Guerrilla (Rogue)

Guerrillas fight against oppressive leadership and governments—often under cover of night. Any rogue (including the unchained rogue) can select the guerrilla archetype.
 

Skilled Liar (Ex)

Whenever a guerrilla uses Bluff to attempt to deceive someone, they gain a bonus on the opposed roll equal to 1/2 their rogue level (minimum +1). A guerrilla can still use Disable Device to Disarm magic traps.
  This ability replaces trapfinding.
 

Cover of Night (Ex)

At 2nd level, a guerrilla learns to use Darkness to their advantage. They gain a +5 bonus on Disguise, Sleight of Hand, and Stealth checks while they are in areas of dim light or Darkness, and can create mundane disguises in dim light or Darkness with a Full-Round Action (instead of the normal 1d3 × 10 minutes). Additionally, while in dim light or Darkness, if a guerrilla would have concealment, they instead have total concealment.
  This ability replaces Evasion.
 

Secret Messenger (Ex)

At 3rd level, a guerrilla gains a +1 bonus on Bluff checks to convey secret messages and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
  This ability replaces trap sense.
 

Guerrilla Sniping (Ex)

At 4th level, when a guerrilla is in an area of dim light or Darkness, they take only a –10 penalty on their Stealth check to maintain their obscured location while sniping.
  This ability replaces uncanny dodge.
 

Uncanny Dodge (Ex)

At 8th level, a guerrilla gains uncanny dodge.
  This ability replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents complement the guerrilla archetype: camouflage, fast stealth, powerful sneak, rogue crawl, stand up, and surprise attack.
  Advanced Rogue Talents: The following advanced rogue talents complement the guerrilla archetype: deadly sneak, master of disguise, stealthy sniper, and opportunist.

Parent Class

Rogue
 

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