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1034 AV, Demercian/Fallonian

to the arcane arts, whereas Sora was taught to


strike first, fast and hard; in her school of com-
bat, the means do justify the ends. If it weren’t for
Border the little unit of guerrillas that the original Council
created, the Royal Magocracy would be still ruling
The tension between the metropolis of Fallow
and the republic of Demercius have become today.
unfavorable in the grand scheme of Antherapo-
sian politics. With Fallow’s sudden turn towards Sora didn’t need her scope to see what was go-
an isolationist fascism while brooding over main- ing on now. Explosions enveloped a small area of
taining a vicious imperialist campaign, Demercius the swamp, rising above the canopy of trees. The
is thought to be first on the country’s list to “per- swordmages now placed their hands of the hilts
suade” over to their side. of their swords in preparation. The dragonborn
lifted her hand.
That couldn’t be farther from the truth.
“A few more minutes, please.” The unit relaxed.
Fallow’s first move was sending delegates to the Sora lifted her rifle and peered through the tree-
Demercian capital of Staffhaven and demanding tops below, trying to see where those Fallonian
that the Demercian Council surrender itself to dogs were going. She spotted most of them
the Fallonian Empire’s will. As Demercians, we running down the strait and a few running off into
refused and kicked their sorry asses out. That’s the swamps. She could see more explosions on
when, I suppose, our unit was sent off to “scout” either side of the strait. Grom was trying to keep
for any signs of Fallonian invasion. them on course. She skipped ahead and saw
the halfling ducked behind a tree, trying to keep
“Affirmative,” Sora said, lowering the scope of himself unnoticed.
her rifle. “A unit of outfitted Fallonians en route
towards the border.” They were marching through “Ready...” she said, lifting a hand to signal the
a strait of dry land inside the swamps that domi- Spellguards. The Fallonians were continuing
nated the northern side of the Demercian Gulf. down the strait. “They’re entering the valley...
The dragonborn nodded towards her halfling hold steady, on my gunshot...”
comrade.
An orchestra of mechanics and painful cries met
“I’ll get right on it,” the trapsmith responded, heft- them in the valley as they triggered every trap in
ing up a bag and ducking through some bushes, the book. Screams of pain and surprise filled the
running down the hill they were stationed on. The swamplands. Sora focused on one Fallonian in
Spellguards stood anxiously behind the dragon- the middle of the carnage, completely untouched,
born sniper, awaiting her orders. Sora noted their yet trying to rally the troops. She bit off a bullet
nervousness. and saw his arms fall to his side. He stumbled
around for a moment, grasping his head. That’s
“Here’s the plan,” she started, turning around and one less Fallonian at least.
gripping the barrel of her rifle. “We’ll have Grom,
our demolitions expert, rout the unit towards the Sora lowered her rifle, retracting her vision back
valley at the bottom of this hill.” She lifted her to normal. Her tabard swayed lightly in the wind
hand and pointed vaguely west. “When they fall as the Spellguards charged down the hill to finish
prey to the trapsmith’s devices, you will rush in the small unit off.
and take them by surprise.” A few of soldiers nod-
ded, but the rest looked from one to the other. 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

..1
Table of Contents
The Guerrilla: A Martial Controller Class for Foreword: The Martial Controller.....3
Dungeons and Dragons, 4th Edition is a custom class The Guerrilla Class............................4
designed for the 4th edition rule set of Dungeons and
Dragons. Made for use with the core books Player’s Paragon Paths..................................19
Handbook, Monster Manual, and Dungeon Master’s Epic Destinies...................................26
Guide, available from Wizards of the Coast.
Feats..................................................28
Written by CJ Lewis (ekiatoui@gmail.com) Tools..................................................30
Cover by Alycia Barboza Hybrid Guerrillas..............................33
Art by Chrisopher Miller, Ricky Davidson, Alycia Bar-
boza, LeSam, Cindy Lewis, Dillerkind, Matt Evans, Trap Markers.....................................34
Kayla Courtoy
Playtested by Kayla Courtoy, Daniel Brickey, Forest
Myerson, Alycia Barboza, Michael Franchi, Askir

Special thanks to Daniel, Ricky, Kayla, and For-


est. 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 en-
thusiasts on the Wizards forums.

For Fallow!

Free to use, free to distribute, NOT free to sell. All


inquiries can be made to ekiatouI@gmail.com.

2..
rather not deal with the political overtones of the
The Martial Controller sniper build and its paragon paths. This class is a
“The martial power source is about taking re- special class for special groups.
sources and abilities that have clear limits for oth-
er classes and demolishing those limits through If you want the presence of refined mechanical
focus, training, and skill.” – Mike Mearls, Design devices in your game, then by all means, make
and Development, 08/20/2007 this class available to your players. If you want
some friction between ideologies, then please,
“… The controller definition morphed into the put this in your campaign. The guerrilla class is
opposite of the leader. If the leader sets up his the best example of a martial controller (although
allies and encourages teamwork, the controller admittedly, I may be a bit biased). If you wish to
screws up his enemies and hinders their ability fill the hole in the class symmetry, then use this
to work together. The area damage aspect of the class.
controller does play into that (it makes bunching
up a bad idea) but in practice controllers need a Or don’t. Don’t bitch at me if you don’t want a
little more to embrace their role.” – Mike Mearls, martial controller in your game. After all, it’s just a
EnWorld, 12/15/2008 game.

There will never be a universally accepted mar- Additionally, the guerrilla class is an exercise
tial controller. Ever. The martial controller, to most in game theory within the 4th edition rule set of
people, is a total contradiction. How could one Dungeons and Dragons. It’s something new with
man, armed with nothing but wits and a weapon, brand new mechanics. Too often do we see fan-
control mass amounts of people? “Never,” says made homebrew with nothing new or exciting, it
one person, “without some sort of technological is more often than not a mundane carry-over from
advantage, and what’s so martial about that?” I’m 3rd edition or some lame idea stolen from anime
sure that demolitionist overseas likes to hear that or video games. A martial controller with some-
any fool can pick up a bomb and use it effectively. thing new to contribute to the game; I can hear
I’m sure that people who had to use traps to se- the purists crying.
cure themselves nourishment for an evening were
just average-joes with no skill. “Impossible,” says Lastly, its impossible for only a handful of people
another. “That stretches my believability.” Then, in to find the kinks in a class as big as the guer-
the next breath, they advocate a game where they rilla. 141 powers, 10 paragon paths, 2 epic des-
pretend to be elves with magical fireball hands for tinies, 15 feats, 14 tools, and a hybrid. I may
hours on end. Amazing; its almost like they for- have looked over something; my friends may
got what this game is all about. “But if there are have looked over something. If something seems
traps around, then the DM will constantly have to messed up, then by all means, get a pen and
metagame in order for monsters to get into traps!” cross it out and write something in.
Yes, I’m sure the bugbears are watching their feet
as they chase your friend’s halfling bard around. Otherwise though, enjoy. I know I have. :)

The guerrilla class is not for every campaign set-


ting. The advanced technology of the trapsmith
build does not mesh well with low-magic/tech-
nology 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

..3
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, guer-
rillas 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!

4..
Sniper Guerrilla
Creating a Guerrilla You prefer to control the battlefield from a long distance,
Guerrillas utilizize Dexterity, Intelligence, Constitution, patiently waiting for that opportune moment. The sound
and Wisdom for their different powers. This books con- of your rifle going off and the spray of blood warn your
tains three class builds: the trapsmith guerrilla, the enemies that it is you that truly rules this battlefield.
demolitionist guerrilla, and the sniper guerrilla. A master of stealth to be sure, you linger behind your
allies and blast away your enemies. Dexterity should
Trapsmith Guerrilla be your highest stat, as you rely on this stat for your
You’re very patient with your powers, perfectly com- attacks. Wisdom gives you the bonuses in certain skills
fortable without seeing immediate rewards. You pre- you need and benefits certain sniper attacks. Choosing
fer to set the foundation down and sit back and enjoy the Weapon as your Tool of the Trade will greatly help
the show. You’re especially good at running through your cause.
the heart of a battle, under the swords and past the Suggested Feat: Far Shot.
arrows, unharmed. Make Dexterity your best stat, as Suggested Skills: Dungeoneering (Wis), Athletics
that is what you attack with. Intelligence is the common (Str), Perception (Wis), Stealth (Dex).
secondary stat for trapsmiths and help with commonly Suggested At-Will Powers: Sudden Shot, Crippling
associated skills. Shot.
Suggested Feat: Defensive Mobility. Suggested Encounter Power: Duck For Cover.
Suggested Skills: Thievery (Dex), Nature (Wis), Suggested Daily Power: Frightening Shot.
Perception (Wis), Stealth (Dex).
Suggested At-Will Powers: Snapjaw, Gout of Fire.
Suggested Encounter Power: Pulse Trap.
Suggested Daily Power: Chattering Teeth.
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
Demolitionist Guerrilla and Reflex for that attack. At 11th level, this increases
The sound of the grenadier, the drop of the bomb, and to +3. At 21st level, this increases to +5.
the explosion of dynamite just excites you. You’re not
much one for planning. No, you prefer to buck up and Tools of the Trade: Choose your tool of choice. This
throw whatever you’ve got at whatever’s in front of you. represents how your character utilizes his devices.
Dexterity should be your highest stat. Constitution al- Workshop: This is more for the trapsmith guerrilla,
lows you to have a greater HP threshold and also com- concentrating on traps that are laid down on the battle-
pliments many explosive powers. field. If chosen, the guerrilla gains the tools to deacti-
Suggested Feat: Toughness. vate and regain the use of traps he has laid down. As a
Suggested Skills: Dungeoneering (Wis), Athletics move action encounter power, the guerrilla can disarm
(Str), Nature (Wis), Perception (Wis). one of his own encounter, utility, or daily traps and re-
Suggested At-Will Powers: Flashbomb, Blastback. gain the use of the same power. You gain a bonus to
Suggested Encounter Power: Tied Together. AC equal to your Intelligence modifier against opportu-
Suggested Daily Power: Trench Warfare. nity attacks.
Launcher: This is more for the demolitionist guerril-
la, 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 light-
hearted 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.

