Guerrillas fight against oppressive leadership and governments—often under cover of night. Any rogue (including the unchained rogue) can select the guerrilla archetype. Skilled Liar (Ex)Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps. This ability replaces trapfinding. Cover of Night (Ex)At 2nd level, a guerrilla learns to use darkness to her advantage. She gains a +5 bonus on Disguise, Sleight of Hand, and Stealth checks while she is in areas of dim light or darkness, and can create mundane disguises in dim light or darkness with a full-round action (instead of the normal 1d3 × 10 minutes). Additionally, while in dim light or darkness, if a guerrilla would have concealment, she instead has total concealment. This ability replaces evasion. Secret Messenger (Ex)At 3rd level, a guerrilla gains a +1 bonus on Bluff checks to convey secret messages and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability replaces trap sense. Guerrilla Sniping (Ex)At 4th level, when a guerrilla is in an area of dim light or darkness, she takes only a –10 penalty on her Stealth check to maintain her obscured location while sniping. This ability replaces uncanny dodge. Uncanny Dodge (Ex)At 8th level, a guerrilla gains uncanny dodge. This ability replaces improved uncanny dodge. Rogue Talents: The following rogue talents complement the guerrilla archetype: camouflage, fast stealth, powerful sneak, rogue crawl, stand up, and surprise attack. Advanced Rogue Talents: The following advanced rogue talents complement the guerrilla archetype: deadly sneak, master of disguise, stealthy sniper, and opportunist. |