Hit: 3d8 + Dexterity modifier damage and the target takes 10 ongoing damage (save ends). Effect: The target is immobilized and weakened (save ends both).

LOW TECH GUERRILLAS The guerrilla can be easily set in any campaign world. If playing in a low-resource/ low-technology game, there’s a way to play a guerrilla without losing out on too much of the class’s sthick. If you’re a little uneasy about having technically unlimited amounts of traps and explosives, pick only ranged weapon powers. For encounter or daily powers, pick trap or explosive keyword powers. In that way, you can play the class without the strain of losing your immersion.

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Copper Piece Bomb

Guerrilla Attack 9 Only a fool throws his money away. Except for when you need to get rid of your enemies in a hurricane of copper. Daily ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Creatures within the burst. Attack: Dexterity vs. Reflex. Hit: 2d8 + Dexterity modifier damage. Special: After the encounter, you can recover 1d100 copper pieces. Miss: Half damage.

Guerrilla Attack 9 After a few seconds, a ripple of electricity emerges. A few seconds later, it repeats. Daily ♦ Martial, Tool, Explosive, Lightning Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 2d10 + Dexterity modifier lightning damage. Special: At the beginning of your next turn, repeat the attack from the same origin square.

Level 10 uTILITy Exploits

Guerrilla Attack 9 You lift up and aim at your chosen target and bite off a bullet. It flies through the air, piercing and exiting foes in its path. Daily ♦ Martial, Weapon Standard Action Ranged weapon. Target: One target. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. Make a secondary attack against each enemy in between you and the target. Secondary Attack: Dexterity vs. AC. Hit: 1[W]. The target is pushed a number of squares equal to your Wisdom modifier. Special: You must be in a straight line from the target. Secondary attacks are made against enemies in the same straight line.

Curve the Shot

Gruesome End

Remote Control Cart

Grazing Bullet

Guerrilla Attack 9 An enemy’s head explodes gruesomely, spraying his allies with bodily fluids. Daily ♦ Martial, Weapon, Fear Standard Action Ranged weapon. Target: One nonminion target. Attack: Dexterity vs. AC. Hit: 3[W] + Dexterity modifier damage. If this attack bloodies the target, enemies adjacent to the target grant combat advantage (save ends). If this attack drops the target to 0 or below, enemies adjacent to the target are stunned until the end of their next turn and also grant combat advantage (save ends). Miss: Half damage.

Net Trap

Guerrilla Attack 9 Like a web, the net launches up and wraps its enemy. Daily ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 3d6 + Dexterity modifier damage and the target loses the rest of its move action, is prone, and slowed until the end of its next turn. Workshop: The target loses the rest of its move action, is prone, and slowed. (save ends). Miss: Half damage and the target is knocked prone.

12..

Rippling Burst Bomb

Guerrilla Utility 10

Launch it up juuuust a little... Encounter ♦ Martial Move Action Personal Effect: The next power with the Explosive keyword you use has an increased range of +5 and ignores cover and superior cover.

Opportunistic Dive

Guerrilla Utility 10 An enemy slings you back, but you use the momentum to find a better position. Encounter ♦ Martial Immediate Reaction Personal Trigger: You are pushed, pulled, or slid. Effect: Increase the number of squares by your Dexterity modifier. You may slide this many squares as opposed to be pushed or pulled this many squares. Guerrilla Utility 10 Sometimes you need more of a direct approach. Daily ♦ Martial Standard Action Personal Effect: You can load an at-will or encounter power with the Trap power and launch it in a straight line 5 squares away. The trap instantly triggers this way.

Rocket Boots

Guerrilla Utility 10 You wouldn’t be able to tell it, but these boots contain a self-contained propulsion system! Daily ♦ Martial Minor Action Personal Effect: You gain a fly speed of 6 (hover 1) for a number of turns equal to your Intelligence modifier.

Watchful Eye

Guerrilla Utility 10 Watching a particularly dangerous enemy, you bob and weave around him. Encounter ♦ Martial Minor Action Personal Effect: Choose an enemy adjacent to you. Until the end of your next turn, you do not provoke opportunity attacks from the target.

Level 13 Encounter Exploits Bouncy Bomb

Guerrilla Attack 13 It bounces once and the bottom half explodes. It bounces once more and the top erupts. Encounter ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 2d6 + Dexterity modifier damage. Special: Repeat the attack in another origin square that is not within the first burst within 10 squares

Clip Their Wings

Guerrilla Attack 13 You graze the inside of their leg, forcing them down. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. The target is prone and cannot walk or run until the end of their next turn.

Other-Propulsion Bomb

Guerrilla Attack 13 You wouldn’t be able to tell it, but this grenade contains a self-contained propulsion system! Encounter ♦ Martial, Tool, Explosive Standard Action Ranged 10 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 2d8 + Dexterity modifier damage. Slide the target an amount of squares equal to 4 + your Constitution modifier.

Quickacid Trap

Guerrilla Attack 13 Laying a concoction down, you wait for someone to come in and sink. Encounter ♦ Martial, Tool, Trap Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 2d8 + Dexterity modifier acid damage. The target is slowed until the end of your next turn. Until the end of your next turn, if a creature leaves a square inside the burst, they take 1d6 + your Dexterity modifier acid damage.

Spike Shower Trap

Guerrilla Attack 13 Stepping onto this trap, slivers of metal shoot up, piercing your foes’ skin. Encounter ♦ Martial, Tool, Trap Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 2d6 + Dexterity modifier damage. Special: You may wait to trigger this trap. Normally, a trap triggers instantly as a free action.

Steady Now

Guerrilla Attack 13 You patiently take aim at your target. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. Special: If you sacrifice your move action, you may add 2d6 extra damage to this attack.

Level 15 Daily Exploits Burning Smoke

Guerrilla Attack 15 Once activated, a stream of burning steam launches it like a geyser. Daily ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Fortitude. Hit: 5d6 + Dexterity modifier damage Effect: The target takes 10 ongoing damage (save ends).

Demoralizing Fire

Guerrilla Attack 15 Your gunfire shakes up your enemies. Daily ♦ Martial, Weapon, Fear Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 3[W] + Dexterity modifier damage. Effect: A burst 2 zone centered on the target is created. The zone is destroyed when the target falls below 0 hp. When it leaves this zone, it takes a -2 to attack rolls (save ends).

Excavation Bomb

Guerrilla Attack 15 An explosive specially made for those walls that just will not come down. Daily ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 3d6 + Dexterity modifier damage. Effect: Choose a number of squares equal to your Constitution modiifer of solid material. Destroy it.

Frightening Presence

Guerrilla Attack 15 With the ring of the gun still in the air, you stand up defiantly. Daily ♦ Martial, Weapon, Fear Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier. Effect: Push the target and every adjacent enemy a number of squares equal to your Wisdom modifier away from you.

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Lasting Fire Bomb

Guerrilla Attack 15 With a flash of light, the area is covered in live fire. Daily ♦ Martial, Tool, Explosive Standard Action Area burst 2 with 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 2d10 + Dexterity modifier damage. Effect: For an amount of rounds equal to your Constitution modifier, the area affected becomes difficult terrain and inflicts 5 damage per square traveled.

