Keeper of Starlight
2013-03-06, 04:44 PM
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Mercenaries earn their way through life taking jobs where their skills as warriors are utilized. The best have overthrown kings as the right hand of their employers, and others have become tyrants themselves. Some of the lesser mercenaries hire themselves out in cities to bands of travelers who need help.
In terms of what you see on the paper, mercenaries are fighters with more finesse; instead of relying largely on feats and strength, they have added abilities to increase their versatility both inside and outside battle. A mercenary relies mainly on Dexterity to fuel their abilities and power, and Constitution to maintain a positive hit point total and the concentration they need for some abilities. Charisma, while less important to their actual abilities, is important to the gameplay of a mercenary; Diplomacy earns them their wages and makes it easier for them to align themselves in more powerful positions. Wisdom will help a mercenary recognize the difference between opportunities and suicide missions.
Mercenaries are intended as either a PC or NPC class. As PCs, they are an alternative to Fighters, while as NPCs they are intended to be extra help that can be hired for a fee, but can also be resident badasses (see O'Chul) or nemeses.
The Mercenary
Hit Dice: d10
Skills: 4 + Int modifier/level (x4 at first level)
Class Skills: Balance, Climb, Concentration, Diplomacy, Gather Information, Heal, Intimidate, Jump, Knowledge (Local), Listen, Profession (Mercenary), Ride, Sense Motive, Spot, Tumble.
{table="head;width=600"]Level|Base Attack Bonus|Fort|Ref|Will|Special
1|+1|2|0|0|Weapon Finesse, Professional
2|+2|3|0|0|Dextrous Blows
3|+3|3|1|1|Thrown Blade
4|+4|4|1|1|Bonus Feat
5|+5|4|1|1|First Aid, Uncanny Dodge
6|+6/+1|5|2|2|
7|+7/+2|5|2|2|Robilar's Gambit
8|+8/+3|6|2|2|Bonus Feat
9|+9/+4|6|3|3|Improved Uncanny Dodge
10|+10/+5|7|3|3|
11|+11/+6/+1|7|3|3|Concentrated Strike
12|+12/+7/+2|8|4|4|Bonus Feat
13|+13/+8/+3|8|4|4|Undeniable Power
14|+14/+9/+4|9|4|4|
15|+15/+10/+5|9|5|5|Spinning Blade
16|+16/+11/+6/+1|10|5|5|Bonus Feat
17|+17/+12/+7/+2|10|5|5|?
18|+18/+13/+8/+3|11|6|6|
19|+19/+14/+9/+4|11|6|6|Overwhelm
20|+20/+15/+10/+5|12|6|6|Bonus Feat, Army of One[/table]
Weapon and Armor Proficiency
A mercenary is proficient with all simple and martial melee weapons. They are proficient with all armor and shields (including tower shields).
Weapon Finesse
Mercenaries gain Weapon Finesse as a bonus feat at 1st level. At 3rd level, Weapon Finesse applies to any weapon you are proficient with, and at 5th level you may replace your Strength modifier with your Dexterity modifier to damage rolls as well.
Professional
Mercenaries are well-paid for their labors, and have spent much of their life earning their wages this way. You add your mercenary class levels to the Profession (Mercenary) skill.
Thrown Blade
A mercenary can throw their sword a great distance and even have it return to them. At 3rd level, you gain the ability to throw a melee weapon at opponents without taking the normal -4 penalty for throwing a melee weapon. You may throw your weapon directly at an enemy up to 20 ft. away and it will do normal damage and fall to the ground at their feet. However, any piercing or slashing weapon thrown will do piercing damage at twice the weapon's normal damage and will stick into the enemy. You may instead throw your weapon in an arc, the furthest point of which must be 10ft or less from you. This attack hits anyone in its path, but deals half damage against anyone hit after the first. Piercing weapons instead deal slashing damage when thrown in this manner. Throwing a weapon using this ability always takes a full-round action, and provokes attacks of opportunity. If an attack of opportunity is successfully made against you, then the weapon is still thrown, but you must make a Concentration check (DC 10+Damage Dealt) or you will fail to catch their weapon, and it will fall at your feet (this only applies if they were attempting to throw it and have it return to them). The weapon returns to you after all actions for the round have already been taken. As your level increases, you become able to throw their weapon further, as shown on the following chart.
{table=head]Level|Max. Thrown Distance|Max. Return Distance
3|20|10
5|30|15
7|40|20
9|50|25
11|60|30
13|70|35
15|80|40
17|90|45
19|100|50[/table]
Bonus Feats
At 4th level, and every 4 levels thereafter, you may choose a bonus feat from the list of Fighter bonus feats. You must meet the prerequisites of any feat you take.
First Aid [Su]
Starting at 5th level, you may take a full-round action to heal yourself a number of hit points equal to half of the results of a Heal check. You may only use this ability once per day, and only when less than half of your maximum health is remaining.
Uncanny Dodge
At 5th level, a mercenary retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.