..5
sen, the guerrilla can announce before an attack that
Fancy Footwork Guerrilla Feature
a power with the Explosive keyword is a dud. When a
Ducking nimbly, you place the butt of your rifle against
power is considered a dud, place a marker indicating
your foe’s stomach, pushing him away.
the explosive’s position on the battle grid. The guer- At-Will ♦ Martial, Tool
rilla can announce at any point between the end of his Move Action Melee touch
turn till the end of his next turn that the power then Target: One creature.
activates, carrying on the full effect of the power. If the Attack: Dexterity vs. Reflex
power isn’t activated at the end of his next turn, the Hit: Push the target 1 square. At 11th level, push the tar-
dud cannot be used. You can reroll one attack roll for a get 2 squares. At 21st level, this increases to 3 squares.
power with the Explosive keyword once per encounter
as a free action. Level 1 At-Will Exploits
Weapon: This is for the sniper guerrilla, taking shot Blastback Guerrilla Attack 1
after shot and picking off foes. If the weapon follow Created to clear the rock of the Coppercap Mountains,
through. Once per encounter, when you miss with an they do other things as well.
at-will, encounter or daily attack power with the Weap- At-Will ♦ Martial, Tool, Force, Explosive
on keyword, you may retry the same attack against an Standard Action Area burst 1 within 10 squares
Target: Each creature within burst.
creature within 3 squares. If you choose to do this, you
Attack: Dexterity vs. Reflex.
forgo any sort of miss effect.
Hit: Dexterity modifier force damage and the
target is pushed 1 square.
Alchemist: Guerrillas gain the use of the Alchemist 21st Level: 2d6 + Dexterity modifier damage force
feat for free at first level. They gain any first level al- damage.
chemist ritual for free.
Crippling Shot Guerrilla Attack 1
Superior Craftsmanship: When disarming a trap, the Your gunshots break their focus.
At-Will ♦ Martial, Weapon
guerrilla gains a class bonus of +3.
Standard Action Ranged weapon.
Target: One creature.
Trap Utilization You gain the fancy footwork and can’t Attack: Dexterity vs. AC.
catch me powers. 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.
Guerrilla Powers Flash Bomb Guerrilla Attack 1
Your powers are called exploits. They consist of
Once thrown, the little cylinder hits the ground and un-
different mechanical and skillful abilities that you leashes its miniature arcane sun, blinding your enemies.
have. At-Will ♦ Martial, Tool, Radiant, Explosive
Can’t Catch Me Guerrilla Feature Standard Action Area burst 1 within 10 squares
Target: Each creature within burst.
As your enemy dives to strike you, you place an in-
Attack: Dexterity vs. Fortitude.
convenient leg for him to stumble over.
Hit: 1d6 + Dexterity modifier radiant damage and the
At-Will ♦ Martial
target gets a -2 to their next attack roll.
Free Action Personal 21st Level: 1d6 + Dexterity modifier radiant damage.
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.

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.

6..
Gout of Fire Guerrilla Attack 1 Sudden Shot Guerrilla Attack 1
This trap launches a tower of fire once activated. A gunshot rings through the area, shaking your foes.
At-Will ♦ Martial, Tool, Trap, Fire At-Will ♦ Martial, Weapon
Standard Action Ranged 5 Standard Action Ranged weapon.
Target: One creature. Target: One creature.
Attack: Dexterity vs. Reflex. Attack: Dexterity vs. AC.
Hit: 1d6 + Dexterity modifier fire damage and the target Hit: 1[W] + Dexterity modifier damage and enemies ad-
is pushed 1 square. jacent to the target grant combat advantage until the end
21st Level: 2d6 + Dexterity modifier damage fire of their next turn.
damage. 21st Level: 2[W] + Dexterity modifier damage.
Hamstring Shot Guerrilla Attack 1 Level 1 Encounter Exploits
You shoot out their legs out from under them. Duck for Cover Guerrilla Attack 1
At-Will ♦ Martial, Weapon An enemy is struck by a bullet and his friends dive for
Standard Action Ranged weapon. cover.
Target: One creature. Encounter ♦ Martial, Weapon
Attack: Dexterity vs. AC. Standard Action Ranged weapon.
Hit: 1[W] + Dexterity modifier damage and the target is Target: One creature.
slowed until the end of your next turn. Attack: Dexterity vs. AC.
21st Level: 2[W] + Dexterity modifier radiant damage. Hit: 1[W] + Dexterity modifier damage.
Effect: A number of enemies adjacent to the target equal
Plate Shatterer Bomb Guerrilla Attack 1
to your Wisdom modifier fall prone.
Unleashing a boom of concussive force, this explosive
destroys the ground beneath it. Jumping Trap Guerrilla Attack 1
At-Will ♦ Martial, Tool, Explosive This trap? It can smell your fear.
Standard Action Area burst 1 within 10 squares Encounter ♦ Martial, Tool, Trap, Reliable
Target: Each creature within burst. Standard Action Ranged 5
Attack: Dexterity vs. Reflex. Target: One creature.
Hit: 1d6 + Dexterity modifier and you create difficult ter- Attack: Dexterity vs. Reflex.
rain in a number of squares equal to your Constitution Hit: 1d10 + Dexterity modifier damage.
modifier until the end of your next turn. Special: If a creature enters a square adjacent to the
21st Level: 2d6 + Dexterity modifier damage. Jumping Trap, it is triggered as normal.
Snapjaw Guerrilla Attack 1 Pulse Trap Guerrilla Attack 1
One of the most basic traps to make. Step in the middle You see, if you place this unstable electrical charge un-
and chomp! der this plate here...
At-Will ♦ Martial, Tool, Trap Encounter ♦ Martial, Tool, Trap, Lightning
Standard Action Ranged 5 Standard Action Ranged 5
Target: One creature. Target: One creature.
Attack: Dexterity vs. Reflex. Attack: Dexterity vs. Fortitude.
Hit: 1d8 + Dexterity modifier damage and the target is Hit: 2d6 + Dexterity modifier lightning damage and the
immobilized until the end of their next turn. target is knocked prone.
21st Level: 2d8 + Dexterity modifier damage. Workshop: The target is dazed until the end of your next
Spinning Razor Trap Guerrilla Attack 1 turn.
A piece of razor wire swipes at your enemy’s leg, cutting
him down.
At-Will ♦ Martial, Tool, Trap
Standard Action Ranged 5. Traps: How Do I Get These Things to
Target: One creature. work?!
Attack: Dexterity vs. Fortitude. Through many sessions of playtesting, the most voiced
Hit: 1d8 + Dexterity modifier damage and the target is comment was difficulty with getting traps to go off.
knocked prone. If the target was moving, its move action Understandable, but to play a trapsmith guerrilla, you’ve
ends. gotta get used to being very patient. Do not expect
21st Level: 2d8 + Dexterity modifier damage. same-turn benefits. Think of yourself as a tactical mas-
termind 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.

..7
Quaking Blast Guerrilla Attack 1 Frightening Shot Guerrilla Attack 1
The explosive sits on the ground for a second before Your opponents flee before your shot.
erupting and destroying the ground around it. Daily ♦ Martial, Weapon, Fear
Encounter ♦ Martial, Tool, Explosive Standard Action Ranged weapon.
Standard Action Area burst 1 within 10 squares Target: One creature.
Target: One creature. Attack: Dexterity vs. AC.
Attack: Dexterity vs. Reflex. Hit: 3[W] + Dexterity modifier damage.
Hit: 1d12 + Dexterity modifier damage. Effect: Enemies adjacent to the target are pushed 1
Launcher The area affected becomes difficult terrain square.
until the end of your next turn. Weapon: Enemies adjacent to the target are pushed a
number of squares equal to your Wisdom modifier.
Stumbling Shot Guerrilla Attack 1
Miss: Half damage.
You bite off a bullet that hits squarely in the shoulder,
throwing your enemy off balance. Opportune Misfire Guerrilla Attack 1
Encounter ♦ Martial, Weapon A well-place shot to a weakened column sends it tum-
Standard Action Ranged weapon. bling down.
Target: One creature. Daily ♦ Martial, Weapon
Attack: Dexterity vs. AC. Standard Action Wall 5 within range.
Hit: 2[W] + Dexterity modifier damage and you push the Target: Creatures in wall.
target a number of squares equal to your Wisdom Attack: Dexterity vs. AC.
modifier. Hit: 3d6 + Dexterity modifier damage.
Effect: The wall lasts until the end of the encounter and
Tied Together Guerrilla Attack 1
is considered difficult terrain.
You aren’t satisfied with lighting just ONE stick of dyna-
mite, are you? Trench Warfare Guerrilla Attack 1
Encounter ♦ Martial, Tool, Explosive Pulling up a plunger detonator, the ground underneath
Standard Action Area burst 1 within 10 squares your enemies explodes.
Target: All Each creature within burst. Daily ♦ Martial, Tool, Explosive
Attack: Dexterity vs. Reflex. Standard Action Wall 5 within 10 squares
Hit: 2d6 + Dexterity modifier damage. You can choose to Target: Creatures within the wall.
either knock the target prone or push them a number of Attack: Dexterity vs. Reflex.
squares equal to your Constitution modifier. Hit: 2d8 + Dexterity modifier damage.
Effect: Choose a square three squares away from the Effect: The “wall” disappears immediately after this at-
origin square and make an area burst 1 attack. tack.
Target: All Each creature within burst. Sustain minor: The wall attacks again in the same
Secondary Attack: Dexterity vs. Reflex. squares.
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.