Medusa Eye Trap

Guerrilla Attack 15 With the eye of a medusa set inside the trap, prying the eyelids open replicates a live medusa’s effect. Daily ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Fortitude. Hit: 4d6 + Dexterity modifier damage. Effect: The target is petrified until the end of your next turn. Workshop: Target is petrified (save ends).

Level 16 Utility Exploits Give Me a Second

Guerrilla Utility 16 You seem to have the right tool for the right job. Encounter ♦ Martial Standard Action Close burst 5 Effect: Grant yourself or an ally within 5 squares a power bonus of +5 to the next skill used.

Jumper Cables

Guerrilla Utility 16

Clear! No, REALLY! CLEAR! Daily ♦ Martial Standard Action Melee touch Effect: Allow an adjacent creature to spend a healing surge at the cost of you losing a healing surge.

Powerful Magnetic

Guerrilla Utility 16 You pull out a large magnet and point it at your desired object. Encounter ♦ Martial Move Action Personal Effect: Pull a small, metal and unattended object within 5 squares to you.

Rebel Yell

Guerrilla Utility 16 After taking an enemy out, you let out the chant of your cause, frightening your foes and bolstering your allies. Encounter ♦ Martial, Fear Immediate Reaction Personal Trigger: You drop an enemy below 0. Effect: Each ally within 5 may shift 1 square. Each enemy within 5 is pushed 1 square.

14..

Unexpected Expansion

Guerrilla Utility 16 Through your (accidental) ingenuity, a blast of yours becomes bigger. Daily ♦ Martial Minor Action Personal Effect: Increase the area of the next at-will or encounter power with the Explosive keyword by 1.

Level 17 Encounter Exploits Bomberang

Guerrilla Attack 17 The name of this device is hotly debated by guerrillas. It doesn’t come back! Encounter ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 2d6 + Dexterity modifier damage. Special: You don’t require line of sight to use this power.

Eagle Eye Shot

Guerrilla Attack 17 You fire through the battle itself and your bullet seems to weave in and out of the battlefield. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One target. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. This attack ignores concealment and cover (but not superior).

Poisonous Fumes Trap

Guerrilla Attack 17 With a quick blast of spores, your foes are disoriented. Encounter ♦ Martial, Tool, Trap, Poison Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 3d6 + Dexterity modifier poison damage. The target is weakened and dazed until the end of your next turn. Until the end of your next turn, the area gives concealment to those inside.

Skip Trap

Guerrilla Attack 17 Once triggered, it jumps up and flies through the air, haphazardly landing somewhere else. Encounter ♦ Martial, Tool, Trap, Explosive Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 2d8 + Dexterity modifier damage. Effect: After activation, move the marker 5 squares in any direction. Workshop: The trap resets and is activated normally one last time. At this stage, the trap cannot be recovered with the Workshop class feature. Launcher: After being activated and slid, the trap explodes as the level 1 at-will exploit, blastback plus 1 extra die of damage.

Stabmattress Trap

Guerrilla Attack 17 A hook launches up and latches itself into the enemies back, dragging them down and pistoning daggers into their back. A very uncomfortable bed. Encounter ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 3d4 + Dexterity modifier damage and the target is prone, immobilized, and takes ongoing 10 damage (save ends all).

Wavering Morale

Guerrilla Attack 17 Your attacks break your enemies’ minds. Encounter ♦ Martial, Weapon Standard Action Area burst 1 within range. Target: Enemies in burst. Attack: Dexterity vs. AC. Hit: 1[W] + Dexterity modifier damage. The target takes a -2 to attacks until the end of your next turn.

Level 19 Daily Exploits Destruction Disk

Guerrilla Attack 19 This disk has three bombs embedded into the edges that explode in sequence as it travels. Daily ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 3d8 + Dexterity modifier damage. Launcher: Pick a square within 5 squares. Repeat the attack. Secondary Target: Each creature within burst. Secondary Attack: Dexterity vs. Reflex. Hit: 2d8 + Dexterity modifier damage. Effect: Pick a square within 5 squares. Repeat the attack. Tertiary Target: Each creature within burst. Tertiary Attack: Dexterity vs. Reflex. Hit: 1d8 + Dexterity modifier damage.

Excruciating Blow

Guerrilla Attack 19 You bullet finds it past all that flesh rubbish and makes your enemy howls in pain, swinging at anything close. Daily ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage and the target takes 5 ongoing damage (save ends). Effect: You may choose for the target to take a basic melee attack against an adjacent creature.

Flashy Bang Bomb

Guerrilla Attack 19 A barrage of flashing lights erupts from the core, making your senses FUBAR. Daily ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 3d10 + Dexterity modifier damage. The target is blinded, deafened, and dazed (save ends).

Fire Away

Guerrilla Attack 19 The bullet sinks itself and your enemies flee. Daily ♦ Martial, Weapon Standard Action Ranged weapon. Target: One or two creatures. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. On the target’s next turn, they must spend their move action to move away from you.

Rocket Clamp Trap

Guerrilla Attack 19 This trap closes over the subject’s foot and launches them into a group of his friends. Daily ♦ Martial, Tool, Trap, Reliable Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 2d6 + Dexterity modifier damage. Effect: Slide the target a number of squares equal to your 3 + your Intelligence modifier. Perform an area 1 burst attack centered on the target. Target: Each creature within burst. Hit: 5d6 + Dexterity modifier damage. Miss: Half damage.

Level 22 Utility Exploits EMP Stun Gun

Guerrilla Utility 22

Robot bastards! Take THIS! Daily ♦ Martial Minor Action Melee touch Target: One creature with the construct keyword or one machine. Effect: The target is stunned and grants combat advantage until the end of your next turn (save ends)

Louder than Usual

Guerrilla Utility 22 Maybe you put more gunpowder than you should have? Daily ♦ Martial Minor Action Personal Effect: With the next at-will or encounter power with the Explosive keyword, add the condition of “the target is dazed (save ends)”.

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Rerouting

Guerrilla Utility 22 Using some sort of deflection device, you reflect an attack back. Daily ♦ Martial Immediate Interrupt Personal Trigger: You are hit by a ranged attack. Effect: Halve the damage with the attacker.

Tied to a String

Guerrilla Utility 22 Tying a string to the end of your trap, you pull it right under a darting foe. Daily ♦ Martial Immediate Interrupt Personal Effect: Move one of your traps one square. You may move the trap into an enemy’s square.

Trapfinding Sense

Guerrilla Utility 22 You know there’s one in here… Encounter ♦ Martial Move Action Personal Effect: When this power is used, it must be revealed that there is a trap within 5 squares of you. Details of such a trap (or traps) cannot be revealed without the required check.

Level 23 Encounter Exploits Bass Bomb

Guerrilla Attack 23

Phonographs do not impress you. Encounter ♦ Martial, Tool, Explosive, Thunder Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 3d6 + Dexterity modifier damage and the target is dazed until the end of your next turn.

