Guerrilla
Eschewing straightforward clashes of armies on the fields of war, you favor covert, hit-and-run techniques that make your environment your battlefield. You specialize in using your surroundings to your advantage, striking from the shadows and disappearing before your foes realize what hit them.
Additional Feats: 4th Blowgun Poisoner
Guerrilla Dedication Feat 2
Prerequisites trained in Stealth and Survival
You're skilled in subtle tactics and using the environment against your enemies. You become trained in your choice of Deception or Thievery; if you are already trained in both, you become an expert in one instead. When you take this dedication, choose a single, discrete urban or wilderness location, such as "Mzali" or "the Verduran Forest"; this becomes your favored location. When you are in this location and undetected by all enemies, you can Sneak without attempting a Stealth check as long as you move no more than half your Speed. During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren't actively Searching or on guard.
You can change your favored location by spending 1 week of downtime in the new location you would like to set as your favored location.
Source: Pathfinder Battlecry!
Guerrilla Weaponry Feat 4
You are especially skilled in transforming simple weapons that can be easily assembled from readily available materials into deadly weapons. In your hands, a blowgun's base damage increases from 1 to a 1d4 damage die, and it gains the deadly d4 trait. In addition, you gain the Guerrilla Assault action.
Source: Pathfinder Battlecry!
Snare Expert Feat 4
Your knowledge of traps aids you in defending your hideout. You gain the Snare Crafting feat. When you set a snare, any saving throw it requires uses the higher of your class DC or the snare's DC. Snares you set within your favored location increase their Stealth DC by 2.
Source: Pathfinder Battlecry!
Hit And Run Feat 6
Requirements You are unnoticed or undetected by your target.
Leaping from a hiding place, you quickly attack your foe before retreating. You Stride or Step, then attempt a melee or ranged Strike against a creature. After your Strike, you Sneak away. None of the movement taken as part of this activity triggers reactions.
Source: Pathfinder Battlecry!
Poisoned Sticks And Stones Feat 6
You prepare your sling stones with small, edged grooves to enable them to deliver poison, and you have learned other techniques for poisoning your weapons. You can apply injury poisons to sling bullets, allowing them to deliver such poisons on a successful Strike.
During your daily preparations, you can prepare a number of simple injury poisons equal to your level that can only be applied to sling bullets or blowgun darts. These follow the rules for injury poisons, except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire at your next daily preparations.
Special If you later gain the Poison Weapon feat (such as from the poisoner archetype or the rogue multiclass archetype), you can apply your injury poisons to any weapon that is normally a valid receptacle for injury poisons, but you do not gain additional simple injury poisons during your daily preparations.
Source: Pathfinder Battlecry!
Rally Support Feat 8
You often rely on the local populace for supplies and shelter. Once per day, you can attempt a check to Request or Coerce against an easy DC for your level when speaking with someone who is a non-hostile, long-term resident of your favored location. On a success, choose one of the following to obtain.
- A nonmagical item of your level or lower
- A safe place to shelter for 24 hours
- 3 days' worth of food and water for you and up to 5 allies
Source: Pathfinder Battlecry!
Venomous Weapons Feat 8
Your skill with poisons is such that your preferred weapons also contain trace amounts of it, even when you don't actively apply a dose. Blowguns and slings you are wielding have the venomous trait.
Source: Pathfinder Battlecry!
Battlefront Sabotage Feat 10
Requirements You have a free hand.
You know methods of sabotaging your enemy's war machines and weaponry. You can attempt to sabotage a siege weapon or vehicle with a Thievery check against the standard DC of the weapon or vehicle's level.
Critical Success The next time the weapon is Launched or the vehicle moves, it targets or moves to a square of your choice instead of its intended target.
Success As critical success, but the weapon or vehicle targets or moves to a random square.
Failure The sabotage fails.
Additionally, you can use Battlefront Sabotage to sabotage a weapon an enemy is wielding. Choose a creature wielding a melee or ranged weapon within your reach and attempt a Thievery check against their Reflex DC. On a success, the weapon's wielder must succeed at a DC 11 Flat the next time it attempts a Strike with that weapon or the action is disrupted, as part of the weapon's structural integrity falters. The creature is then temporarily immune to Battlefront Sabotage of their weapons for 10 minutes.
Source: Pathfinder Battlecry!
Frightful Attrition Feat 12
Your diminishment of your foes' ranks damages their morale. Whenever you reduce a creature to 0 HP with a Strike or spell, all enemies within 30 feet of the downed creature who witnessed the attack must attempt a Will saving throw against your class DC. A creature that didn't see you directly (such as if you're Invisible or remained Hidden after the attack) takes a –2 circumstance penalty to this save. Regardless of the result, each creature is temporarily immune to your Frightful Attrition for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3 and Fleeing for 1 round.
Source: Pathfinder Battlecry!
Lonely Army Feat 14
Requirements You are in your favored location; you are currently Hidden, unobserved, or unnoticed by all enemies; and you are not Fatigued.
You move and attack with deadly silence, unbelievable speed, and unlimited ferocity. Strike with a blowgun or sling; if the Strike is successful, the enemy cannot tell where it came from and you remain hidden. Immediately after the successful Strike, you can Sneak to a new location, Interact to reload a blowgun or sling, and Strike again, remaining hidden on a successful Strike. If the second Strike is successful, you can Sneak, Interact to reload, and then Strike with a sling or blowgun a third time, remaining hidden after a successful Strike.
After using Lonely Army, you are Fatigued for 1 minute.
Source: Pathfinder Battlecry!
Deathblow Feat 16
Your carefully prepared and placed shot brings instant death to your target. Attempt a Strike with a blowgun or sling using ammunition that you have poisoned with your simple injury poison. If the Strike is successful and you are Hidden from the target, or unnoticed or undetected by them, the target must succeed at a Fortitude save against your class DC or die; this is a death and incapacitation effect. A creature that survives is temporarily immune to the instant death effect of Deathblow for 1 day.
Source: Pathfinder Battlecry!
Terrain Ghost Feat 18
You move through your territory like a living shadow. Within your favored location, you're permanently under the effect of Vanishing Tracks, and you're always Concealed from all foes unless you choose not to be.
Source: Pathfinder Battlecry!
Guerrilla Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Guerrilla Dedication | 2 | Common | |
| Guerrilla Weaponry | 4 | Common | |
| Snare Expert | 4 | Common | |
| Hit and Run | 6 | Common | |
| Poisoned Sticks and Stones | 6 | Common | |
| Rally Support | 8 | Common | |
| Venomous Weapons | 8 | Common | |
| Battlefront Sabotage | 10 | Common | |
| Frightful Attrition | 12 | Common | |
| Lonely Army | 14 | Common | |
| Deathblow | 16 | Common | |
| Terrain Ghost | 18 | Common |