8..
Level 2 Utility Exploits Fire and Flee Guerrilla Attack 3
Careful Position Guerrilla Utility 2 As the enemy forces approach, you fire once and retreat.
You lie down and aim carefully, steadying your hand. Encounter ♦ Martial, Weapon
Daily ♦ Martial, Weapon, Stance Standard Action Ranged weapon.
Move Action Personal Target: One creature.
Effect: You drop down to the prone position. As long as Attack: Dexterity vs. AC.
you stay in this position, you gain a +2 to attack rolls with Hit: 2[W] + Dexterity modifier damage.
Weapon: The target is immobilized until the end of your
ranged attacks with the Weapon keyword.
next turn.
Compressed Blastback Guerrilla Utility 2 Special: You may shift half your speed before the attack.
1) Stick to any flat surface. 2) Run. Freezing Sap Trap Guerrilla Attack 3
Daily ♦ Martial, Tool, Explosive
Feeling the warmth of flesh makes this concoction re-
Standard Action Ranged 5
act... violently.
Effect: When attempting to break an object, you attack
Encounter ♦ Martial, Tool, Trap, Cold
with +10 to both the attack and damage roll.
Standard Action Area burst 1 within 10
EZ Fallout Shelter Guerrilla Utility 2 Target: Each creature within burst.
With a press of a button, a personal shelter springs up. Attack: Dexterity vs. Fortitude.
Looks like a box to me. Hit: 1d6 + Dexterity modifier cold damage. The target is
Daily ♦ Martial, Tool, Trap immobilized until the end of your next turn.
Standard Action Melee 1 Special: You may wait to trigger this trap. Normally, a
Target: One square. trap triggers instantly as a free action.
Effect: Any creature ending its turn in the square EZ
Fallout Shelter is in gains a +2 bonus to defenses Frozen Acid Grenade Guerrilla Attack 3
against blasts and bursts and is given concealment. Shards of frozen acid spray forth, sticking themselves
Launcher: You can move the EZ Fallout Shelter. While into the skin of your enemies, thawing slowly.
adjacent to it, you can pull it with you at half your speed. Encounter ♦ Martial, Tool, Explosive, Acid
Standard Action Area burst 1 within 10 squares
Hasty Retreat Guerrilla Utility 2 Target: Each creature within burst.
Seeing the enemy advance, you make your way up- Attack: Dexterity vs. Fortitude.
wards. Hit: 1d6 + Dexterity modifier acid damage and the target
Encounter ♦ Martial takes 5 ongoing acid damage (save ends).
Move Action Personal.
Effect: You gain a climb speed equal to your speed until Lodge the Bullet Guerrilla Attack 3
the end of your next turn. The piece of ammunition lodges itself in your foes’ leg,
making walking painful.
Sudden Springboard Guerrilla Utility 2 Encounter ♦ Martial, Weapon
Unfolding it very delicately, you produce a full functioning Standard Action Ranged weapon.
springboard. How’d you fit it in there? Target: One creature.
Encounter ♦ Martial, Trap Attack: Dexterity vs. AC.
Standard Action Ranged 5 Hit: 2[W] + Dexterity modifier damage. Until the end of
Target: One square within range. your next turn, every square moved by the target causes
Effect: Place a trap marker on the square you chose. a number of damage equal to your Wisdom modifier.
When a creature begins a jump from this square, run-
ning or not, add a power bonus of +5. This trap does not Springing Trap Guerrilla Attack 3
disappear instantly after triggered. Instead, it lasts until As they place their foot down, a spring launches them up
the end of the encounter. and over…
Encounter ♦ Martial, Tool, Trap
Level 3 Encounter Exploits Standard Action Ranged 5
Firecracker Guerrilla Attack 3 Target: One creature.
Those are awfully big firecrackers... Attack: Dexterity vs. Reflex.
Encounter ♦ Martial, Tool, Explosive, Fire Hit: 2d8 + Dexterity modifier damage and slide the target
Standard Action Area burst 2 within 10 squares a number of squares equal to your Intelligence modifier.
Target: Three Each creature within burst. They fall prone at the end of the slide.
Attack: Dexterity vs. Reflex.
Hit: 2d4 + Dexterity modifier fire damage.

..9
Level 5 Daily Exploits Sudden Spikes Guerrilla Attack 5
Calfripper 2000 Guerrilla Attack 5 Spikes fold up from an originally invisible spot.
Daily ♦ Martial, Trap
In a gutsy explosion, shrapnel spreads from its center
Standard Action Area burst 1 within 5 squares.
point, flying towards the legs.
Target: Creatures within the area.
Daily ♦ Martial, Tool, Explosive
Attack: Dexterity vs. Reflex.
Standard Action Area burst 2 within 10 squares
Hit: 2d6 + Dexterity modifier damage and the spikes are
Target: Creatures within the area.
considered difficult terrain until the end of your next turn.
Attack: Dexterity vs. Fortitude.
Sustain minor: The spikes are considered difficult ter-
Hit: 1d10 + Dexterity modifier damage and the target is
rain until the end of your next turn.
slowed until the end of your next turn.
Workshop: Any enemy that starts his turn or enters the
Launcher: Add an additional 1d6 of damage.
area takes damage equal to your Wisdom modifier.
Miss: Half damage. Special: You may wait to trigger this trap. Normally, a
Desperate Routing Guerrilla Attack 5 trap triggers instantly as an free action.
The battle is out of control. You fire on a group of en- Level 6 UTILITY Exploits
emies, hoping to change their direction.
Daddy Longlegs Guerrilla Utility 6
Daily ♦ Martial, Weapon, Fear
Standard Action Area burst 1 within weapon range. Long spider-like legs emerge from your backpack fluidly,
Target: Each enemy in burst. lifting you up.
Attack: Dexterity vs. AC. Encounter ♦ Martial
Hit: 2[W] + Dexterity modifier damage and push the Minor Action Personal
Effect: Until the end of your next turn, you ignore difficult
target 3 squares.
terrain.
Grappling Spike Trap Guerrilla Attack 5 Sustain Minor: This power lasts until the end of your
A panel slides open and a grappling hook impales the next turn.
target’s foot. Pulling away makes it only bleed more. Dodge Behind Guerrilla Utility 6
Daily ♦ Martial, Tool, Trap As the arrow whizzes towards you, you throw yourself
Standard Action Ranged 5. behind something.
Target: One creature. Daily ♦ Martial
Attack: Dexterity vs. Reflex. Immediate Interrupt Personal
Hit: 4d6 + Dexterity modifier damage and the target is Trigger: An enemy makes a ranged attack against you.
immobilized (save ends). Every failed save causes dam- Effect: Shift half your speed to a square that grants con-
age equal to 3 + your Intelligence modifier. cealment, cover, or better. Resolve the attack as normal
Miss: Half damage and the target is immobilized until the with concealment, cover, etc.
end of your next turn.
Mad Bomb Guerrilla Attack 5 Hide in Plain Sight Guerrilla Utility 6
Some people get their way with words. If I put this chemi- Using the shadows, you hide yourself from foes.
cal in here, though... Daily ♦ Martial
Daily ♦ Martial, Tool, Explosive Minor Action Personal
Standard Action Area burst 1 within 10 squares Effect: You can make a Stealth check without conceal-
Target: Creatures within the area. ment until the end of your next turn.
Attack: Dexterity vs. Will. Junkforged Guerrilla Utility 6
Hit: 2d6 + Dexterity modifier damage. So he can’t walk very well. So what? It can still hold stuff!
Effect: The target makes a free basic melee attack Daily ♦ Martial
against any creature of your choice. Standard Action Personal
Shot from the Dark Guerrilla Attack 5 Effect: For the rest of the day, you are in control of a
Suddenly, a bullet flies through the air, launching an at- small sized construct minion. It cannot be utilized in a
tack from a hidden location. combat situation. It can carry a load of your Intelligence
Daily ♦ Martial, Weapon, Fear modifier x 10.
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..
Rocket Punch Guerrilla Utility 6 Sludge and Grime Bomb Guerrilla Attack 7
Strapping a large mechanical fist on, you hold it up and With a muffled boom, disgusting and soiled water erupts.
start to punch your foes out. Encounter ♦ Martial, Tool, Explosive, Poison
Daily ♦ Martial, Tool, Weapon Standard Action Area burst 1 within 10 squares
Standard Action Personal Target: Creatures in burst.
Effect: Until the end of your next turn, you gain threaten- Attack: Dexterity vs. Fortitude.
ing reach with the following attack. Hit: 2d6 + Dexterity modifier damage poison damage.
Sustain Standard: The rocket punch is sustained until The target is weakened until the end of your next turn.
the end of your next turn.
Attack: Dexterity vs. Reflex Spinning Dagger Trap Guerrilla Attack 7
Hit: 1d8 + Dexterity modifier damage. Blades eject from the side and an internal mechanism
spins them, creating a traveling cascade of blades.
Spring Boots Guerrilla Utility 6 Encounter ♦ Martial, Tool, Trap
As you fall, springs launch from your shoes in an attempt Standard Action Ranged 5
to soften the landing. Target: One creature.
Encounter ♦ Martial Attack: Dexterity vs. Reflex.
Immediate Interrupt Personal Hit: 1d6 + Dexterity modifier damage.
Trigger: You take falling damage. Effect: The trap occupies the square it was set in.
Effect: Make an Acrobatics check and consider yourself Sustain Move: Move the trap three squares, attacking
trained for this effect, including the +5 bonus. one adjacent target per square moved. You may only
damage a creature once per round with this.
Level 7 Encounter Exploits
Preventing an Accident Guerrilla Attack 7
Annoying Itch Trap Guerrilla Attack 7
As an enemy rears its weapon up in a deadly charge,
The trap snaps onto the enemies’ leg, refusing to let go.
you shoot his knees out from under him.
Encounter ♦ Martial, Tool, Trap, Reliable
Encounter ♦ Martial, Weapon
Standard Action Ranged 5
Immediate Reaction Ranged weapon.
Target: One creature.
Trigger: An enemy charges an ally within range.
Attack: Dexterity vs. Fortitude
Target: One creature.
Hit: 2d8 + Dexterity modifier damage.
Attack: Dexterity vs. AC.
Effect: The trap latches onto the target and moves with
Hit: 2[W] + Dexterity modifier damage and the target is
it. Every square moved causes 3 damage until the end of
your next turn. knocked prone.
Workshop: Every square moved causes an amount of Level 9 Daily Exploits
damage equal to your 3 + Intelligence modifier. Agonizing Vines Trap Guerrilla Attack 9
Dead Man Walking Guerrilla Attack 7 Placing a foot down, the foe finds his ankle wrapped
You ping your bullet against his helmet, shocking him. in old rusted barbed wire. Struggling makes it worse…
Encounter ♦ Martial, Weapon much worse…
Standard Action Ranged weapon. Daily ♦ Martial, Tool, Trap
Target: One creature. Standard Action Ranged 5.
Attack: Dexterity vs. AC. Target: One target.
Hit: 1[W] + Dexterity modifier damage and the target is Attack: Dexterity vs. Fortitude.
dazed (save ends). Hit: 3d8 + Dexterity modifier damage and the target
takes 10 ongoing damage (save ends).
Flailing Chains Guerrilla Attack 7 Effect: The target is immobilized and weakened (save
Erupting suddenly, chains fling from the casing of this ends both).
bomb, catching enemies and pulling them in.
Encounter ♦ Martial, Tool, Explosive
Standard Action Area burst 2 within 10 squares LOW TECH GUERRILLAS
Target: Each creature within burst. The guerrilla can be easily set in any campaign world. If
Attack: Dexterity vs. Fortitude. playing in a low-resource/ low-technology game, there’s
Hit: 2d4 + Dexterity modifier damage. Pull the target one a way to play a guerrilla without losing out on too much of
square. the class’s sthick.
If you’re a little uneasy about having technically unlim-
ited 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.