Robilar's Gambit
At 7th level a mercenary gains Robilar's Gambit as a bonus feat. You do not need to meet the requirements to gain this feat.
Improved Uncanny Dodge
At 9th level and higher, a mercenary can no longer be flanked. This defense denies a rogue the ability to sneak attack the mercenary by flanking them, unless the attacker has at least four more rogue levels than the target has mercenary levels. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank you.
Concentrated Strike
By concentrating on an opponent, a mercenary can use their weaknesses to his advantage in combat. At 11th level, you may take a round to study an opponent within 30ft. of you. During this round you may not use any other abilities (mercenary or otherwise) and may not take a full action or a standard action. The next round you take a full action to attack your target. If your target is not within reach, you spring forward to attack them, traveling up to your movement speed. You make a full attack with one additional attack at your full BAB. Additionally, your weapon's critical range doubles for this attack.
Undeniable Power [Su]
At 13th level a mercenary has become a master at getting the jobs they want for the price they want, and are able to charm the people they want something from. You gain bonuses to Diplomacy and Intimidate checks equal to half your mercenary class levels, and if you succeed on one of these checks against a target, then it is treated as though you have cast a Charm spell on them. Will negates the effect, with a DC equal to the result of your check. This effect goes unnoticed by the target, so if they succeed on their Will save then the Diplomacy or Intimidate check is still successful.
?: to be changed
At 15th level a mercenary learns to rush through the battlefield around them, striking at their foes. You gain the Whirlwind attack feat. You do not need to meet any of the prerequisites of the feat, and may attack all enemies within 15ft. of you, but if you attack any enemies that are not normally within reach then you provoke an attack of opportunity from those foes, and must make a concentration check to continue your attack if you are successfully hit (DC 10+Damage Dealt).
Overwhelm
Upon reaching 19th level, a mercenary develops a technique special to them designed to incapacitate an enemy. With a total of 10 points, use the table below to create this technique. This effect can only be used once per encounter.
{table="head;400"]Effect|Points Cost
Deals double damage|2
Doubled critical range|2
1d6 Ability Damage(choose one)|3
Blinds target|5
Confuses target (2d4 rounds)|3
Dazes target (1 round)|2
Deafens target|3
Paralyzes target(1d4 rounds)|5
Stuns target(2d4 rounds)|5
Makes opponent shaken(1d4 rounds)|1[/table]
Army of One
By 20th level a mercenary is a master of the battlefield, able to move through it at will. You add half your mercenary class levels to Balance, Climb, Jump, Ride, and Tumble checks, and your movement speed increases by 20ft.
Mercenaries earn their way through life taking jobs where their skills as warriors are utilized. The best have overthrown kings as the right hand of their employers, and others have become tyrants themselves. Some of the lesser mercenaries hire themselves out in cities to bands of travelers who need help.
In terms of what you see on the paper, mercenaries are fighters with more finesse; instead of relying largely on feats and strength, they have added abilities to increase their versatility both inside and outside battle. A mercenary relies mainly on Dexterity to fuel their abilities and power, and Constitution to maintain a positive hit point total and the concentration they need for some abilities. Charisma, while less important to their actual abilities, is important to the gameplay of a mercenary; Diplomacy earns them their wages and makes it easier for them to align themselves in more powerful positions. Wisdom will help a mercenary recognize the difference between opportunities and suicide missions.
Mercenaries are intended as either a PC or NPC class. As PCs, they are an alternative to Fighters, while as NPCs they are intended to be extra help that can be hired for a fee, but can also be resident badasses (see O'Chul) or nemeses.
The Mercenary
Hit Dice: d10
Skills: 4 + Int modifier/level (x4 at first level)
Class Skills: Balance, Climb, Concentration, Diplomacy, Gather Information, Heal, Intimidate, Jump, Knowledge (Local), Listen, Profession (Mercenary), Ride, Sense Motive, Spot, Tumble.
{table="head;width=600"]Level|Base Attack Bonus|Fort|Ref|Will|Special
1|+1|2|0|0|Weapon Finesse, Professional
2|+2|3|0|0|Dextrous Blows
3|+3|3|1|1|Thrown Blade
4|+4|4|1|1|Bonus Feat
5|+5|4|1|1|First Aid, Uncanny Dodge
6|+6/+1|5|2|2|
7|+7/+2|5|2|2|Robilar's Gambit
8|+8/+3|6|2|2|Bonus Feat
9|+9/+4|6|3|3|Improved Uncanny Dodge
10|+10/+5|7|3|3|
11|+11/+6/+1|7|3|3|Concentrated Strike
12|+12/+7/+2|8|4|4|Bonus Feat
13|+13/+8/+3|8|4|4|Undeniable Power
14|+14/+9/+4|9|4|4|
15|+15/+10/+5|9|5|5|Spinning Blade
16|+16/+11/+6/+1|10|5|5|Bonus Feat
17|+17/+12/+7/+2|10|5|5|?