Explosive Trap

Guerrilla Attack 23

Beep! Boom! Encounter ♦ Martial, Trap, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 2d8 + Dexterity modifier damage. The target is pushed 5 squares. Special: You may wait to trigger this trap. Normally, a trap triggers instantly as a free action.

Forgetful Trapsmith

Guerrilla Attack 23 Um, I don’t quite remember what I put in this one... Encounter ♦ Martial, Tool, Trap, Fire, Cold, Lightning, or Acid Standard Action Ranged 5. Target: One creature. Attack: Dexterity vs. Fortitude. Hit: 2d8 + Dexterity modifier damage. Roll 1d4 for fire, cold, lightning, or acid respectively. This attack deals that type of damage. Roll a 1d4 and the target takes ongoing 5 damage of that type (save ends).

16..

Random Bombs Galore!

Guerrilla Attack 23 I don’t know what’s going to happen either... Encounter ♦ Martial, Tool, Explosive Standard Action Close burst 5 Target: A number of creatures equal to your Constitution modifier + 3. Attack: Dexterity vs. Reflex. Hit: 1d8 + Dexterity modifier damage.

Rupturing Strike

Guerrilla Attack 23 You burst a rather soft spot on their body. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 3[W] + Dexterity modifier damage. The target is weakened and slowed until the end of your next turn.

Rushed Barrage

Guerrilla Attack 23 The orc charges down the hill then pow! It stops, feeling warmth dribble down his shoulder. Pow! Pow! Bullets slam into his chest as he falls to his knees. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC, three attacks. Hit: 1[W] + Dexterity modifier damage per attack. If all three attacks hit, the target falls prone.

Level 25 Daily Exploits Glorious Charge

Guerrilla Attack 25 Lighting a bomb in your hand, you charge headfirst towards a pack of enemies. Daily ♦ Martial, Tool, Explosive Standard Action Close burst 1. Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 3d12 + Dexterity modifier damage. Miss: Half damage. Special: You may use this attack at the end of a charge. You take half damage.

Marked for Death

Guerrilla Attack 25 Your enemies know not to approach your target, lest they would be shot for defiance. Daily ♦ Martial, Weapon, Fear Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. Effect: Enemies cannot be adjacent with the target (save ends). When an enemy enters an adjacent square next to the target, make a Dexterity vs. Will attack as a free action. If you hit, move the enemy away from the target with the rest of its move action.

Pinpoint Accuracy

Guerrilla Attack 25 Your enemies scream in terror as bullets whiz past all of their heads. If they had the time, they would recognize that each bullet was 2.4 inches away from each of their heads. Daily ♦ Martial, Weapon, Fear Standard Action Area burst 1 within weapon range. Target: Each creature within burst. Attack: Dexterity vs. Will. Hit: 2[W] + Dexterity modifier damage. The target is stunned (save ends).

Skeletal Crush Trap

Guerrilla Attack 25 Injecting necrotic juices into the very skeleton of an enemy? Where do I sign up? Daily ♦ Martial, Tool, Trap, Necrotic Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Fortitude. Hit: 2d10 + Dexterity modifier damage and the target takes 10 ongoing necrotic damage (save ends). Workshop: The target takes 20 ongoing necrotic damage (save ends).

Tremoring Explosives

Guerrilla Attack 25 The earth cracks before your explosives go off. Daily ♦ Martial, Tool, Explosive Standard Action Wall 8 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 3d10 + Dexterity modifier damage. The target is slid a number of squares equal to your Constitution modifier and dazed (save ends).

Weakening Latch

Guerrilla Attack 25 This trap latches onto the bottom of your foe’s feet, slowly weakening him. Daily ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Fortitude. Hit: 4d8 + Dexterity modifier damage and the target takes ongoing 10 damage and is weakened (save ends). Miss: Half damage and the target is weakened until the end of your next turn.

Level 27 Encounter Exploits Beautiful Ricochet

Guerrilla Attack 27 You twist the bullet just right, bouncing it off the surrounding area and into your enemies. Encounter ♦ Martial, Weapon Standard Action Close burst 5. Target: Three creatures. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage per attack.

Blasting Knees

Guerrilla Attack 27 You crouch down and fire at their knees. Encounter ♦ Martial, Weapon Standard Action Area burst 1 within weapon range. Target: Each creature within burst. Attack: Dexterity vs. AC. Hit: 1[W] + Dexterity modifier damage and the target is slowed until the end of your next turn.

Folding Cage Trap

Guerrilla Attack 27 Gives us a little time... quick! Get into formation! Encounter ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex. Effect: Target is restrained. It cannot attack or be attacked. It cannot be pushed, pulled, or slid. It cannot be affected in any way until the end of its next turn, when it is released and unrestrained.

Rat Trap

Guerrilla Attack 27

Because that’s all you really are. Encounter ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Fortitude. Hit: 3d6 + Dexterity modifier damage and the target is immobilized, weakened, and dazed until the end of your next turn.

Smoking Bomb

Guerrilla Attack 27 Smoke them out! Bring them into the battle! Encounter ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 2d8 + Dexterity modifier damage. If a creature starts their turn in the area affected, they must move their speed out of the area. This effect lasts until the end of your next turn.

Spidermines

Guerrilla Attack 27 They will find you. No matter what. Encounter ♦ Martial, Tool, Explosive Standard Action Close burst 15. Target: One, two, or three creatures. Attack: Dexterity vs. Reflex. Hit: 4d6 + Dexterity modifier damage.

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Level 29 Daily Exploits Rock in a Barrel

Guerrilla Attack 29 It’s not fancy. You stick a rock in your rifle and fire. Daily ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 5[W] + Dexterity modifier damage. The target is unconscious (save ends). Miss: Half damage and the target is unconscious until the end of your next turn.

Ultimate Snapjaw

Guerrilla Attack 29 How did you...?! Daily ♦ Martial, Tool, Trap Standard Action Area burst 2 within 20. Target: Creatures within the burst. Attack: Dexterity vs. Reflex. Hit: 8d6 + Dexterity modifier damage. Ongoing 5 damage and immobilized (save ends). They automatically fail the first saving throw against this effect. Workshop: Ongoing 15 damage. (save ends) Special: You may wait to trigger this trap. Miss: Half damage.

The Unforgivable

Guerrilla Attack 29 War? War never changes... Daily ♦ Martial, Tool, Explosive Standard Action Area burst 2 within 20. Target: Creatures within the burst. Attack: Dexterity vs. Fortitude. Hit: 6d8 + Dexterity modifier damage. Effect: The target is stunned (save ends). Aftereffect: The target is blinded and deafened (save ends). Launcher: Ongoing 15 acid damage. (save ends).

18..

Paragon Paths Acolyte of Zook “The Grand Artificer may be onto something...” Prerequisite: Guerrilla class, any Arcane With the emergence of the Underclock to the continent of Anatolia, Epsilon’s Landing became a metropolis for upand-coming artificers, guerrillas, and tinkerers everywhere, drawn to the highly concentrated area of superb Zookish technologies and the warforged themselves, the epitome of Zook’s insane ingenuity. With Zook’s defection back to the side of the Underclock from the Machine Queen Shibboleth, these young guerrillas have an example to follow and an icon to adore. You seek to replicate and utilize Zookish technology. You thought the guerrilla was already a bit of an arcane profession? Watch this.