..11
Copper Piece Bomb Guerrilla Attack 9 Rippling Burst Bomb Guerrilla Attack 9
Only a fool throws his money away. Except for when you After a few seconds, a ripple of electricity emerges. A few
need to get rid of your enemies in a hurricane of copper. seconds later, it repeats.
Daily ♦ Martial, Tool, Explosive Daily ♦ Martial, Tool, Explosive, Lightning
Standard Action Area burst 1 within 10 squares Standard Action Area burst 1 within 10 squares
Target: Creatures within the burst. Target: Each creature within burst.
Attack: Dexterity vs. Reflex. Attack: Dexterity vs. Fortitude.
Hit: 2d8 + Dexterity modifier damage. Hit: 2d10 + Dexterity modifier lightning damage.
Special: After the encounter, you can recover 1d100 Special: At the beginning of your next turn, repeat the
copper pieces. attack from the same origin square.
Miss: Half damage. Level 10 uTILITy Exploits
Grazing Bullet Guerrilla Attack 9 Curve the Shot Guerrilla Utility 10
You lift up and aim at your chosen target and bite off a Launch it up juuuust a little...
bullet. It flies through the air, piercing and exiting foes in Encounter ♦ Martial
its path. Move Action Personal
Daily ♦ Martial, Weapon Effect: The next power with the Explosive keyword you
Standard Action Ranged weapon. use has an increased range of +5 and ignores cover and
Target: One target. superior cover.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity modifier damage. Make a second- Opportunistic Dive Guerrilla Utility 10
ary attack against each enemy in between you and the An enemy slings you back, but you use the momentum
target. to find a better position.
Secondary Attack: Dexterity vs. AC. Encounter ♦ Martial
Hit: 1[W]. The target is pushed a number of Immediate Reaction Personal
squares equal to your Wisdom modifier. Trigger: You are pushed, pulled, or slid.
Special: You must be in a straight line from the target. Effect: Increase the number of squares by your Dexterity
Secondary attacks are made against enemies in the modifier. You may slide this many squares as opposed to
same straight line. be pushed or pulled this many squares.
Gruesome End Guerrilla Attack 9 Remote Control Cart Guerrilla Utility 10
An enemy’s head explodes gruesomely, spraying his al- Sometimes you need more of a direct approach.
lies with bodily fluids. Daily ♦ Martial
Daily ♦ Martial, Weapon, Fear Standard Action Personal
Standard Action Ranged weapon. Effect: You can load an at-will or encounter power with
Target: One nonminion target. the Trap power and launch it in a straight line 5 squares
Attack: Dexterity vs. AC.
away. The trap instantly triggers this way.
Hit: 3[W] + Dexterity modifier damage. If this attack
bloodies the target, enemies adjacent to the target grant Rocket Boots Guerrilla Utility 10
combat advantage (save ends). If this attack drops the You wouldn’t be able to tell it, but these boots contain a
target to 0 or below, enemies adjacent to the target are self-contained propulsion system!
stunned until the end of their next turn and also grant Daily ♦ Martial
combat advantage (save ends). Minor Action Personal
Miss: Half damage. Effect: You gain a fly speed of 6 (hover 1) for a number
Net Trap Guerrilla Attack 9 of turns equal to your Intelligence modifier.
Like a web, the net launches up and wraps its enemy. Watchful Eye Guerrilla Utility 10
Daily ♦ Martial, Tool, Trap Watching a particularly dangerous enemy, you bob and
Standard Action Ranged 5 weave around him.
Target: One creature. Encounter ♦ Martial
Attack: Dexterity vs. Reflex. Minor Action Personal
Hit: 3d6 + Dexterity modifier damage and the target Effect: Choose an enemy adjacent to you. Until the end
loses the rest of its move action, is prone, and slowed of your next turn, you do not provoke opportunity attacks
until the end of its next turn. from the target.
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..
Level 13 Encounter Exploits Steady Now Guerrilla Attack 13
Bouncy Bomb Guerrilla Attack 13 You patiently take aim at your target.
Encounter ♦ Martial, Weapon
It bounces once and the bottom half explodes. It bounces
Standard Action Ranged weapon.
once more and the top erupts.
Target: One creature.
Encounter ♦ Martial, Tool, Explosive
Attack: Dexterity vs. AC.
Standard Action Area burst 1 within 10 squares
Hit: 2[W] + Dexterity modifier damage.
Target: Each creature within burst.
Special: If you sacrifice your move action, you may add
Attack: Dexterity vs. Reflex.
Hit: 2d6 + Dexterity modifier damage. 2d6 extra damage to this attack.
Special: Repeat the attack in another origin square that Level 15 Daily Exploits
is not within the first burst within 10 squares
Burning Smoke Guerrilla Attack 15
Clip Their Wings Guerrilla Attack 13 Once activated, a stream of burning steam launches it
You graze the inside of their leg, forcing them down. like a geyser.
Encounter ♦ Martial, Weapon Daily ♦ Martial, Tool, Trap
Standard Action Ranged weapon. Standard Action Ranged 5
Target: One creature. Target: One creature.
Attack: Dexterity vs. AC. Attack: Dexterity vs. Fortitude.
Hit: 2[W] + Dexterity modifier damage. The target is Hit: 5d6 + Dexterity modifier damage
prone and cannot walk or run until the end of their next Effect: The target takes 10 ongoing damage (save
turn. ends).
Other-Propulsion Bomb Guerrilla Attack 13 Demoralizing Fire Guerrilla Attack 15
You wouldn’t be able to tell it, but this grenade contains a Your gunfire shakes up your enemies.
self-contained propulsion system! Daily ♦ Martial, Weapon, Fear
Encounter ♦ Martial, Tool, Explosive Standard Action Ranged weapon.
Standard Action Ranged 10 Target: One creature.
Target: One creature. Attack: Dexterity vs. AC.
Attack: Dexterity vs. Reflex. Hit: 3[W] + Dexterity modifier damage.
Hit: 2d8 + Dexterity modifier damage. Slide the target an Effect: A burst 2 zone centered on the target is created.
amount of squares equal to 4 + your Constitution modi- The zone is destroyed when the target falls below 0
fier. hp. When it leaves this zone, it takes a -2 to attack rolls
(save ends).
Quickacid Trap Guerrilla Attack 13
Laying a concoction down, you wait for someone to Excavation Bomb Guerrilla Attack 15
come in and sink. An explosive specially made for those walls that just will
Encounter ♦ Martial, Tool, Trap not come down.
Standard Action Area burst 1 within 10 squares Daily ♦ Martial, Tool, Explosive
Target: Each creature within burst. Standard Action Area burst 1 within 10 squares
Attack: Dexterity vs. Fortitude. Target: Each creature within burst.
Hit: 2d8 + Dexterity modifier acid damage. The target Attack: Dexterity vs. Fortitude.
is slowed until the end of your next turn. Until the end of Hit: 3d6 + Dexterity modifier damage.
your next turn, if a creature leaves a square inside the Effect: Choose a number of squares equal to your Con-
burst, they take 1d6 + your Dexterity modifier acid dam- stitution modiifer of solid material. Destroy it.
age.
Frightening Presence Guerrilla Attack 15
Spike Shower Trap Guerrilla Attack 13 With the ring of the gun still in the air, you stand up defi-
Stepping onto this trap, slivers of metal shoot up, pierc- antly.
ing your foes’ skin. Daily ♦ Martial, Weapon, Fear
Encounter ♦ Martial, Tool, Trap Standard Action Ranged weapon.
Standard Action Area burst 1 within 10 squares Target: One creature.
Target: Each creature within burst. Attack: Dexterity vs. AC.
Attack: Dexterity vs. Reflex. Hit: 2[W] + Dexterity modifier.
Hit: 2d6 + Dexterity modifier damage. Effect: Push the target and every adjacent enemy a
Special: You may wait to trigger this trap. Normally, a number of squares equal to your Wisdom modifier away
trap triggers instantly as a free action. from you.

..13
Lasting Fire Bomb Guerrilla Attack 15 Unexpected Expansion Guerrilla Utility 16
With a flash of light, the area is covered in live fire. Through your (accidental) ingenuity, a blast of yours
Daily ♦ Martial, Tool, Explosive becomes bigger.
Standard Action Area burst 2 with 10 squares Daily ♦ Martial
Target: Each creature within burst. Minor Action Personal
Attack: Dexterity vs. Reflex. Effect: Increase the area of the next at-will or encounter
Hit: 2d10 + Dexterity modifier damage. power with the Explosive keyword by 1.
Effect: For an amount of rounds equal to your Constitu-
tion modifier, the area affected becomes difficult terrain Level 17 Encounter Exploits
and inflicts 5 damage per square traveled. Bomberang Guerrilla Attack 17
Medusa Eye Trap Guerrilla Attack 15 The name of this device is hotly debated by guerrillas. It
doesn’t come back!
With the eye of a medusa set inside the trap, prying the
Encounter ♦ Martial, Tool, Explosive
eyelids open replicates a live medusa’s effect.
Standard Action Area burst 1 within 10 squares
Daily ♦ Martial, Tool, Trap
Target: Each creature within burst.
Standard Action Ranged 5
Attack: Dexterity vs. Fortitude.
Target: One creature.
Hit: 2d6 + Dexterity modifier damage.
Attack: Dexterity vs. Fortitude.
Hit: 4d6 + Dexterity modifier damage. Special: You don’t require line of sight to use this power.
Effect: The target is petrified until the end of your next Eagle Eye Shot Guerrilla Attack 17
turn. You fire through the battle itself and your bullet seems to
Workshop: Target is petrified (save ends). weave in and out of the battlefield.
Encounter ♦ Martial, Weapon
Level 16 Utility Exploits Standard Action Ranged weapon.
Give Me a Second Guerrilla Utility 16 Target: One target.
You seem to have the right tool for the right job. Attack: Dexterity vs. AC.
Encounter ♦ Martial Hit: 2[W] + Dexterity modifier damage. This attack ig-
Standard Action Close burst 5 nores concealment and cover (but not superior).
Effect: Grant yourself or an ally within 5 squares a power
Poisonous Fumes Trap Guerrilla Attack 17
bonus of +5 to the next skill used.
With a quick blast of spores, your foes are disoriented.
Jumper Cables Guerrilla Utility 16 Encounter ♦ Martial, Tool, Trap, Poison
Clear! No, REALLY! CLEAR! Standard Action Area burst 1 within 10 squares
Daily ♦ Martial Target: Each creature within burst.
Standard Action Melee touch Attack: Dexterity vs. Fortitude.
Effect: Allow an adjacent creature to spend a healing Hit: 3d6 + Dexterity modifier poison damage. The target
surge at the cost of you losing a healing surge. is weakened and dazed until the end of your next turn.
Until the end of your next turn, the area gives conceal-
Powerful Magnetic Guerrilla Utility 16 ment to those inside.
You pull out a large magnet and point it at your desired
object. Skip Trap Guerrilla Attack 17
Encounter ♦ Martial Once triggered, it jumps up and flies through the air,
Move Action Personal haphazardly landing somewhere else.
Effect: Pull a small, metal and unattended object within Encounter ♦ Martial, Tool, Trap, Explosive
5 squares to you. Standard Action Ranged 5
Target: One creature.
Rebel Yell Guerrilla Utility 16 Attack: Dexterity vs. Reflex.
After taking an enemy out, you let out the chant of your Hit: 2d8 + Dexterity modifier damage.
cause, frightening your foes and bolstering your allies. Effect: After activation, move the marker 5 squares in
Encounter ♦ Martial, Fear any direction.
Immediate Reaction Personal Workshop: The trap resets and is activated normally
Trigger: You drop an enemy below 0. one last time. At this stage, the trap cannot be recovered
Effect: Each ally within 5 may shift 1 square. Each en- with the Workshop class feature.
emy within 5 is pushed 1 square. Launcher: After being activated and slid, the trap ex-
plodes as the level 1 at-will exploit, blastback plus 1 extra
die of damage.

