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  1. - Top - End - #1
    Ogre in the Playground
     
    NecromancerGirl

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    Default The mercenary (base class)

    The Mercenary

    Hit Die: d8.

    Requirements
    Alignment: Any nonchaotic, the mercenary works through deals, and a chaotic alignment does not work very well with the focus required.

    Class Skills: The Mercenary has all skills, except spellcraft, as class skills, due to his extensive travels.

    Skill Points at Each Level: 6 + Int modifier

    The Mercenary
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +0 +2 +0 Deal Making +1, Local lore, Contractor
    2nd +2 +0 +3 +0 Fighting Styles (First)
    3rd +3 +1 +3 +1 Deal Making +2
    4th +4 +1 +4 +1
    5th +5 +1 +4 +1 Deal Making +3, Armor mastery
    6th +6 +2 +5 +2 Fighting style (Second)
    7th +7 +2 +5 +2 Deal Making +4, Intimidating presence
    8th +8 +2 +6 +2
    9th +9 +3 +6 +3 Deal Making +5
    10th +10 +3 +7 +3 Fighting Style (Third)
    11th +11 +3 +7 +3 Deal Making +6
    12th +12 +4 +8 +4 Greater Contracter Focus
    13th +13 +4 +8 +4 Deal Making +7, Enhanced Intimidating presence
    14th +14 +4 +9 +4 Fighting Style (Fourth)
    15th +15 +5 +9 +5 Deal Making +8,
    16th +16 +5 +10 +5 Contract Focus
    17th +17 +5 +10 +5 Deal Making +9
    18th +18 +6 +11 +6 Fighting Style (Fifth)
    19th +19 +6 +11 +6 Deal Making +10
    20th +20 +6 +12 +6 Absolute Contractor, Irrevocable contract

    Weapon and Armor proficiency: The mercenary is proficient with all armors and shields, along with martial and simple weapons. In addition they are proficient with any one exotic weapon.

    Deal Making: The mercenary gains a bonus on all diplomacy, appraise, gather information and sense motive checks as indicated on the table.

    Local Lore: A mercenary may make a special check (works as bard ability) but where a bard would know about notable people, legendary items or noteworthy places he learns of things to do with his jobs, such as the background of who is hiring him, what the task may entail (such as guards or traps) and things of that nature (which may overlap with bardic knowledge).

    Contractor: At 1st level the mercenary must choose what path he will focus on. As he progresses in the class his skill in his chosen vocation increases, giving him more abilities related to it.
    • Guard: This mercenary has specialized in protecting buildings, goods, and wagons learns to identify threats ahead of time, and to be always ready for attacks. His Deal Making bonus applies to Spot, intimidate, and listen checks.
    • Espionage: This mercenary has specialized in the art of sneaking behind enemy lines and disabling traps or siege engines behind enemy lines. He gains the trapfinding feature,and his deal making bonus applies to hide, move silently, bluff, disguise and disable device.
    • Body Guard The mercenary who specializes in guarding their charge gains the ability to redirect attacks made against adjacent creatures to himself. This requires an attack roll opposing that of the incoming attack; on a success, that attack targets the mercenary instead. He can do this once per round unless he has the deflect or intervening shield fighting style in which case he may do this as many times as he could normally deflect (or use intervening shield) and the attack misses instead of targeting the mercenary.
    • Hit Man: The mercenary who specializes in silently moving gains the master of poisons feat1. In addition his deal making bonus applies to: bluff, move silently, hide and disguise silently checks.
    • Bounty Hunter: A mercenary who hunts down targets for his clients gains the Track and Urban Tracking feats, and his Deal Making bonus applies to checks made to use those feats. Furthermore, he may deal nonlethal damage without taking a penalty to the attack roll.
    • Sergeant: The sergeant is a leader of men. Not the cowering general who sits at the back of the army in a tent. No he leads the men forward, often taking the most dangerous positions, helping his allies wherever they falter. His Deal Making bonus is added to the bonus provided from the aid another action.
    • Arena fighter (wrestler): This mercenary has specialized in wrestling in an arena for money. They gain improved unarmed strike and improved grapple as bonus feats. In addition their Deal making applies to grapple checks (and only grapple checks).