My Own Underclock!

Acolyte of Zook Attack 20 Pouring a bag out by your feet, you disperse a few of your own creations. Daily ♦ Martial, Tool, Conjuration Standard Action Personal Effect: You summon 3 small sized Constructs in unoccupied squares adjacent to you. The Constructs has a speed of 6. You can give the constructs the following special commands. ♦ Standard Action: Shift 1 square and attack; melee 1; targets one creature; Dexterity vs. Reflex; Dexterity + Intelligence modifier damage and the target is pushed 1 square.

Border Keeper “I secure these lands from people like you.” Prerequisite: Guerrilla

Acolyte of Zook Path Features Call in the Airstrike (11th level): When you use an action point, make two area burst 1 attacks within 10 squares Dexterity vs. Reflex, 1d6 + Intelligence modifier as a free action. Arcane Integration (11th level): You may freely change the keyword of any Trap or Explosive power from Martial to Arcane. Cyborg Infusion (16th Level): At the beginning of an extended rest, choose an energy type. You gain a resistance to that type equal to your Intelligence modifier.

Acolyte of Zook Powers Teleportation Trap

Acolyte of Zook Attack 11 With this enchanted chip placed on the plate, it can warp the physical material of point to point... HEY!! WAKE UP! Encounter ♦ Arcane, Tool, Teleportation Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Will Hit: 2d6 + Dexterity modifier damage. Effect: Teleport the target a number of squares equal to your Intelligence modifier. Special: If an ally triggers the trap, you can choose not to attack and damage him and just teleport him.

Crafted Upgrade

Acolyte of Zook Utility 12 Oh, this definitely needs more lasers. Daily ♦ Arcane Move Action Personal Effect: The next ranged attack used gains the property of ongoing 5 force damage (save ends).

You are a protector of a certain area. You secure your nation or region from outsiders or otherwise people who would do your area and its people harm. You specialize in keeping intruders out of places where they do not belong. You use your guerrilla tactics to frighten people away and if they get too close, to escape them and fire upon them. They’ll realize they made a huge mistake.

Border Keeper Path Features Wading Through the Crowd (11th level): If you spend an action point and use it as a move action, any enemy you become adjacent to during your movement is pushed 1 square as an immediate interrupt. Terrain Won’t Save You (11th Level): If you sacrifice your move action for your turn, you may ignore cover (but not superior or total cover). Vengeful Eye (16th Level): Once per encounter, you may designate one enemy as an Intruder. Every time you hit your Intruder with a ranged attack, push him 1 square. This power refreshes when your marked Intruder drops to 0 hp or at the end of the encounter.

Border Keeper Powers Menacing Rejection

Border Keeper Attack 11 The first shot should be a warning. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. Effect: Until the end of your next turn, the target cannot move, shift, or slide any closer to you.

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Being Surrounded

Border Keeper Utility 12 You use the butt of your rifle to get away. Encounter ♦ Martial Standard Action Personal Effect: You may shift half your speed. Special: You must have at least two enemies adjacent to you.

Exiling Shot

Border Keeper Attack 20 They now know that they are not wanted. Daily ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 3[W] + Dexterity modifier damage. The target must use their move action to move away from you (save ends).

Collector of Sorts “I’ve crossed some of the known world, collecting nature’s greatest masterpieces. And I intend to continue.” Prerequisite: Guerrilla class You’re a guerrilla that seeks to collect the greatest monsters of the world to build your own collection.

The satisfaction of capturing that one elusive monster keeps you going on your adventures. You’ve train yourself to go after a certain type of creature and before your excursions, study a bit more. Some people say that your rather erratic concentration that jumps from one creature to the next is a downfall, but you see it as a definite boon to yourself and your friends.

Collector of Sorts Path Features Thrill of the Hunt (11th level): When you spend an action point, you gain a +3 to attack and damage rolls against your Studied Creature, as opposed to the normal +1 until the end of your next turn. Studied Creature (11th level): Pick any creature keyword at the beginning of your character’s day. Until you take an extended rest, this creature becomes your Studied Creature. When facing a creature that has the keyword you studied (your “Studied Creature”), you gain a +1 to attack and damage rolls. You also gain a +3 to Nature, Dungeoneering, Arcana, and Perception skill checks relating to that creature. Amounting a Collection (16th Level): You gain a class bonus of +2 to Nature, Dungeoneering, and Diplomacy.

Collector of Sorts Powers Huntsman’s Shot

Collector of Sorts Attack 11 You lift your weapon up, intending to stop your chosen foe. Encounter ♦ Martial, Tool, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. The target is dazed until the end of your next turn. Special: If the target has the same keyword as your Studied Creature, add 2d6 damage.

Change of Plans

Collector of Sorts Utility 12 You didn’t quite find the creature you were anticipating. Daily ♦ Martial Standard Action Personal Effect: Change your Studied Creature keyword to another keyword. Instead of gaining a +1 to attack and damage rolls, you gain a +1 to either attack or damage rolls. Special: This can only be used during a short rest.

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Final Catch

Collector of Sorts Attack 20 It’s in your reach! Daily ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Reflex Hit: 3d12 + Dexterity modifier damage. Effect: Target is restrained until the end of your next turn. Special: You may throw this in your Studied Creature’s square and have it affect immediately.

Deadshot “Why waste time? Plant the bullet in his chest.” Prerequisite: Guerrilla, trained in Intimidate There’s no wasting time with you. Kill them and get it over with. Why disorient them when you can just put them out of their meddling little misery of a life? You may have a vendetta against someone or something to avenge for. Something in life has made you this way: gritty, cold, and emotionally distant. What’s important though is that you’ll make up for it. They’ll all make up for it. Stay in the back, line your shot… boom.

Deadshot Path Features Ocular Crosshairs (11th level): If you spend an action point and use it to attack, you gain a +2 to attack and damage rolls for ranged attacks until the end of your turn. Vendetta Charged Shot (11th Level): Once per round, you may add 1d6 damage to one attack on one creature. This does not stack with other damage-adding class features (such as Hunter’s Quarry, Sneak Attack, etc.). Striving to Go On (16th Level): Once per round if you are push, slid, or shifted, you may reduce the distance by 1.

Barrage of Memories

Deadshot Attack 20 Something fuels you to do this. Not sure what though. Daily ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC, three attacks. Hit: 1[W] + Dexterity modifier damage per attack. For every hit, the target takes a culminative 5 ongoing damage (save ends).

Guerrilla Warwager “Send as many as you will. I’m the only one the resistance will need!” -Council Guerrilla Warwager to magocracy forces. Prerequisite: Guerrilla, both Workshop and Launcher features, trained in Nature Combining demolitions with traps, the guerrilla warwager takes the element of surprise to a new level. A brigade of armored soldiers may cross through the jungles, but if a guerrilla warwager seeks to destroy them, it is a certain bet that they will not succeed in their trip. As a guerrilla warwager, you excel in taking out and dispersing large forces, scattering them so your party can step in and take them out while they’re dazed and confused.