14..
Stabmattress Trap Guerrilla Attack 17 Flashy Bang Bomb Guerrilla Attack 19
A hook launches up and latches itself into the enemies A barrage of flashing lights erupts from the core, making
back, dragging them down and pistoning daggers into your senses FUBAR.
their back. A very uncomfortable bed. Daily ♦ Martial, Tool, Explosive
Encounter ♦ Martial, Tool, Trap Standard Action Area burst 1 within 10 squares
Standard Action Ranged 5 Target: Each creature within burst.
Target: One creature. Attack: Dexterity vs. Reflex.
Attack: Dexterity vs. Reflex. Hit: 3d10 + Dexterity modifier damage. The target is
Hit: 3d4 + Dexterity modifier damage and the target is blinded, deafened, and dazed (save ends).
prone, immobilized, and takes ongoing 10 damage (save
ends all). Fire Away Guerrilla Attack 19
The bullet sinks itself and your enemies flee.
Wavering Morale Guerrilla Attack 17 Daily ♦ Martial, Weapon
Your attacks break your enemies’ minds. Standard Action Ranged weapon.
Encounter ♦ Martial, Weapon Target: One or two creatures.
Standard Action Area burst 1 within range. Attack: Dexterity vs. AC.
Target: Enemies in burst. Hit: 2[W] + Dexterity modifier damage. On the target’s
Attack: Dexterity vs. AC. next turn, they must spend their move action to move
Hit: 1[W] + Dexterity modifier damage. The target takes away from you.
a -2 to attacks until the end of your next turn.
Rocket Clamp Trap Guerrilla Attack 19
Level 19 Daily Exploits This trap closes over the subject’s foot and launches
Destruction Disk Guerrilla Attack 19 them into a group of his friends.
This disk has three bombs embedded into the edges that Daily ♦ Martial, Tool, Trap, Reliable
explode in sequence as it travels. Standard Action Ranged 5
Daily ♦ Martial, Tool, Explosive Target: One creature.
Standard Action Area burst 1 within 10 squares Attack: Dexterity vs. Reflex.
Target: Each creature within burst. Hit: 2d6 + Dexterity modifier damage.
Attack: Dexterity vs. Reflex. Effect: Slide the target a number of squares equal to
Hit: 3d8 + Dexterity modifier damage. your 3 + your Intelligence modifier. Perform an area 1
Launcher: Pick a square within 5 squares. Repeat the burst attack centered on the target.
attack. Target: Each creature within burst.
Secondary Target: Each creature within burst. Hit: 5d6 + Dexterity modifier damage.
Secondary Attack: Dexterity vs. Reflex. Miss: Half damage.
Hit: 2d8 + Dexterity modifier damage.
Effect: Pick a square within 5 squares. Repeat the
Level 22 Utility Exploits
attack. EMP Stun Gun Guerrilla Utility 22
Tertiary Target: Each creature within burst. Robot bastards! Take THIS!
Tertiary Attack: Dexterity vs. Reflex. Daily ♦ Martial
Hit: 1d8 + Dexterity modifier damage. Minor Action Melee touch
Target: One creature with the construct keyword or one
Excruciating Blow Guerrilla Attack 19 machine.
You bullet finds it past all that flesh rubbish and makes Effect: The target is stunned and grants combat advan-
your enemy howls in pain, swinging at anything close. tage until the end of your next turn (save ends)
Daily ♦ Martial, Weapon
Standard Action Ranged weapon. Louder than Usual Guerrilla Utility 22
Target: One creature. Maybe you put more gunpowder than you should have?
Attack: Dexterity vs. AC. Daily ♦ Martial
Hit: 2[W] + Dexterity modifier damage and the target Minor Action Personal
takes 5 ongoing damage (save ends). Effect: With the next at-will or encounter power with the
Effect: You may choose for the target to take a basic Explosive keyword, add the condition of “the target is
melee attack against an adjacent creature. dazed (save ends)”.

..15
Rerouting Guerrilla Utility 22 Random Bombs Galore! Guerrilla Attack 23
Using some sort of deflection device, you reflect an at- I don’t know what’s going to happen either...
tack back. Encounter ♦ Martial, Tool, Explosive
Daily ♦ Martial Standard Action Close burst 5
Immediate Interrupt Personal Target: A number of creatures equal to your Constitution
Trigger: You are hit by a ranged attack. modifier + 3.
Effect: Halve the damage with the attacker. Attack: Dexterity vs. Reflex.
Hit: 1d8 + Dexterity modifier damage.
Tied to a String Guerrilla Utility 22
Tying a string to the end of your trap, you pull it right Rupturing Strike Guerrilla Attack 23
under a darting foe. You burst a rather soft spot on their body.
Daily ♦ Martial Encounter ♦ Martial, Weapon
Immediate Interrupt Personal Standard Action Ranged weapon.
Effect: Move one of your traps one square. You may Target: One creature.
move the trap into an enemy’s square. Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier damage. The target is
Trapfinding Sense Guerrilla Utility 22 weakened and slowed until the end of your next turn.
You know there’s one in here…
Encounter ♦ Martial Rushed Barrage Guerrilla Attack 23
Move Action Personal The orc charges down the hill then pow! It stops, feeling
Effect: When this power is used, it must be revealed that warmth dribble down his shoulder. Pow! Pow! Bullets
there is a trap within 5 squares of you. Details of such a slam into his chest as he falls to his knees.
trap (or traps) cannot be revealed without the required Encounter ♦ Martial, Weapon
check. Standard Action Ranged weapon.
Target: One creature.
Level 23 Encounter Exploits Attack: Dexterity vs. AC, three attacks.
Bass Bomb Guerrilla Attack 23 Hit: 1[W] + Dexterity modifier damage per attack. If all
Phonographs do not impress you. three attacks hit, the target falls prone.
Encounter ♦ Martial, Tool, Explosive, Thunder
Standard Action Area burst 1 within 10 squares Level 25 Daily Exploits
Target: Each creature within burst. Glorious Charge Guerrilla Attack 25
Attack: Dexterity vs. Fortitude. Lighting a bomb in your hand, you charge headfirst to-
Hit: 3d6 + Dexterity modifier damage and the target is wards a pack of enemies.
dazed until the end of your next turn. Daily ♦ Martial, Tool, Explosive
Standard Action Close burst 1.
Explosive Trap Guerrilla Attack 23 Target: Each creature within burst.
Beep! Boom! Attack: Dexterity vs. Reflex.
Encounter ♦ Martial, Trap, Explosive Hit: 3d12 + Dexterity modifier damage.
Standard Action Area burst 1 within 10 squares Miss: Half damage.
Target: Each creature within burst. Special: You may use this attack at the end of a charge.
Attack: Dexterity vs. Reflex. You take half damage.
Hit: 2d8 + Dexterity modifier damage. The target is
pushed 5 squares. Marked for Death Guerrilla Attack 25
Special: You may wait to trigger this trap. Normally, a Your enemies know not to approach your target, lest they
trap triggers instantly as a free action. would be shot for defiance.
Daily ♦ Martial, Weapon, Fear
Forgetful Trapsmith Guerrilla Attack 23 Standard Action Ranged weapon.
Um, I don’t quite remember what I put in this one... Target: One creature.
Encounter ♦ Martial, Tool, Trap, Fire, Cold, Lightning, Attack: Dexterity vs. AC.
or Acid Hit: 2[W] + Dexterity modifier damage.
Standard Action Ranged 5. Effect: Enemies cannot be adjacent with the target (save
Target: One creature. ends). When an enemy enters an adjacent square next
Attack: Dexterity vs. Fortitude. to the target, make a Dexterity vs. Will attack as a free
Hit: 2d8 + Dexterity modifier damage. Roll 1d4 for fire, action. If you hit, move the enemy away from the target
cold, lightning, or acid respectively. This attack deals that with the rest of its move action.
type of damage. Roll a 1d4 and the target takes ongoing
5 damage of that type (save ends).

16..
Pinpoint Accuracy Guerrilla Attack 25 Blasting Knees Guerrilla Attack 27
Your enemies scream in terror as bullets whiz past all of You crouch down and fire at their knees.
their heads. If they had the time, they would recognize Encounter ♦ Martial, Weapon
that each bullet was 2.4 inches away from each of their Standard Action Area burst 1 within weapon range.
heads. Target: Each creature within burst.
Daily ♦ Martial, Weapon, Fear Attack: Dexterity vs. AC.
Standard Action Area burst 1 within weapon range. Hit: 1[W] + Dexterity modifier damage and the target is
Target: Each creature within burst. slowed until the end of your next turn.
Attack: Dexterity vs. Will.
Hit: 2[W] + Dexterity modifier damage. The target is Folding Cage Trap Guerrilla Attack 27
stunned (save ends). Gives us a little time... quick! Get into formation!
Encounter ♦ Martial, Tool, Trap
Skeletal Crush Trap Guerrilla Attack 25 Standard Action Ranged 5
Injecting necrotic juices into the very skeleton of an en- Target: One creature.
emy? Where do I sign up? Attack: Dexterity vs. Reflex.
Daily ♦ Martial, Tool, Trap, Necrotic Effect: Target is restrained. It cannot attack or be at-
Standard Action Ranged 5 tacked. It cannot be pushed, pulled, or slid. It cannot be
Target: One creature. affected in any way until the end of its next turn, when it
Attack: Dexterity vs. Fortitude. is released and unrestrained.
Hit: 2d10 + Dexterity modifier damage and the target Rat Trap Guerrilla Attack 27
takes 10 ongoing necrotic damage (save ends). Because that’s all you really are.
Workshop: The target takes 20 ongoing necrotic Encounter ♦ Martial, Tool, Trap
damage (save ends). Standard Action Ranged 5
Tremoring Explosives Guerrilla Attack 25 Target: One creature.
The earth cracks before your explosives go off. Attack: Dexterity vs. Fortitude.
Daily ♦ Martial, Tool, Explosive Hit: 3d6 + Dexterity modifier damage and the target is
Standard Action Wall 8 within 10 squares immobilized, weakened, and dazed until the end of your
Target: Each creature within burst. next turn.
Attack: Dexterity vs. Reflex.
Smoking Bomb Guerrilla Attack 27
Hit: 3d10 + Dexterity modifier damage. The target is slid
a number of squares equal to your Constitution modifier Smoke them out! Bring them into the battle!
and dazed (save ends). Encounter ♦ Martial, Tool, Explosive
Standard Action Area burst 1 within 10 squares
Weakening Latch Guerrilla Attack 25 Target: Each creature within burst.
This trap latches onto the bottom of your foe’s feet, Attack: Dexterity vs. Fortitude.
slowly weakening him. Hit: 2d8 + Dexterity modifier damage. If a creature starts
Daily ♦ Martial, Tool, Trap their turn in the area affected, they must move their
Standard Action Ranged 5 speed out of the area. This effect lasts until the end of
Target: One creature. your next turn.
Attack: Dexterity vs. Fortitude.
Hit: 4d8 + Dexterity modifier damage and the target
Spidermines Guerrilla Attack 27
takes ongoing 10 damage and is weakened (save ends). They will find you. No matter what.
Miss: Half damage and the target is weakened until the Encounter ♦ Martial, Tool, Explosive
end of your next turn. Standard Action Close burst 15.
Target: One, two, or three creatures.
Level 27 Encounter Exploits Attack: Dexterity vs. Reflex.
Beautiful Ricochet Guerrilla Attack 27 Hit: 4d6 + Dexterity modifier damage.
You twist the bullet just right, bouncing it off the sur-
rounding 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.

