dali_ance
2013-04-03, 08:22 PM
Hi! first post. My goal for this particular bit of homebrew was to create a tier 3 or higher combat class. Things I want to brush up include balance, abilities, and the name of the class, as I think "Mercenary" is a little limited, fluff-wise. I tried to make this class familiar, but also unique, so many abilities are somewhat similar to existing base classes (esp. adrenaline rush). Please let me know if I shagged up anything or was too vague in the abilities. It is on the OP side right now I think - I find it easier to subtract than to add or change.
Mercenary
Whether they do it for the thrill of combat or the desire to make easy gold, mercenaries are the craftiest soldiers-for-hire. While barbarians and fighters rely on brute force and rangers rely on asymmetric combat, mercenaries make use of tactics and skills to give them an edge. Most mercenaries have extensive skill sets, allowing companies to operate as independent engines of destruction. Mercenaries take the jobs that regular soldiers will not touch, so most mercenaries are of ambiguous moral character at best. They favor mixed company, as they do not cover all roles. Mercenaries work well with other frontline combatants, and have a special affinity with rogues.
Alignment: Any chaotic OR any nongood.
Hit die: d10.
Base Attack: Best
Saves: Reflex
Class Skills:
Appraise (INT), Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Disable Device (DEX), Gather Information (WIS), Hide (DEX), Intimidate (CHA), Jump (STR), Knowledge (architecture and engineering), Knowledge (geography), Knowledge (Local), Listen (WIS), Move Silently (DEX), Search (WIS), Sleight of Hand (DEX), Spot (WIS), Survival (WIS), Swim (STR), Tumble (DEX), Use Rope (DEX)
Skill points per level: 6 + INT
Weapon and Armor Proficiency: A mercenary is proficient with all simple weapons, as well as six martial or exotic weapons. A mercenary is proficient in light armor and medium armor, as well as shields. Some mercenaries take Tower Shield Proficiency, but they are specialists. A mercenary that multiclasses has their martial training superseded by the other class’s proficiencies.
Class Features:The following are class features of the mercenary.
Adrenaline Rush (Ex): To be a mercenary of any skill is to love the thrill of combat. Few who take up the life of a sellsword dislike combat. Several times a day, a mercenary can tap in to this rush, entering a heightened state of awareness and competence. During an adrenaline rush, a mercenary gains +4 bonus to Strength, a +4 bonus to Dexterity, and movement speed increases by 10ft. An adrenaline rush lasts 3 rounds + the mercenary’s CON modifier. After the adrenaline rush times out, the mercenary becomes fatigued until the end of the current encounter. He can use any feat he has, with the exception of item creation feats and metamagic feats. At first level, a mercenary can use adrenaline rush once per day. Every four levels, he gains another use of the ability. Entering adrenaline rush takes on action, but the mercenary may only use it during their own turn. Feats that modify rages apply to adrenaline rush, but adrenaline rush does not count as rage for the purpose of meeting prestige class prerequisites.
Combat Expertise (Ex): It is assumed that all mercenaries are skilled combatants. Mercenaries receive Combat Expertise as a bonus feat at 1st level.
Uncanny Dodge (Ex): Starting at 2nd level, a mercenary can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a mercenary already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Grit (Ex): Starting at 3rd level, the mercenary gains a +1 bonus on Fortitude saves to resist stunning and paralysis and on Will saves to resist fear effects. This bonus increases by +1 every three levels thereafter.
Battle Cunning (Ex): At 5th level, a mercenary can exploit almost any opening. They receive their INT bonus on damage rolls against flat-footed or flanked opponents. This is identical to the warblade’s ability of the same.
Combat Pragmatism (Ex): At 7th level, a mercenary has mastered the art of fighting dirty. The mercenary gains a +2 competence bonus on disarm, feint, and trip attempts.
Improved Uncanny Dodge (Ex):A mercenary of 10th level or higher can no longer be flanked. This defense denies another mercenary the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Greater Adrenaline Rush (Ex): At 11th level, the bonuses to STR and DEX conferred by adrenaline rush rise to +6. The movement bonus rises to +15ft.
Dominance (Ex): At 13th level, a mercenary may take 10 on Intimidate checks, even if they are threatened or stressed.