Deadshot Powers Jagged Bullet

Deadshot Attack 11 A simple bullet, jagged like a saw blade, pierces the skin, ripping and tearing its way through. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage and the target takes 5 ongoing damage (save ends).

Particularly Angry

Deadshot Utility 12 You’ve got to get the answer out of this guy. Daily ♦ Martial Standard Action Personal Effect: Until the end of your next turn, add a +5 to your next Intimidate check; additionally a successful Intimidate check can also cause 1d6 + Charisma modifier damage.

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Guerrilla Warwager Path Features Power to the People (11th level): When you use an action point, all allies within 5 may move half their speed. Frighten the Man (11th level): Once per round when you use a power with the Explosive keyword, you may choose an enemy adjacent to the blast radius. That creature grants combat advantage to all of your allies until the beginning of their next turn. Proletariat’s Devices (16th Level): Whenever you hit an enemy with a power with the Trap keyword, they lose 1 square of movement that turn or their next.

Guerrilla Warwager Powers Homegrown Trap

Guerrilla Warwager Attack 11 A commonly crafted trap, to be sure. With the use of homebrewed toxins, however, it becomes deadly. Encounter ♦ Martial, Tool, Poison Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Fortitude Hit: 1d8 + Dexterity modifier damage. Ongoing 15 poison damage (save ends).

Change of Plans

Guerrilla Warwager Utility 12 As a foe hits you, you jump back and lay a trap, threatening your foe to advance. Encounter ♦ Martial Immediate Reaction Personal Trigger: You are hit by a melee attack. Effect: Shift 1 square and place an at-will trap in your original space.

Bourgeois’ Bane

Guerrilla Warwager Attack 20 Using your best for last, you send a message to those pigs up top. Daily ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: All enemies within burst. Attack: Dexterity vs. Reflex Hit: 4d10 + Dexterity modifier damage.

Mad Bomber “He says to me, he says to me, ‘Baby, I’m tired of workin’ for the MAN!’ I says, I says, WHY DON’T YOU BLOW HIM TO BITS?” Prerequisite: Guerrilla class, Workshop tool You got your first whiff of demolitions and you want more. The rush of wind against your face, the smell of gunpowder, the flash of light that’s slowly blinding you... you can’t get enough of it. You enjoy seeing your enemies disappear with a bit of gunpowder and a quick light and get pretty unhappy when you go for long without it. Remember, it’s not a drug. It’s a hobby!

Mad Bomber Path Features More, More! (11th level): When you spend an action point, you may use an at-will power with the Explosive keyword as a free action. Insanity (11th level): Gain resistance fire 5. You also gain a resistance to powers with the explosive keyword 5. In Too Much of a Hurry (16th Level): You may delay a number of explosives up to your Constitution modifier indefinitely per encounter. Otherwise, the Launcher tool class feature is unchanged.

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Mad Bomber Powers Just As Planned

Mad Bomber Attack 11

Boom! BOOM! Encounter ♦ Martial, Tool, Explosive Standard Action Area burst 1 within 10 squares Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 4d6 + Dexterity modifier damage. Effect: The area affected becomes difficult terrain until the end of the encounter.

Yeah, Baby, YEAH!

Mad Bomber Utility 12

We need more power! Encounter ♦ Martial Minor Action Personal Effect: Spend a healing surge and add that like amount of damage to one target in the next attack with the Explosive keyword.

Pride and Joy

Mad Bomber Attack 20 You spent a lot of time on this one, trying to get it just right. Daily ♦ Martial, Tool, Explosive Standard Action Area burst 2 within 20. Target: Each creature within burst. Attack: Dexterity vs. Reflex. Hit: 3d10 + Dexterity. Add 3d10 damage if this the last daily you have left. Miss: Half damage.

Master Snagger “Your struggles will only agitate your wounds. And myself.”

Dodgy Itch (16th Level): Gain a permanent +1 to your Reflex defense and +1 to AC against an opportunity attack.

Master Snagger Powers Glass Shards Trap

Master Snagger Attack 11 Activating this trap launches up multiple shards of glass that seek to pierce the enemy’s eyes. Encounter ♦ Martial, Tool, Trap Standard Action Ranged 5 Target: One creature. Attack: Dexterity vs. Fortitude. Hit: 2d6 + Dexterity modifier damage and the target takes a -2 to attack rolls (save ends).

Tightened Bolts

Master Snagger Utility 12 You specially prepared that trap. Daily ♦ Martial Immediate Reaction Personal Trigger: An enemy succeeds a saving throw against an effect you placed on it. Effect: They instead fail it.

Giant Bag Trap

Master Snagger Attack 20 That’s a horrible name! Daily ♦ Martial, Tool, Trap Standard Action Area burst 1 within 20. Target: All Each creature within burst. Attack: Dexterity vs. Reflex Hit: 4d10 + Dexterity modifier damage. The target is slid vertically 2 squares and immobilized (save ends). After the save, the target falls and takes falling damage.

Prerequisite: Guerrilla class, Workshop tool The art of guerrilla warfare. The constant strive to place your devices well hidden underneath your enemies and ensnare them in a tormenting trap and the conditioning of both your mind and your body to do it well. From the woodsman in southern Demercius attempting to keep the raiding gnoll tribes out to the Underclock Technician trying to ambush the disgusting drow in the Underdark, master snaggers cover every walk of life.

Master Snagger Path Features Hurried Ambush (11th level): When you spend an action point, you may use two at-will powers with the Trap keyword if you choose to spend your Standard action this way. Tactical Kick (11th level): As a move action, you may push an adjacent trap a number of squares equal to your speed. The trap cannot end in a square that is occupied by an enemy and it does not affect an enemy that it encounters along the way.

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Saboteur “Oh, excuse me.” Prerequisite: Guerrilla class, trained in Thievery You train yourself to interrupt and trip up your enemies, skirting past and placing explosives of all sorts on their body. Someone spontaneously exploding one evening on the streets of Fallow? The saboteur may be one to blame. Ranging from the charming assassin, the brawny dwarf with dynamite to spare, or maybe even the passer-by you just saw, saboteurs can’t be typecasted into a certain archetype.

Saboteur Path Features Silent Step (11th level): If you spend an action point and use it as a move action, you do not provoke an attack of opportunity from any enemy creature. Part of the Job (11th Level): As a saboteur, you can decide as a free action to change the range of an at-will, encounter, or utility power with the Explosive keyword from any ranged to melee touch. By doing this, you proceed the attack as normal. If you hit, then that creature is considered stuck. You may decide, as a free action, when that power goes off as a immediate reaction. The power continues as normal with the stuck creature being the origin point. The Guild’s Pride (16th Level): Any power with the Explosive keyword implemented with the Part of the Job deals 2d6 more damage to the creature you stuck.