..17
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 dam-
age 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 My Own Underclock! Acolyte of Zook Attack 20
Pouring a bag out by your feet, you disperse a few of
“The Grand Artificer may be onto something...”
your own creations.
Daily ♦ Martial, Tool, Conjuration
Prerequisite: Guerrilla class, any Arcane
Standard Action Personal
Effect: You summon 3 small sized Constructs in unoc-
With the emergence of the Underclock to the continent of
cupied squares adjacent to you. The Constructs has a
Anatolia, Epsilon’s Landing became a metropolis for up-
speed of 6. You can give the constructs the following
and-coming artificers, guerrillas, and tinkerers everywhere,
special commands.
drawn to the highly concentrated area of superb Zookish
♦ Standard Action: Shift 1 square and attack; melee 1;
technologies and the warforged themselves, the epitome of
targets one creature; Dexterity vs. Reflex; Dexterity +
Zook’s insane ingenuity. With Zook’s defection back to the
Intelligence modifier damage and the target is pushed 1
side of the Underclock from the Machine Queen Shibbo-
square.
leth, 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 profes-
Border Keeper
“I secure these lands from people like you.”
sion? Watch this.
Prerequisite: Guerrilla
Acolyte of Zook Path Features You are a protector of a certain area. You secure your
Call in the Airstrike (11th level): When you use an action
nation or region from outsiders or otherwise people who
point, make two area burst 1 attacks within 10 squares
would do your area and its people harm. You specialize in
Dexterity vs. Reflex, 1d6 + Intelligence modifier as a free
keeping intruders out of places where they do not belong.
action.
You use your guerrilla tactics to frighten people away and
Arcane Integration (11th level): You may freely change
if they get too close, to escape them and fire upon them.
the keyword of any Trap or Explosive power from Martial to
Arcane. They’ll realize they made a huge mistake.
Cyborg Infusion (16th Level): At the beginning of an ex-
tended rest, choose an energy type. You gain a resistance Border Keeper Path Features
to that type equal to your Intelligence modifier. 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.
Acolyte of Zook Powers Terrain Won’t Save You (11th Level): If you sacrifice your
Teleportation Trap Acolyte of Zook Attack 11 move action for your turn, you may ignore cover (but not
With this enchanted chip placed on the plate, it can warp superior or total cover).
the physical material of point to point... HEY!! WAKE UP! Vengeful Eye (16th Level): Once per encounter, you may
Encounter ♦ Arcane, Tool, Teleportation designate one enemy as an Intruder. Every time you hit
Standard Action Ranged 5 your Intruder with a ranged attack, push him 1 square. This
Target: One creature. power refreshes when your marked Intruder drops to 0 hp
Attack: Dexterity vs. Will or at the end of the encounter.
Hit: 2d6 + Dexterity modifier damage.
Effect: Teleport the target a number of squares equal to Border Keeper Powers
your Intelligence modifier.
Special: If an ally triggers the trap, you can choose not to Menacing Rejection Border Keeper Attack 11
attack and damage him and just teleport him. The first shot should be a warning.
Encounter ♦ Martial, Weapon
Crafted Upgrade Acolyte of Zook Utility 12 Standard Action Ranged weapon.
Oh, this definitely needs more lasers. Target: One creature.
Daily ♦ Arcane Attack: Dexterity vs. AC.
Move Action Personal Hit: 2[W] + Dexterity modifier damage.
Effect: The next ranged attack used gains the property Effect: Until the end of your next turn, the target cannot
of ongoing 5 force damage (save ends). move, shift, or slide any closer to you.

..19
Being Surrounded Border Keeper Utility 12 The satisfaction of capturing that one elusive monster
keeps you going on your adventures. You’ve train
You use the butt of your rifle to get away.
Encounter ♦ Martial yourself to go after a certain type of creature and be-
Standard Action Personal fore your excursions, study a bit more. Some people
Effect: You may shift half your speed. say that your rather erratic concentration that jumps
Special: You must have at least two enemies adjacent to from one creature to the next is a downfall, but you
you. see it as a definite boon to yourself and your friends.

Exiling Shot Border Keeper Attack 20


They now know that they are not wanted. Collector of Sorts Path Features
Daily ♦ Martial, Weapon Thrill of the Hunt (11th level): When you spend an
Standard Action Ranged weapon. action point, you gain a +3 to attack and damage rolls
Target: One creature. against your Studied Creature, as opposed to the
Attack: Dexterity vs. AC. normal +1 until the end of your next turn.
Hit: 3[W] + Dexterity modifier damage. The target must Studied Creature (11th level): Pick any creature key-
use their move action to move away from you (save word at the beginning of your character’s day. Until
ends). you take an extended rest, this creature becomes
your Studied Creature. When facing a creature that
Collector of Sorts has the keyword you studied (your “Studied Crea-
ture”), you gain a +1 to attack and damage rolls. You
“I’ve crossed some of the known world, collecting
also gain a +3 to Nature, Dungeoneering, Arcana, and
nature’s greatest masterpieces. And I intend to con-
Perception skill checks relating to that creature.
tinue.”
Amounting a Collection (16th Level): You gain a class
bonus of +2 to Nature, Dungeoneering, and Diplo-
Prerequisite: Guerrilla class
macy.
You’re a guerrilla that seeks to collect the greatest
monsters of the world to build your own collection. 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.

20..
Final Catch Collector of Sorts Attack 20 Barrage of Memories Deadshot Attack 20
It’s in your reach! Something fuels you to do this. Not sure what though.
Daily ♦ Martial, Tool, Trap Daily ♦ Martial, Weapon
Standard Action Ranged 5 Standard Action Ranged weapon.
Target: One creature. Target: One creature.
Attack: Dexterity vs. Reflex Attack: Dexterity vs. AC, three attacks.
Hit: 3d12 + Dexterity modifier damage. Hit: 1[W] + Dexterity modifier damage per attack. For
Effect: Target is restrained until the end of your next every hit, the target takes a culminative 5 ongoing dam-
turn. age (save ends).
Special: You may throw this in your Studied Creature’s
square and have it affect immediately. Guerrilla Warwager
“Send as many as you will. I’m the only one the resis-
Deadshot tance will need!”
-Council Guerrilla Warwager to
“Why waste time? Plant the bullet in his chest.”
magocracy forces.
Prerequisite: Guerrilla, trained in Intimidate
Prerequisite: Guerrilla, both Workshop and Launch-
There’s no wasting time with you. Kill them and get it over er features, trained in Nature
with. Why disorient them when you can just put them out of
their meddling little misery of a life?
Combining demolitions with traps, the guerrilla warwa-
You may have a vendetta against someone or something to
ger takes the element of surprise to a new level. A
avenge for. Something in life has made you this way: gritty,
cold, and emotionally distant. What’s important though is brigade of armored soldiers may cross through the
that you’ll make up for it. They’ll all make up for it. jungles, but if a guerrilla warwager seeks to destroy
Stay in the back, line your shot… boom. them, it is a certain bet that they will not succeed in
their trip.
As a guerrilla warwager, you excel in taking out and
Deadshot Path Features dispersing large forces, scattering them so your party
Ocular Crosshairs (11th level): If you spend an action
can step in and take them out while they’re dazed and
point and use it to attack, you gain a +2 to attack and dam-
age rolls for ranged attacks until the end of your turn. confused.
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 fea-
tures (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.

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.

..21
Guerrilla Warwager Path Features Change of Plans Guerrilla Warwager Utility 12
Power to the People (11th level): When you use As a foe hits you, you jump back and lay a trap, threaten-
an action point, all allies within 5 may move half their ing your foe to advance.
speed. Encounter ♦ Martial
Frighten the Man (11th level): Once per round when Immediate Reaction Personal
Trigger: You are hit by a melee attack.
you use a power with the Explosive keyword, you may
Effect: Shift 1 square and place an at-will trap in your
choose an enemy adjacent to the blast radius. That
original space.
creature grants combat advantage to all of your allies
until the beginning of their next turn. Bourgeois’ Bane Guerrilla Warwager Attack 20
Proletariat’s Devices (16th Level): Whenever you Using your best for last, you send a message to those
hit an enemy with a power with the Trap keyword, pigs up top.
they lose 1 square of movement that turn or their next. Daily ♦ Martial, Tool, Explosive
Standard Action Area burst 1 within 10 squares
Target: All enemies within burst.
Guerrilla Warwager Powers Attack: Dexterity vs. Reflex
Homegrown Trap Guerrilla Warwager Attack 11 Hit: 4d10 + Dexterity modifier damage.
A commonly crafted trap, to be sure. With the use of home-
brewed toxins, however, it becomes deadly.
Encounter ♦ Martial, Tool, Poison
Mad Bomber
“He says to me, he says to me, ‘Baby, I’m tired of
Standard Action Ranged 5 workin’ for the MAN!’ I says, I says, WHY DON’T YOU
Target: One creature. BLOW HIM TO BITS?”
Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity modifier damage. Ongoing 15 poison
Prerequisite: Guerrilla class, Workshop tool
damage (save ends).
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 de-
lay a number of explosives up to your Constitution
modifier indefinitely per encounter. Otherwise, the
Launcher tool class feature is unchanged.