    Fighting Styles: Traveling across nations allows the mercenary to learn new fighting style. At 2nd level and every four levels afterward he gains a fighting style (described below).
    Spoiler: styles
    Show

    • Dance of Blades: The mercenary gains Expeditious Dodge3 and Mobility as bonus feats and he may move 10’ with a 5’ step.
    • Swift Strike:(Requires Dance of blades and two other styles) Sometimes it is best to move quickly. The Mercenary gains spring attack, bounding assault, and rapid blitz as bonus feats. He also reduces the attack penalty of these feats by ˝ his mercenary level. In addition he is counted as having mobility and dodge if they are required as a prerequisite for anything although he does not gain the benefits of the feats themselves.
    • Parry: The mercenary gains weapon finesse as a bonus feat and when wielding a weapon that can be used one handed the mercenary gains a shield bonus to his AC equal to ˝ his level. This only applies when he is using a one handed weapon (or weapon usable with weapon finesse) and his off hand is empty.
    • Deflect: (Requires Parry) The mercenary gains the ability to deflect a number of attacks that target him. He may attempt to deflect a number of times equal to ˝ his level a round with failed attempts counting against the limit. He makes an opposing attack roll and if successful he deflects it but if he fails he provokes an attack of opportunity from anyone who threatens him.
    • Sword And Board: The mercenary has much practice using a shield and a weapon. They gain improved shield bash, and an additional bonus to AC equal to 1/2 their level. This is a shield bonus that stacks with the shield they are using.
    • Intervening Shield: (Requires Sword and Board) You manage to hit the incoming weapon with your shield making your enemies blow miss. You may attempt to deflect an attack a number of times equal to ˝ his level a round with failed attempts counting against the limit. He makes an opposing attack roll and if successful he deflects it but if he fails he provokes an attack of opportunity from anyone who threatens him.
    • Throwing: A mercenary that has trained with throwing weapons gains many benefits with them. When throwing a weapon he no longer provokes an attack of opportunity, and when they target two opponents next to each other with one thrown weapon the mercenary may take a -2 to the attack roll and attempt to hit both of them.
    • Two Weapons: The Mercenary gains two weapon fighting as a bonus feat and when wielding two weapons the mercenary gains a shield bonus to AC equal to ˝ his level, and reduces the penalty for two weapon fighting by the same amount.
    • Improved Two Weapons: The mercenary gains Improved Two-Weapon Fighting as a bonus feat. Furthermore, as a standard action, he may make an attack with each of up to two weapons you are wielding.
    • Two Handed Fighting: The mercenary gains Power attack as a bonus feat, and when using power attack the ratio of minus to hit and plus to damage is increased by 1. For example if it would normally be -1 to attack and +1 to damage then it is instead -1 to hit, +2 to damage. This stacks with other class abilities and permanent effects, but works *only* when using a weapon with two hands.
    • Improved Two Handed Fighting: The mercenary gains Cleave as a bonus feat. As a move action, the mercenary can add +1/4 his level to attack and +1/2 his level to damage until the end of your turn.
    • Archery: The mercenary gains Point blank shot, and precise shot. In addition any special attacks the mercenary may possess (such as sneak attack), that can only be used at a fixed range, has is doubled (From 30’ to 60’ for sneak attack) and they may add 1/2 their dexterity bonus to ranged damage rolls.
    • Improved Archery:(Requires Archery) The mercenary gains improved precise shot, rapid shot. In addition any special attacks the mercenary may possess (such as sneak attack), that can only be used at a fixed range, has is tripled (From 30’ to 90’ for sneak attack etc; overrides archery) and they may add their dexterity bonus to ranged damage rolls.
    • Unarmed: The mercenary doesn't want to end up with his head on the castle wall because he got disarmed, he gains improved unarmed strike and superior unarmed strike2 as a bonus feat, and a bonus to AC when he is unarmored and not wielding a weapon equal to 1/2 his mercenary level.
    • Improved Unarmed Style: The Mercenary gains Snap Kick and Stunning Fist as bonus feats. In addition he gains the improved grab ability. (Whenever the mercenary hits with an unarmed strike or natural attack he may try to trip the opponent as a free action).
    • Teamwork: The mercenary gains combat expertise and allied defense4 as bonus feats. In addition the bonus from flanking is increased by 1 point.
      Martial Superiority: The mercenary gains two copies of the Martial Study2 feat, and their initiator level is considered two higher. In addition they may choose the martial study2 and martial stance2 feat as many times as they choose. Unlike most other classes that do not have a martial progression you can renew your maneuvers readied by taking a swift action and following with an attack. Special: This combat style may be chosen more then once, and the bonuses to initiator level stack.

    SPECIAL: A mercenary that already has one of the above feats may instead gain martial stance or martial study, but he must meet the prerequisites.

    Armor mastery: At 5th level the mercenary has mastered armor, reducing its ACP by ˝ his level (minimum 0), and is never slowed by armor.

    Intimidating presence: Foes within 30’ of the mercenary must succeed on a will save (DC=10+˝ mercenary level+Cha bonus) or be shaken for 1 minute. Foes that succeed on the save are immune to the mercenary’s presence for 24 hours. At 13th level the aura works out to 60’ and if foes make the save they are only immune for 10 minutes.