Saboteur PowerS Well Placed Bomb

Saboteur Attack 11 He thinks it’s a cigarette case of all things. Too bad his chest’ll blow out soon enough. Encounter ♦ Martial, Tool, Explosive Standard Action Close blast 3. Target: All creatures in bblast, including the blaster’s square. Attack: Dexterity vs. Reflex. Hit: 3d6 + Dexterity modifier damage. Effect: Automatically hits the creature in the blaster’s square. Special: This power may only be used in conjunction with the “Part of the Job” Saboteur path feature.

Deft Slip

Saboteur Utility 12 You’ve be doing this so long, it’s almost like a chore. Encounter ♦ Martial Minor Action Personal Effect: You gain a +5 power bonus to the next Thievery skill.

Necessary Precautions

Saboteur Attack 20 You had been planning this all along... Daily ♦ Martial, Tool, Explosive Standard Action Ranged 20 Target: One creature that is below you in initiative. Attack: Dexterity vs. Reflex. Hit: 3d8 + Dexterity modifier damage. Special: This can only be used on the first round of battle.

Terra Skirmisher “You’re laughing because you think I’m aiming at you. I’m not exactly aiming at you…”

Prerequisite: Guerrilla class Some guerrilla fighters have learned to use the environment of a situation against their foes. Trees falling, rocks tumbling, pulling the carpet from underneath foes… there’s no better enemy than their surroundings. The Terra Skirmisher is a school of guerrilla warfare that originates from the wilderness of Arooin. They are defunct school of guerrilla warfare that included tactics such as causing avalanches, toppling forests, breaking dams in order to put down armies of foes.

Terra Skirmisher Path Features Destructive Charge (11th level): If you spend an action point and use it as a move action then until the end of your turn, any square you leave is difficult terrain until the end of your next turn. Every Bullet Counts (11th Level): When you miss with a ranged attack, once per round you may choose to make one adjacent square to the target difficult terrain until the end of your next turn. Lifelong Adaptation (16th Level): Choose a type of terrain (forest, swamp, mountainous, etc.). You ignore difficult terrain from that source when moving.

Terra Skirmisher Powers Watch Out Below!

Terra Skirmisher Attack 11 You fire on a weak support beam and it crashes on a foe, stumbling him. Encounter ♦ Martial, Weapon Standard Action Ranged weapon. Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage and the target is slowed until the end of your next turn.

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Making a Hole

Terra Skirmisher Utility 12 You quickly make some sort of hazard. At-Will ♦ Martial Move Action Personal Effect: The square you currently occupy becomes difficult terrain until the end of your next turn.

Stop the Advance

Terra Skirmisher Attack 20 Collapsing the cave on the dragon would be good. Daily ♦ Martial, Weapon Standard Action Area burst 1 within 20. Target: Each creature within burst. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier damage. The target is immobilized (save ends). Effect: The area affected is difficult terrain until the end of the encounter.

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Epic Destinies The Mechanist “Becoming a Mechanist, you seek to revolutionize the world as the Grand Artificer had. By the end of it all, you might have cogs turning in your head… literally.” Prerequisite: 21st level guerrilla The first known Mechanist in the world would have been the Grand Artificer Zook. Captured by mind flayers and kept as a slave at a young age, the gnome would eventually piece together a weapon to break himself out with and escape to the surface world. As this happened, however, Zook had realized that his escape might have been another one of the mind flayers’ psionic illusions placed upon him. Becoming paranoid, schizophrenic, and nervous, Zook entered the world, wary of absolutely everything. He picked up the art of artificery and started creating wondrous machine, including the first firearm, the pistol, before the rest of the world would have imagined such things. One of the more famous stories concerning the Grand Artificer is where he and his party had entered a cavern and fought a great wyrm dragon. His party charged in, but he called out that he would be right back. A few moments later, he tore in with a construct he called a “tank.” The great wyrm’s hide could not be retrieved. Much later in his life, Zook founded the Underclock, an underground city with the most enviable war economy. The creation of the warforged is his greatest achievement. But what about you? What will you achieve? Technology is still a virgin subject, rarely explored those surface-dwellers like you. There’s always room for one more Grand Artificer. There’s always room for another Mechanist.

Immortality, of the Rusted Variety Mages and sages of the arcane and divine lot have already found different ways to never die, from the ritual of lichdom to becoming merely favored by the gods. As a Mechanist, you believe both of these ways to be a very cheap way out of mortality (as with the rest of most arcane and divine studies, frankly). With technology around, there are many different ways to improve your frail mortal self. The Grand Artificer decided that he must achieve immortality to keep watch over his creations, the warforged, and his city, the Underclock. As he aged and time progressed, his organs failed naturally. He would cut himself open and replace that organ with his warforged equivalent. As of this writing, in the year 1034AV, Zook is currently half-way this way. That’s only one of the many different ways a devoted technology enthusiast such as yourself could prolong your life.

Mechanist Features All Mechanists have the following features. Specially Created (21st level): You may reroll any die you

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roll twice per day. Prepared for This (24th level): The first time you are knocked to 0 hp, you automatically spend a healing surge (if you have one) and stand back up. Until the end of the encounter, you gain resist 10 all. A Digital Dream (30th level): You gain the Living Construct keyword.

Mechanist Power Run.exe

Mechanist Utility 26 Seeing the first one fail, you quickly pull out bits and pieces and form them together, creating yet another. Daily ♦ Martial Minor Action Personal Trigger: You used an at-will, encounter, utility, or daily power with the Trap or Explosive keyword and you disliked the result. Effect: Retry.

Icon of Revolution “By standing up for your people or your cause, you become an icon for freedom and the fight against oppression… forever.” Prerequisite: 21st level guerrilla Sometimes, during the course of a nation’s life, a group of idealists rise up to change the way of life and society itself. While this often leads to a peaceful and mostly positive change for the better, these sorts of situations lead to particularly bloody times. There’s a reason tyrants and bureaucrats fear the word revolution. It’s because people like you say it so easily. Revolutions have happened all over the world, many times over. The most recent occurrence of such an event would have been the sacking and retaking of Fallow by the Underground section of the city (otherwise known as “Old Fallow”). The Underground, unhappy with the way the Fallonian government had decided to involve itself into the affairs of other countries (sometimes by invading them), rose up and staged a coup against them. They ended the Great War between the nations of the war by capturing the Emperor of Fallow and executing them in front of the people. In the meantime, their hit and run tactics, coupled with explosive sabotages defined their movement against the government. By taking the cause of the people (or nation, ruler, etc.) to heart, you become a living embodiment of your passion. Lead the people, lead your nation, lead your cause to victory over the tyranny of oppression!

Immortality, In Spirit Icons of Revolution do not live forever in the way that other epic heroes do. They live, they lead some large revolution, they age, and they die like mere mortals do. But in your case, that’s absolutely alright. Being an Icon of Revolution doesn’t require your physical presence in the field of international politics. Your acts, your words, and your ideas will forever live on in your fellow rebels and your comrades. You may have instilled them with the courage to take down the monster of tyranny, but you have given them the light of hope to live on with the rest of their lives in the new world that you probably sacrificed yourself in which to create.