18|+18/+13/+8/+3|11|6|6|
19|+19/+14/+9/+4|11|6|6|Overwhelm
20|+20/+15/+10/+5|12|6|6|Bonus Feat, Army of One[/table]
Weapon and Armor Proficiency
A mercenary is proficient with all simple and martial melee weapons. They are proficient with all armor and shields (including tower shields).
Weapon Finesse
Mercenaries gain Weapon Finesse as a bonus feat at 1st level. At 3rd level, Weapon Finesse applies to any weapon you are proficient with, and at 5th level you may replace your Strength modifier with your Dexterity modifier to damage rolls as well.
Professional
Mercenaries are well-paid for their labors, and have spent much of their life earning their wages this way. You add your mercenary class levels to the Profession (Mercenary) skill.
Thrown Blade
A mercenary can throw their sword a great distance and even have it return to them. At 3rd level, you gain the ability to throw a melee weapon at opponents without taking the normal -4 penalty for throwing a melee weapon. You may throw your weapon directly at an enemy up to 20 ft. away and it will do normal damage and fall to the ground at their feet. However, any piercing or slashing weapon thrown will do piercing damage at twice the weapon's normal damage and will stick into the enemy. You may instead throw your weapon in an arc, the furthest point of which must be 10ft or less from you. This attack hits anyone in its path, but deals half damage against anyone hit after the first. Piercing weapons instead deal slashing damage when thrown in this manner. Throwing a weapon using this ability always takes a full-round action, and provokes attacks of opportunity. If an attack of opportunity is successfully made against you, then the weapon is still thrown, but you must make a Concentration check (DC 10+Damage Dealt) or you will fail to catch their weapon, and it will fall at your feet (this only applies if they were attempting to throw it and have it return to them). The weapon returns to you after all actions for the round have already been taken. As your level increases, you become able to throw their weapon further, as shown on the following chart.
{table=head]Level|Max. Thrown Distance|Max. Return Distance
3|20|10
5|30|15
7|40|20
9|50|25
11|60|30
13|70|35
15|80|40
17|90|45
19|100|50[/table]
Bonus Feats
At 4th level, and every 4 levels thereafter, you may choose a bonus feat from the list of Fighter bonus feats. You must meet the prerequisites of any feat you take.
First Aid [Su]
Starting at 5th level, you may take a full-round action to heal yourself a number of hit points equal to half of the results of a Heal check. You may only use this ability once per day, and only when less than half of your maximum health is remaining.
Uncanny Dodge
At 5th level, a mercenary retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.
Robilar's Gambit
At 7th level a mercenary gains Robilar's Gambit as a bonus feat. You do not need to meet the requirements to gain this feat.
Improved Uncanny Dodge
At 9th level and higher, a mercenary can no longer be flanked. This defense denies a rogue the ability to sneak attack the mercenary by flanking them, unless the attacker has at least four more rogue levels than the target has mercenary levels. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank you.
Concentrated Strike
By concentrating on an opponent, a mercenary can use their weaknesses to his advantage in combat. At 11th level, you may take a round to study an opponent within 30ft. of you. During this round you may not use any other abilities (mercenary or otherwise) and may not take a full action or a standard action. The next round you take a full action to attack your target. If your target is not within reach, you spring forward to attack them, traveling up to your movement speed. You make a full attack with one additional attack at your full BAB. Additionally, your weapon's critical range doubles for this attack.
Undeniable Power [Su]
At 13th level a mercenary has become a master at getting the jobs they want for the price they want, and are able to charm the people they want something from. You gain bonuses to Diplomacy and Intimidate checks equal to half your mercenary class levels, and if you succeed on one of these checks against a target, then it is treated as though you have cast a Charm spell on them. Will negates the effect, with a DC equal to the result of your check. This effect goes unnoticed by the target, so if they succeed on their Will save then the Diplomacy or Intimidate check is still successful.
?: to be changed
At 15th level a mercenary learns to rush through the battlefield around them, striking at their foes. You gain the Whirlwind attack feat. You do not need to meet any of the prerequisites of the feat, and may attack all enemies within 15ft. of you, but if you attack any enemies that are not normally within reach then you provoke an attack of opportunity from those foes, and must make a concentration check to continue your attack if you are successfully hit (DC 10+Damage Dealt).
Overwhelm
Upon reaching 19th level, a mercenary develops a technique special to them designed to incapacitate an enemy. With a total of 10 points, use the table below to create this technique. This effect can only be used once per encounter.
{table="head;400"]Effect|Points Cost
Deals double damage|2
Doubled critical range|2
1d6 Ability Damage(choose one)|3
Blinds target|5
Confuses target (2d4 rounds)|3
Dazes target (1 round)|2
Deafens target|3
Paralyzes target(1d4 rounds)|5
Stuns target(2d4 rounds)|5
Makes opponent shaken(1d4 rounds)|1[/table]
Army of One
By 20th level a mercenary is a master of the battlefield, able to move through it at will. You add half your mercenary class levels to Balance, Climb, Jump, Ride, and Tumble checks, and your movement speed increases by 20ft.