22..
Mad Bomber Powers Dodgy Itch (16th Level): Gain a permanent +1 to
your Reflex defense and +1 to AC against an opportu-
Just As Planned Mad Bomber Attack 11
nity attack.
Boom! BOOM!
Encounter ♦ Martial, Tool, Explosive
Standard Action Area burst 1 within 10 squares Master Snagger Powers
Target: Each creature within burst. Glass Shards Trap Master Snagger Attack 11
Attack: Dexterity vs. Reflex. Activating this trap launches up multiple shards of glass
Hit: 4d6 + Dexterity modifier damage. that seek to pierce the enemy’s eyes.
Effect: The area affected becomes difficult terrain until Encounter ♦ Martial, Tool, Trap
the end of the encounter. Standard Action Ranged 5
Yeah, Baby, YEAH! Mad Bomber Utility 12 Target: One creature.
We need more power! Attack: Dexterity vs. Fortitude.
Encounter ♦ Martial Hit: 2d6 + Dexterity modifier damage and the target
Minor Action Personal takes a -2 to attack rolls (save ends).
Effect: Spend a healing surge and add that like amount
of damage to one target in the next attack with the Explo-
Tightened Bolts Master Snagger Utility 12
You specially prepared that trap.
sive keyword.
Daily ♦ Martial
Pride and Joy Mad Bomber Attack 20 Immediate Reaction Personal
You spent a lot of time on this one, trying to get it just Trigger: An enemy succeeds a saving throw against an
right. effect you placed on it.
Daily ♦ Martial, Tool, Explosive Effect: They instead fail it.
Standard Action Area burst 2 within 20.
Target: Each creature within burst. Giant Bag Trap Master Snagger Attack 20
Attack: Dexterity vs. Reflex. That’s a horrible name!
Hit: 3d10 + Dexterity. Add 3d10 damage if this the last Daily ♦ Martial, Tool, Trap
daily you have left. Standard Action Area burst 1 within 20.
Miss: Half damage. Target: All Each creature within burst.
Attack: Dexterity vs. Reflex
Master Snagger Hit: 4d10 + Dexterity modifier damage. The target is slid
vertically 2 squares and immobilized (save ends). After
“Your struggles will only agitate your wounds. And the save, the target falls and takes falling damage.
myself.”

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 disgust-
ing 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.

..23
Saboteur Deft Slip Saboteur Utility 12
You’ve be doing this so long, it’s almost like a chore.
“Oh, excuse me.” Encounter ♦ Martial
Minor Action Personal
Prerequisite: Guerrilla class, trained in Thievery Effect: You gain a +5 power bonus to the next Thievery
skill.
You train yourself to interrupt and trip up your en-
emies, skirting past and placing explosives of all sorts Necessary Precautions Saboteur Attack 20
on their body. Someone spontaneously exploding one You had been planning this all along...
Daily ♦ Martial, Tool, Explosive
evening on the streets of Fallow? The saboteur may
Standard Action Ranged 20
be one to blame. Target: One creature that is below you in initiative.
Ranging from the charming assassin, the brawny Attack: Dexterity vs. Reflex.
dwarf with dynamite to spare, or maybe even the Hit: 3d8 + Dexterity modifier damage.
passer-by you just saw, saboteurs can’t be typecasted Special: This can only be used on the first round of
into a certain archetype. battle.

Saboteur Path Features


Terra Skirmisher
“You’re laughing because you think I’m aiming at you. I’m
not exactly aiming at you…”
Silent Step (11th level): If you spend an action point
and use it as a move action, you do not provoke an Prerequisite: Guerrilla class
attack of opportunity from any enemy creature.
Part of the Job (11th Level): As a saboteur, you can Some guerrilla fighters have learned to use the environ-
ment of a situation against their foes. Trees falling, rocks
decide as a free action to change the range of an
tumbling, pulling the carpet from underneath foes… there’s
at-will, encounter, or utility power with the Explosive
no better enemy than their surroundings.
keyword from any ranged to melee touch. By doing
this, you proceed the attack as normal. If you hit, then The Terra Skirmisher is a school of guerrilla warfare that
that creature is considered stuck. You may decide, as originates from the wilderness of Arooin. They are defunct
a free action, when that power goes off as a immedi- school of guerrilla warfare that included tactics such as
ate reaction. The power continues as normal with the causing avalanches, toppling forests, breaking dams in
stuck creature being the origin point. order to put down armies of foes.
The Guild’s Pride (16th Level): Any power with
the Explosive keyword implemented with the Part of
Terra Skirmisher Path Features
the Job deals 2d6 more damage to the creature you Destructive Charge (11th level): If you spend an action
stuck. 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
Saboteur PowerS your next turn.
Every Bullet Counts (11th Level): When you miss with
Well Placed Bomb Saboteur Attack 11 a ranged attack, once per round you may choose to make
He thinks it’s a cigarette case of all things. Too bad his one adjacent square to the target difficult terrain until the
chest’ll blow out soon enough. end of your next turn.
Encounter ♦ Martial, Tool, Explosive Lifelong Adaptation (16th Level): Choose a type of ter-
Standard Action Close blast 3. rain (forest, swamp, mountainous, etc.). You ignore difficult
Target: All creatures in bblast, including the blaster’s terrain from that source when moving.
square.
Attack: Dexterity vs. Reflex. Terra Skirmisher Powers
Hit: 3d6 + Dexterity modifier damage.
Effect: Automatically hits the creature in the blaster’s Watch Out Below! Terra Skirmisher Attack 11
square. You fire on a weak support beam and it crashes on a foe,
Special: This power may only be used in conjunction stumbling him.
with the “Part of the Job” Saboteur path feature. 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.

24..
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 dif-
ficult 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 im-
mobilized (save ends).
Effect: The area affected is difficult terrain until the end
of the encounter.

..25
Epic Destinies
roll twice per day.
The Mechanist Prepared for This (24th level): The first time you are
knocked to 0 hp, you automatically spend a healing surge
“Becoming a Mechanist, you seek to revolutionize the world
(if you have one) and stand back up. Until the end of the
as the Grand Artificer had. By the end of it all, you might
encounter, you gain resist 10 all.
have cogs turning in your head… literally.”
A Digital Dream (30th level): You gain the Living Con-
Prerequisite: 21st level guerrilla
struct keyword.
The first known Mechanist in the world would have been
the Grand Artificer Zook. Captured by mind flayers and Mechanist Power
kept as a slave at a young age, the gnome would eventu-
Run.exe Mechanist Utility 26
ally piece together a weapon to break himself out with and
escape to the surface world. As this happened, however, Seeing the first one fail, you quickly pull out bits and
Zook had realized that his escape might have been another pieces and form them together, creating yet another.
one of the mind flayers’ psionic illusions placed upon him. Daily ♦ Martial
Becoming paranoid, schizophrenic, and nervous, Zook Minor Action Personal
entered the world, wary of absolutely everything. Trigger: You used an at-will, encounter, utility, or daily
He picked up the art of artificery and started creating won- power with the Trap or Explosive keyword and you dis-
drous machine, including the first firearm, the pistol, before liked the result.
the rest of the world would have imagined such things. One Effect: Retry.
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
Icon of Revolution
that he would be right back. A few moments later, he tore in “By standing up for your people or your cause, you become
with a construct he called a “tank.” The great wyrm’s hide an icon for freedom and the fight against oppression…
could not be retrieved. Much later in his life, Zook founded forever.”
the Underclock, an underground city with the most envi- Prerequisite: 21st level guerrilla
able war economy. The creation of the warforged is his
greatest achievement. But what about you? What will you Sometimes, during the course of a nation’s life, a group of
achieve? Technology is still a virgin subject, rarely explored idealists rise up to change the way of life and society itself.
those surface-dwellers like you. There’s always room for While this often leads to a peaceful and mostly positive
one more Grand Artificer. There’s always room for another change for the better, these sorts of situations lead to par-
Mechanist. ticularly bloody times. There’s a reason tyrants and bureau-
crats fear the word revolution. It’s because people like you
Immortality, of the Rusted Variety say it so easily.
Mages and sages of the arcane and divine lot have already
found different ways to never die, from the ritual of lichdom Revolutions have happened all over the world, many
to becoming merely favored by the gods. As a Mechanist, times over. The most recent occurrence of such an event
you believe both of these ways to be a very cheap way would have been the sacking and retaking of Fallow by
out of mortality (as with the rest of most arcane and divine the Underground section of the city (otherwise known as
studies, frankly). With technology around, there are many “Old Fallow”). The Underground, unhappy with the way the
different ways to improve your frail mortal self. The Grand Fallonian government had decided to involve itself into the
Artificer decided that he must achieve immortality to keep affairs of other countries (sometimes by invading them),
watch over his creations, the warforged, and his city, the rose up and staged a coup against them. They ended the
Underclock. As he aged and time progressed, his organs Great War between the nations of the war by capturing
failed naturally. He would cut himself open and replace that the Emperor of Fallow and executing them in front of the
organ with his warforged equivalent. As of this writing, in people. In the meantime, their hit and run tactics, coupled
the year 1034AV, Zook is currently half-way this way. with explosive sabotages defined their movement against
That’s only one of the many different ways a devoted tech- the government.
nology enthusiast such as yourself could prolong your life.
By taking the cause of the people (or nation, ruler, etc.) to
heart, you become a living embodiment of your passion.
Mechanist Features Lead the people, lead your nation, lead your cause to vic-
All Mechanists have the following features. tory over the tyranny of oppression!
Specially Created (21st level): You may reroll any die you

26..
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 reb-
els 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 situ-
ations rally behind you.
Encounter ♦ Martial
Move Action Personal
Target: One creature.
Effect: The target is dominated until the end of your next
turn.

..27
Feats
Well Conceived Plan [Guerrilla]
Heroic Tier Feats Prerequisites: Guerrilla, Workshop tool
Always In a Hurry [Guerrilla] Benefit: As a free action, you may place an at-will power
Prerequisites: Guerrilla, Dexterity 14 with the Trap keyword in any square you see at the begin-
Benefit: When you run, you do not grant combat advan- ning of an encounter.
tage to a number of enemies equal to your Intelligence
modifier.
Paragon Tier Feats
Bullet Bender [Guerrilla] Alchemical Integration [Guerrilla]
Prerequisites: Guerrilla, Weapon tool Prerequisites: Guerrilla, 11th level, Alchemist feat
Benefit: When you use the Weapon tool class feature to Benefit: You may add the Trap keyword to any alchemy
retry an attack on another target, you may apply the miss ritual you have.
effect to the first target, but not the second.
Extremely Destructive [Guerrilla]
Bow and Bombs [Guerrilla] Prerequisites: Guerrilla, 11th level, launcher tool
Prerequisites: Guerrilla, Launcher tool Benefit: Once per day when you use an at-will or en-
Benefit: You may exchange the range of a power with counter power with the Explosive or Trap keyword, you can
the Explosive keyword with a weapon in the bow category make the area affected difficult terrain until the end of the
you wield once per encounter. encounter.