Icon of Revolution Features All Icons of Revolution have the following features. Rousing Speechmaker (21st level): You gain a +2 to Bluff, Diplomacy, Intimidate, and Insight. In addition, your “aid another” bonuses are +4 instead of the normal +2. Will of the People (24th level): The first time you are knocked to 0 hp, you automatically spend a healing surge (if you have one) and stand back up. Any ally within 5 squares of you gains a +2 to attack rolls until the end of the encounter. Inspiring Word (30th level): You gain the full “Inspiring Word” class feature as per the Warlord.

Icon of Revolution Power Stand Up!

Icon of Revolution Utility 26 Seeing your duty to your people, creatures in similar situations rally behind you. Encounter ♦ Martial Move Action Personal Target: One creature. Effect: The target is dominated until the end of your next turn.

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Feats Heroic Tier Feats Always In a Hurry [Guerrilla]

Prerequisites: Guerrilla, Dexterity 14 Benefit: When you run, you do not grant combat advantage to a number of enemies equal to your Intelligence modifier.

Bullet Bender [Guerrilla]

Well Conceived Plan [Guerrilla]

Prerequisites: Guerrilla, Workshop tool Benefit: As a free action, you may place an at-will power with the Trap keyword in any square you see at the beginning of an encounter.

Paragon Tier Feats Alchemical Integration [Guerrilla]

Prerequisites: Guerrilla, Weapon tool Benefit: When you use the Weapon tool class feature to retry an attack on another target, you may apply the miss effect to the first target, but not the second.

Prerequisites: Guerrilla, 11th level, Alchemist feat Benefit: You may add the Trap keyword to any alchemy ritual you have.

Bow and Bombs [Guerrilla]

Prerequisites: Guerrilla, Launcher tool Benefit: You may exchange the range of a power with the Explosive keyword with a weapon in the bow category you wield once per encounter.

Prerequisites: Guerrilla, 11th level, launcher tool Benefit: Once per day when you use an at-will or encounter power with the Explosive or Trap keyword, you can make the area affected difficult terrain until the end of the encounter.

Careful Step [Guerrilla]

Perfectly Timed [Guerrilla]

Prerequisites: Guerrilla, Workshop tool Benefit: When you or an ally triggers a power with the trap keyword, they may make a saving throw with a power bonus equal to your Intelligence modifier to not trigger it.

Prerequisites: Guerrilla, 11th level Benefit: Once per encounter, whenever one ally would be targeted by a power with the Explosive keyword, you may exempt that creature from the attack.

In Step With Your Plan [Guerrilla]

Playing Chicken [Guerrilla]

Prerequisites: Guerrilla, Workshop tool Benefit: You gain a +2 feat bonus to AC against opportunity attacks when you are adjacent to one of your powers with the trap keyword.

RESET AND RUN [Guerrilla]

Prerequisites: Guerrilla, Workshop tool Benefit: When you use your Workshop tool class feature to pick up an untrigger encounter, utility, or daily attack power with the Trap keyword, you may set the trap again as normal as a free action.

SUrprise Explosion [Guerrilla]

Prerequisites: Guerrilla, Launcher tool Benefit: When you use your Launcher tool class feature to reroll an attack, you add a feat bonus equal to your Constitution modifier to both the attack and damage roll.

Tool Expertise [Guerrilla]

Benefit: Choose a tool. You gain a +1 to attack rolls with this tool type. Special: This increases to +2 at 11th level and +3 at 21st Level.

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Extremely Destructive [Guerrilla]

Prerequisites: Guerrilla, 11th level, launcher tool Benefit: You may change any area burst 1 power to a close blast 3 power as a free action.

Second Tool [Guerrilla]

Prerequisites: Guerrilla, 11th level, Tool class feature Benefit: Choose a second Tool of the Trade. Gain that tool’s feature.

Steady Shooter [Guerrilla]

Prerequisites: Guerrilla, 11th level Benefit: If you sacrifice your move action for a turn, you get a +1 power bonus to your next ranged attack roll.

Tripped, Not Triggered [Guerrilla]

Prerequisites: Guerrilla, 11th level, workshop tool Benefit: Whenever an encounter or daily power with the trap keyword misses, roll an unmodified saving throw. If you succeed, slide the trap one square and keep it untriggered. You can do this once per encounter.

Epic Tier Feats Perfect Execution [Guerrilla]

Prerequisites: Guerrilla, 21st level, workshop tool Benefit: When you score a critical with a power with the Trap keyword, the target is automatically immobilized until the end of your next turn.

With a Little Luck [Guerrilla] Prerequisites: Guerrilla, 21st level, trained in Acrobatics Benefit: Once per day before your move action, roll an Acrobatics check vs. the first attack of opportunity attack roll. If you succeed, every attack of opportunity against you on this turn fails.

Hardened Skin [Guerrilla]

Prerequisites: Guerrilla, 21st level, launcher tool Do not include yourself as a target when one of your powers with the Explosive keyword attacks you.

Multiclass Feats Crafter of the Trap [Multiclass Guerrilla]

Prerequisite: Dex 13 Benefit: You gain training in the Thievery skill. Choose a first level at-will power with the trap keyword. You may use this as an encounter power.

Dabbler of Demolitions [Multiclass Guerrilla]

Prerequisite: Con 13 Benefit: You gain training in the Thievery skill. Choose a first level at-will power with the explosive keyword. You may use this as an encounter power.

Training the Sniper’s Eye [Multiclass Guerrilla]

Prerequisite: Dex 13 Benefit: You gain training in the Thievery skill. Once per day, you may redirect a missed ranged attack and retry the same attack against an adjacent creature of the first target.

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Tools Workshop If you are a member of a class that can use a workshop as a tool, you can apply the enhancement bonus of a workshop to the attack rolls and the damage rolls of any of your powers from that class that have the tool keyword, and you can use a workshop’s properties and powers. Members of other classes gain no benefit from wielding a workshop. A workshop is a creation site. While not used in battle per se, the character is assumed to have created the traps used in a day before the adventure takes place. Some guerrillas prefer creating a portable version of their workshop, condensing it into many shapes and sizes. As with other tools and implements, you can’t make melee attacks with a workshop.

Chemistry Set

Level 3+ This was once a children’s toy for gnomish children. That probably explains why gnomish children are always blowing things up… Lvl 3 +1 2,600 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Tool (Workshop) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: When using a power with the Trap keyword that has an energy keyword, the power gains brutal 1. Power (Daily): Minor action. A Chemical cloud appears in a close burst 2 for a number of rounds equal to your Intelligence modifier. Any creature that starts its turn in the cloud takes 1d6 acid damage. This cloud blocks line of sight and creatures within the cloud have concealment. Level 13: Burst 3. 3d6 acid damage. Level 23: Burst 5. 6d6 acid damage.

Magic Workshop

Level 1+ As you work in this shop, parts and tools float around you, ready to be plucked out and used. Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp Tool (Workshop) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus

Quick Setup Workshop

Level 9+ This workshop comes with tons of tool to help you create traps that set up in mere seconds. Lvl 9 +1 4,200 gp Lvl 24 +4 525,000 gp Lvl 14 +2 21,000 gp Lvl 29 +5 2,625,000 gp Lvl 19 +3 105,000 gp Tool (Workshop) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Encounter): When you use the Workshop class feature to pick up an unactivated trap, you may set it again as a minor action within range.