Blitz (Ex): At 14th level, a mercenary always receives a surprise round at the beginning of combat. In addition, the mercenary receives a +10ft speed bonus during surprise rounds.
Tireless Adrenaline Rush (Ex): At 17th level, a mercenary is no longer fatigued after an adrenaline rush.
Dire Strike (Ex): At 19th level, a mercenary has grown so hardened and vicious that they receive no longer need to confirm critical threats on a natural 20. Instead, a natural 20 is counted as an automatic critical. The expanded threat range of keen weapons, rapiers, etc. is treated as normal.
Mighty Adrenaline Rush (Ex): At 20th level, the mercenary’s bonuses to STR and DEX rise to +8 during an adrenaline rush. The movement bonuses increases to +20ft.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+0| Combat Expertise, Adrenaline Rush 1/day
2nd|+2|+0|+3|+0| Uncanny Dodge
3rd|+3|+1|+3|+1| Grit +1
4th|+4|+1|+4|+1| Adrenaline Rush 2/day
5th|+5|+1|+4|+1| Battle Cunning, Extended Intimidation
6th|+6/+1|+2|+5|+2| Grit +2
7th|+7/+2|+2|+5|+2| Combat Pragmatism
8th|+8/+3|+2|+6|+2| Adrenaline Rush 3/day
9th|+9/+4|+3|+6|+3| Grit +3, Swift Demoralization
10th|+10/+5|+3|+7|+3| Improved Uncanny Dodge
11th|+11/+6/+1|+3|+7|+3| Greater Adrenaline Rush
12th|+12/+7/+2|+4|+8|+4| Grit +4, Adrenaline Rush 4/day
13th|+13/+8/+3|+4|+8|+4| Dominance
14th|+14/+9/+4|+4|+9|+4| Blitz
15th|+15/+10/+5|+5|+9|+5| Grit +5
16th|+16/+11/+6/+1|+5|+10|+5| Adrenaline Rush 5/day
17th|+17/+12/+7/+2|+5|+10|+5| Tireless Adrenaline Rush
18th|+18/+13/+8/+3|+6|+11|+6| Grit +6
19th|+19/+14/+9/+4|+6|+11|+6| Dire Strike
20th|+20/+15/+10/+5|+6|+12|+6| Mighty Adrenaline Rush, Adrenaline 6/day
[/table]
Mercenary
Whether they do it for the thrill of combat or the desire to make easy gold, mercenaries are the craftiest soldiers-for-hire. While barbarians and fighters rely on brute force and rangers rely on asymmetric combat, mercenaries make use of tactics and skills to give them an edge. Most mercenaries have extensive skill sets, allowing companies to operate as independent engines of destruction. Mercenaries take the jobs that regular soldiers will not touch, so most mercenaries are of ambiguous moral character at best. They favor mixed company, as they do not cover all roles. Mercenaries work well with other frontline combatants, and have a special affinity with rogues.
Alignment: Any chaotic OR any nongood.
Hit die: d10.
Base Attack: Best
Saves: Reflex
Class Skills:
Appraise (INT), Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Disable Device (DEX), Gather Information (WIS), Hide (DEX), Intimidate (CHA), Jump (STR), Knowledge (architecture and engineering), Knowledge (geography), Knowledge (Local), Listen (WIS), Move Silently (DEX), Search (WIS), Sleight of Hand (DEX), Spot (WIS), Survival (WIS), Swim (STR), Tumble (DEX), Use Rope (DEX)
Skill points per level: 6 + INT
Weapon and Armor Proficiency: A mercenary is proficient with all simple weapons, as well as six martial or exotic weapons. A mercenary is proficient in light armor and medium armor, as well as shields. Some mercenaries take Tower Shield Proficiency, but they are specialists. A mercenary that multiclasses has their martial training superseded by the other class’s proficiencies.
Class Features:The following are class features of the mercenary.