Careful Step [Guerrilla] Perfectly Timed [Guerrilla]


Prerequisites: Guerrilla, Workshop tool Prerequisites: Guerrilla, 11th level
Benefit: When you or an ally triggers a power with the Benefit: Once per encounter, whenever one ally would
trap keyword, they may make a saving throw with a power be targeted by a power with the Explosive keyword, you
bonus equal to your Intelligence modifier to not trigger it. may exempt that creature from the attack.

In Step With Your Plan [Guerrilla] Playing Chicken [Guerrilla]


Prerequisites: Guerrilla, Workshop tool Prerequisites: Guerrilla, 11th level, launcher tool
Benefit: You gain a +2 feat bonus to AC against oppor- Benefit: You may change any area burst 1 power to a
tunity attacks when you are adjacent to one of your powers close blast 3 power as a free action.
with the trap keyword.
Second Tool [Guerrilla]
RESET AND RUN [Guerrilla] Prerequisites: Guerrilla, 11th level, Tool class feature
Prerequisites: Guerrilla, Workshop tool Benefit: Choose a second Tool of the Trade. Gain that
Benefit: When you use your Workshop tool class feature tool’s feature.
to pick up an untrigger encounter, utility, or daily attack
power with the Trap keyword, you may set the trap again as Steady Shooter [Guerrilla]
normal as a free action. Prerequisites: Guerrilla, 11th level
Benefit: If you sacrifice your move action for a turn, you
SUrprise Explosion [Guerrilla] get a +1 power bonus to your next ranged attack roll.
Prerequisites: Guerrilla, Launcher tool
Benefit: When you use your Launcher tool class feature Tripped, Not Triggered [Guerrilla]
to reroll an attack, you add a feat bonus equal to your Con- Prerequisites: Guerrilla, 11th level, workshop tool
stitution modifier to both the attack and damage roll. Benefit: Whenever an encounter or daily power with the
trap keyword misses, roll an unmodified saving throw. If you
Tool Expertise [Guerrilla] succeed, slide the trap one square and keep it untriggered.
Benefit: Choose a tool. You gain a +1 to attack rolls with You can do this once per encounter.
this tool type.
Special: This increases to +2 at 11th level and +3 at 21st
Level.

28..
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.

..29
Tools
Workshop Quick Setup Workshop Level 9+
This workshop comes with tons of tool to help you create
traps that set up in mere seconds.
If you are a member of a class that can use a workshop as
Lvl 9 +1 4,200 gp Lvl 24 +4 525,000 gp
a tool, you can apply the enhancement bonus of a work-
Lvl 14 +2 21,000 gp Lvl 29 +5 2,625,000 gp
shop to the attack rolls and the damage rolls of any of your
Lvl 19 +3 105,000 gp
powers from that class that have the tool keyword, and you
Tool (Workshop)
can use a workshop’s properties and powers. Members of
Enhancement: Attack rolls and damage rolls
other classes gain no benefit from wielding a workshop.
Critical: +1d6 damage per plus
A workshop is a creation site. While not used in
Power (Encounter): When you use the Workshop class
battle per se, the character is assumed to have created
feature to pick up an unactivated trap, you may set it again
the traps used in a day before the adventure takes place.
as a minor action within range.
Some guerrillas prefer creating a portable version of their
workshop, condensing it into many shapes and sizes. As Remote Workshop Level 15+
with other tools and implements, you can’t make melee at-
With blueprints detailing remote controls, this workshop
tacks with a workshop.
places such devices in your traps.
Chemistry Set Level 3+ 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
This was once a children’s toy for gnomish children. That
Tool (Workshop)
probably explains why gnomish children are always blowing
Enhancement: Attack rolls and damage rolls
things up…
Critical: +1d8 damage per plus
Lvl 3 +1 2,600 gp Lvl 18 +4 85,000 gp
Property: Allies never trigger your traps.
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 Sharp Teeth Workshop Level 3+
Tool (Workshop) Sharpening tools and whetstones decorate this rusted
Enhancement: Attack rolls and damage rolls laboratory.
Critical: +1d6 damage per plus Lvl 3 +1 2,600 gp Lvl 18 +4 85,000 gp
Property: When using a power with the Trap keyword that Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
has an energy keyword, the power gains brutal 1. Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Power (Daily): Minor action. A Chemical cloud appears in a Tool (Workshop)
close burst 2 for a number of rounds equal to your Intelli- Enhancement: Attack rolls and damage rolls
gence modifier. Any creature that starts its turn in the cloud Critical: +1d6 damage per plus
takes 1d6 acid damage. This cloud blocks line of sight and Power (Daily): Use this power when you hit a target with
creatures within the cloud have concealment. a power with the Trap keyword. The target is slowed (save
Level 13: Burst 3. 3d6 acid damage.
ends).
Level 23: Burst 5. 6d6 acid damage.
Tightcoil Workshop Level 12+
Magic Workshop Level 1+
With this workshop, you can insure that your enemies will
As you work in this shop, parts and tools float around you,
never escape your traps.
ready to be plucked out and used.
Lvl 12 +3 13,200 gp Lvl 27 +6 1,625,000 gp
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
Lvl 17 +4 65,000 gp Lvl 22 +5 325,000 gp
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
Tool (Workshop)
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
Enhancement: Attack rolls and damage rolls
Tool (Workshop)
Critical: +1d6 damage per plus
Enhancement: Attack rolls and damage rolls
Property: Once per round per target, when the target fails
Critical: +1d6 damage per plus
a saving throw inflicted by you, it takes damage equal to
the enhancement bonus of this item.

30..
Workshop On-Wheels Level 7+ Launcher of Interruptive Blasts Level 7+
Equipped with axles and wheels, this workshop is equipped As you fire, a large explosion erupts from the front, warding
to allow you to slide your traps around the battlefield. off attackers.
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp 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 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Lvl 17 +4 65,000 gp Lvl 17 +4 65,000 gp
Tool (Workshop) Tool (Launcher)
Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Critical: +1d6 damage per plus
Power (Encounter): Move action. Use this power to move Power (Encounter): Use this power after you make an
one trap you have set down a number of squares equal to attack with the Explosive keyword. If an adjacent enemy
this item’s enhancement bonus. makes an attack of opportunity because of this attack,
negate it and inflict a number of damage equal to your
Launcher
Constitution modifier.
If you are a member of a class that can use a launcher as Magic Launcher Level 1+
a tool, you can apply the enhancement bonus of a launcher
Lifting it up to fire, you notice that this launcher calibrates
to the attack rolls and the damage rolls of any of your pow-
itself automatically.
ers from that class that have the tool keyword, and you can
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
use a launcher’s properties and powers. Members of other
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
classes gain no benefit from wielding a launcher.
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
A launcher is a grenadier’s best friend. Usually
Tool (Launcher)
armed with a kinetic system of propulsion, it launches the
Enhancement: Attack rolls and damage rolls
user’s explosives across the battlefield. Often bulky, these
Critical: +1d6 damage per plus
are shoulder-fired and single-shot weapons. Because
technology make leaps of developmental change, different Missile Launcher Level 5+
models of kinds of launchers have been created. In other This mini-missile silo is as heavy as the Nine Hells! You
words, they can be two-handed or one-handed implements. launch a bomb high into the air and chuckle as a faint
whistle signals the doom of all.
Flamethrower Level 3+
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
“Sometimes, it is better to light a flamethrower than curse Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
the darkness.” Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 3 +1 2,600 gp Lvl 18 +4 85,000 gp Tool (Launcher)
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Enhancement: Attack rolls and damage rolls
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Critical: +1d6 force damage per plus, and the target is
Tool (Launcher) knocked prone.
Enhancement: Attack rolls and damage rolls Property: When you declare a dud as per the launcher
Critical: +1d8 damage per plus class feature, you can activate that power after a number
Power (Daily): Standard action. Close burst 3. 3d6 + of rounds equal to this launcher’s enhancement bonus
Dexterity modifier damage. Until the end of your next turn,
creatures who enter the area or start their turn there take instead of until the end of your next turn.
damage equal to the enhancement bonus fire damage. Rocket Launcher Level 3+
Sustain: standard. This launcher is longer than most, and comes complete
with a long range scope and Zookish laser- sight. Now
Heavy Recoil Launcher Level 7+ there is no target out of reach.
Your launched explosion blows up a little early, tossing you Lvl 3 +1 2,600 gp Lvl 18 +4 85,000 gp
back. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Tool (Launcher)
Lvl 17 +4 65,000 gp Enhancement: Attack rolls and damage rolls
Tool (Launcher) Critical: +1d6 damage per plus
Enhancement: Attack rolls and damage rolls Property: All powers with the Explosive keyword gain a
Critical: +1d6 damage per plus bonus to range equal to this tool’s enhancement bonus.
Power (Daily): Move action. Shift your speed.

..31
Smoke Heavy Launcher Level 7+
With every blast of this launcher, a plume of smoke envel-
ops 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.

32..
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, Wis-
dom.

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), Thiev-
ery (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.

..33
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.

Snapjaw Snapjaw Snapjaw Snapjaw Snapjaw Snapjaw Snapjaw

Spinning Spinning Spinning Spinning Spinning Spinning Spinning


Razor Razor Razor Razor Razor Razor Razor
Trap Trap Trap Trap Trap Trap Trap

Gout of Gout of Gout of Gout of Gout of Gout of Gout of


Fire Fire Fire Fire Fire Fire Fire

Jumping Sudden Spinning


Pulse Freezing Springing Annoying
Trap Spring- Dagger
Trap Sap Trap Trap Itch Trap
board Trap

Quickacid Spike Poisonous Stabmat- Skip Forgetful Explosive


Trap Shower Fumes tress Trap Trap Trapsmith
Trap Trap
Trap

Rat Folding
Trap Trap

EZ Grappling Agonizing
Chatter- Sudden Net Medusa
Fallout Spike Vines
ing Teeth Spikes Trap Eye Trap
Shelter Trap Trap

Burning Rocket Skeletal Weakening Ultimate


Smoke Clamp Crush Latch Snapjaw
Trap Trap

34..

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