Remote Workshop

Level 15+ With blueprints detailing remote controls, this workshop places such devices in your traps. Lvl 15 +3 25,600 gp Lvl 25 +5 625,000 gp Lvl 20 +4 125 ,000 gp Lvl 30 +6 3,125,000 gp Tool (Workshop) Enhancement: Attack rolls and damage rolls Critical: +1d8 damage per plus Property: Allies never trigger your traps.

Sharp Teeth Workshop

Level 3+ Sharpening tools and whetstones decorate this rusted laboratory. Lvl 3 +1 2,600 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Tool (Workshop) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily): Use this power when you hit a target with a power with the Trap keyword. The target is slowed (save ends).

Tightcoil Workshop

Level 12+ With this workshop, you can insure that your enemies will never escape your traps. Lvl 12 +3 13,200 gp Lvl 27 +6 1,625,000 gp Lvl 17 +4 65,000 gp Lvl 22 +5 325,000 gp Tool (Workshop) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Once per round per target, when the target fails a saving throw inflicted by you, it takes damage equal to the enhancement bonus of this item.

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Workshop On-Wheels

Level 7+ Equipped with axles and wheels, this workshop is equipped to allow you to slide your traps around the battlefield. Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Lvl 17 +4 65,000 gp Tool (Workshop) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Encounter): Move action. Use this power to move one trap you have set down a number of squares equal to this item’s enhancement bonus.

Launcher If you are a member of a class that can use a launcher as a tool, you can apply the enhancement bonus of a launcher to the attack rolls and the damage rolls of any of your powers from that class that have the tool keyword, and you can use a launcher’s properties and powers. Members of other classes gain no benefit from wielding a launcher. A launcher is a grenadier’s best friend. Usually armed with a kinetic system of propulsion, it launches the user’s explosives across the battlefield. Often bulky, these are shoulder-fired and single-shot weapons. Because technology make leaps of developmental change, different models of kinds of launchers have been created. In other words, they can be two-handed or one-handed implements.

Flamethrower

Level 3+ “Sometimes, it is better to light a flamethrower than curse the darkness.” Lvl 3 +1 2,600 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Tool (Launcher) Enhancement: Attack rolls and damage rolls Critical: +1d8 damage per plus Power (Daily): Standard action. Close burst 3. 3d6 + Dexterity modifier damage. Until the end of your next turn, creatures who enter the area or start their turn there take damage equal to the enhancement bonus fire damage. Sustain: standard.

Heavy Recoil Launcher

Level 7+ Your launched explosion blows up a little early, tossing you back. Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Lvl 17 +4 65,000 gp Tool (Launcher) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily): Move action. Shift your speed.

Launcher of Interruptive Blasts

Level 7+ As you fire, a large explosion erupts from the front, warding off attackers. Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Lvl 17 +4 65,000 gp Tool (Launcher) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Encounter): Use this power after you make an attack with the Explosive keyword. If an adjacent enemy makes an attack of opportunity because of this attack, negate it and inflict a number of damage equal to your Constitution modifier.

Magic Launcher

Level 1+ Lifting it up to fire, you notice that this launcher calibrates itself automatically. Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp Tool (Launcher) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus

Missile Launcher

Level 5+ This mini-missile silo is as heavy as the Nine Hells! You launch a bomb high into the air and chuckle as a faint whistle signals the doom of all. Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Tool (Launcher) Enhancement: Attack rolls and damage rolls Critical: +1d6 force damage per plus, and the target is knocked prone. Property: When you declare a dud as per the launcher class feature, you can activate that power after a number of rounds equal to this launcher’s enhancement bonus instead of until the end of your next turn.

Rocket Launcher

Level 3+ This launcher is longer than most, and comes complete with a long range scope and Zookish laser- sight. Now there is no target out of reach. Lvl 3 +1 2,600 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Tool (Launcher) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: All powers with the Explosive keyword gain a bonus to range equal to this tool’s enhancement bonus.

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Smoke Heavy Launcher

Level 7+ With every blast of this launcher, a plume of smoke envelops you. Lvl 9 +1 4,200 gp Lvl 24 +4 525,000 gp Lvl 14 +2 21,000 gp Lvl 29 +5 2,625,000 gp Lvl 19 +3 105,000 gp Tool (Launcher) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Every time you use a power with the Explosive keyword, your square is concealed until the beginning of your next turn. Power (Daily): Use this power after you make an attack with the Explosive keyword. Your square and every square adjacent to you gains concealment until the end of the encounter.

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Hybrid Guerrilla You knowledge of modern technology grants you the insight needed to take control of the battlefield. You use this in conjunction with another class to become truly frightening.

Hybrid Class Traits Role: Controller. Power Source: Martial. Key Ability: Dexterity. Secondary Abilities: Intelligence, Constitution, Wisdom. Armor Proficiencies: Cloth, leather, hide. Weapon Proficiencies: Simple melee, simple ranged, military ranged. Tools: Workshop, launcher Bonus to Defense: +1 Fortitude or Reflex Hit Points at 1st Level: 5 Hit Points per Level Gained: 2 Healing Surges per Day: 3 Trained Skills: Athletics (Str), Dungeoneering (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex). Class Features: Superior Craftsmanship

Superior Craftsmanship This class feature functions exactly as the guerrilla class feature.

Hybrid Talent Options If you take the Hybrid Talent feat, you can select one of the following options.

TRAP UTILIZATION This class feature functions exactly as the guerrilla class feature.

Tools of the Trade Choose one of the Tools of the Trade. You gain that feature.

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Trap Markers These markers are made for use in combat. For ease of use, print these out on good sturdy cardstock and cut them out for use with your trapsmith guerrilla.

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Snapjaw

Snapjaw

Snapjaw

Snapjaw

Snapjaw

Snapjaw

Snapjaw

Spinning Razor Trap

Spinning Razor Trap

Spinning Razor Trap

Spinning Razor Trap

Spinning Razor Trap

Spinning Razor Trap

Spinning Razor Trap

Gout of Fire

Gout of Fire

Gout of Fire

Gout of Fire

Gout of Fire

Gout of Fire

Gout of Fire

Jumping Trap

Pulse Trap

Sudden Springboard

Freezing Sap Trap

Springing Trap

Annoying

Itch Trap

Spinning Dagger Trap

Quickacid Trap

Spike Shower Trap

Poisonous Fumes Trap

Stabmattress Trap

Skip Trap

Forgetful Trapsmith

Explosive Trap

Rat Trap

Folding Trap

Chattering Teeth

EZ Fallout Shelter

Sudden Spikes

Grappling Spike Trap

Net Trap

Agonizing Vines Trap

Medusa Eye Trap

Burning Smoke

Rocket Clamp Trap

Skeletal Crush Trap

Weakening Latch

Ultimate Snapjaw

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