Adrenaline Rush (Ex): To be a mercenary of any skill is to love the thrill of combat. Few who take up the life of a sellsword dislike combat. Several times a day, a mercenary can tap in to this rush, entering a heightened state of awareness and competence. During an adrenaline rush, a mercenary gains +4 bonus to Strength, a +4 bonus to Dexterity, and movement speed increases by 10ft. An adrenaline rush lasts 3 rounds + the mercenary’s CON modifier. After the adrenaline rush times out, the mercenary becomes fatigued until the end of the current encounter. He can use any feat he has, with the exception of item creation feats and metamagic feats. At first level, a mercenary can use adrenaline rush once per day. Every four levels, he gains another use of the ability. Entering adrenaline rush takes on action, but the mercenary may only use it during their own turn. Feats that modify rages apply to adrenaline rush, but adrenaline rush does not count as rage for the purpose of meeting prestige class prerequisites.
Combat Expertise (Ex): It is assumed that all mercenaries are skilled combatants. Mercenaries receive Combat Expertise as a bonus feat at 1st level.
Uncanny Dodge (Ex): Starting at 2nd level, a mercenary can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a mercenary already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Grit (Ex): Starting at 3rd level, the mercenary gains a +1 bonus on Fortitude saves to resist stunning and paralysis and on Will saves to resist fear effects. This bonus increases by +1 every three levels thereafter.
Battle Cunning (Ex): At 5th level, a mercenary can exploit almost any opening. They receive their INT bonus on damage rolls against flat-footed or flanked opponents. This is identical to the warblade’s ability of the same.
Combat Pragmatism (Ex): At 7th level, a mercenary has mastered the art of fighting dirty. The mercenary gains a +2 competence bonus on disarm, feint, and trip attempts.
Improved Uncanny Dodge (Ex):A mercenary of 10th level or higher can no longer be flanked. This defense denies another mercenary the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Greater Adrenaline Rush (Ex): At 11th level, the bonuses to STR and DEX conferred by adrenaline rush rise to +6. The movement bonus rises to +15ft.
Dominance (Ex): At 13th level, a mercenary may take 10 on Intimidate checks, even if they are threatened or stressed.
Blitz (Ex): At 14th level, a mercenary always receives a surprise round at the beginning of combat. In addition, the mercenary receives a +10ft speed bonus during surprise rounds.
Tireless Adrenaline Rush (Ex): At 17th level, a mercenary is no longer fatigued after an adrenaline rush.
Dire Strike (Ex): At 19th level, a mercenary has grown so hardened and vicious that they receive no longer need to confirm critical threats on a natural 20. Instead, a natural 20 is counted as an automatic critical. The expanded threat range of keen weapons, rapiers, etc. is treated as normal.
Mighty Adrenaline Rush (Ex): At 20th level, the mercenary’s bonuses to STR and DEX rise to +8 during an adrenaline rush. The movement bonuses increases to +20ft.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+0| Combat Expertise, Adrenaline Rush 1/day
2nd|+2|+0|+3|+0| Uncanny Dodge
3rd|+3|+1|+3|+1| Grit +1
4th|+4|+1|+4|+1| Adrenaline Rush 2/day
5th|+5|+1|+4|+1| Battle Cunning, Extended Intimidation
6th|+6/+1|+2|+5|+2| Grit +2
7th|+7/+2|+2|+5|+2| Combat Pragmatism
8th|+8/+3|+2|+6|+2| Adrenaline Rush 3/day
9th|+9/+4|+3|+6|+3| Grit +3, Swift Demoralization
10th|+10/+5|+3|+7|+3| Improved Uncanny Dodge
11th|+11/+6/+1|+3|+7|+3| Greater Adrenaline Rush
12th|+12/+7/+2|+4|+8|+4| Grit +4, Adrenaline Rush 4/day
13th|+13/+8/+3|+4|+8|+4| Dominance
14th|+14/+9/+4|+4|+9|+4| Blitz
15th|+15/+10/+5|+5|+9|+5| Grit +5
16th|+16/+11/+6/+1|+5|+10|+5| Adrenaline Rush 5/day
17th|+17/+12/+7/+2|+5|+10|+5| Tireless Adrenaline Rush
18th|+18/+13/+8/+3|+6|+11|+6| Grit +6
19th|+19/+14/+9/+4|+6|+11|+6| Dire Strike
20th|+20/+15/+10/+5|+6|+12|+6| Mighty Adrenaline Rush, Adrenaline 6/day
[/table]