    Greater Contracter Focus: As the mercenary progresses they gain more abilities useful to their chosen vocation.
    • Guard: The guard walks the path of intimidation, so he may scare away intruders. When he uses the intimidate skill the fear he would normally cause is increased by one step, and he may use intimidate as a move action.
    • Espionage: The mercenary continues to advance his spy abilities. He may don a disguise in 1d3 minutes, and can don/remove armor in half the time. In addition he can disable a device faster then normal:
      Device Time Disable Device DC
      Simple 1 standard action 10
      Tricky 1 full round action 15
      Difficult 1d4 rounds 20
      Wicked 1d4 rounds 25+
    • Body Guard: The bodyguard has experienced that sometimes it is better to not just deflect an attack but also to position himself to stop further attacks on his charge as he does so. Anytime a bodyguard successfully deflects (or uses intervening shield) an attack meant for who he is guarding he may switch places with a single adjacent person. If the character is willing the swap is automatic while if they are unwilling the mercenary rolls an opposed escape artist or grapple check (Mercenary’s choice) and his opponent must use the same skill. If the mercenary succeeds he swaps places, but if he fails he provokes an attack of opportunity from any enemy that threatens him.
    • Hit Man: If the hit man studies his victim for 3 rounds and then makes an attack with a melee weapon that successfully deals damage, the attack has the additional effect of possibly either killing the target. While studying the victim, the hit man can undertake other actions so long as his attention stays focused on the target and the target does not detect the hit man or recognize the hit man as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the hit man's class level + the assassin’s Int modifier) against the kill effect, she dies. Once the hit man has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
    • Bounty Hunter: The bounty hunter gains the ability to make a crippling strike; whenever he hits an opponent with nonlethal damage he can halve his speed. (Fortitude negates: DC=10+1/2 Mercenary level+Dexterity modifier)
    • Sergeant: The sergeant has learned how to lead men more efficiently, he selects one minor aura from the marshal's choice of auras. He gains the effects of ths aura, adding his charisma bonus to the indicated thing.
    • Arena fighter (wrestler): The wrestling mercenary has learned that size does matter, at least in his chosen vocation. He gains the powerful build ability. (As the Goliath ability of the same name.)


    Contract Focus: While under a contract, the mercenary gains immunity to mind affects and he gains his charisma bonus to all saves.

    Absolute Contractor: The mercenary has mastered their chosen vocation, gaining abilities that would make others cry in shame.
    • Guard: Now he is truly fearsome, the fear caused by intimidate is increased two steps and he may use intimidate as a free action once per round.
    • Espionage: The mercenary has mastered spycraft. Whenever he is under cover anyone attempting to detect an alignment detects whatever alignment the mercenary wishes them to, and if they use detect thoughts they detect things that the normal cover identity would be thinking at the time.
    • Body Guard The bodyguard has mastered the skills required for a good body guard. They may take a number out of their AC and add it to the AC of the person they are guarding. The bodyguard can reduce their total AC to ˝ normal in this manner but no further. Shield, natural armor, and armor bonuses can not be transferred in this way.
    • Hit Man: Whenever the hit man uses his death attack he ignores any armor, natural armor, or shield bonuses to AC that the target may have.
    • Bounty Hunter: The bounty hunter gains an uncanny intuition. They may make a survival check to determine the general direction and distance to their target. DC: 10+Target's HD.
    • Sergeant: The sergeant could lead a horde of children against a dragon at this point. He selects a major aura from the marshal's choice of auras. The bonus he provides is one half his Deal Making bonus.
    • Arena fighter (wrestler): The arena fighter has begun to become obsolete due to magic and freedom of movement. Having learned this he has undergone a special process that allows him to radiate an antimagic aura out to 10' and to overcome freedom of movement, although the subject gets a +10 bonus on the save. The antimagic field can be turned on or off as a swift action.


    Irrevocable Contract: At 20th level a mercenary can thwart death itself to fulfill his contract. If he dies while on one (such as on a mission to infiltrate a castle) he is instantly resurrected as true resurrection. Of course this only works while he is working under his contract. A mercenary currently looking for a mission is not under this protection. He may use this ability once every month, and only one per contract.

    Contract: When a Mercenary vows to achieve a task (usually in return for money), little can keep him from his task. He receives a lesser geas, with no HD limit applied, related to his task.

    1Drow of the Underdark
    2Tome of Battle
    3Races of the Wild
    4Shining South

    The Epic Mercenary
    Level Special
    21st Deal Making +11
    22nd Bonus Feat
    23rd Deal Making +12
    24th Bonus Feat
    25th Deal Making +13
    26th Bonus Feat
    27th Deal Making +14
    28th Bonus Feat
    29th Deal Making +15
    30th Bonus Feat
    Mercenary Bonus Epic Feats: Additional Fighting style, Additional magic item space, Blinding speed, combat archery, damage reduction, distant shot, energy resistance, epic endurance, epic fortitude, epic prowess, epic reflexes, epic reputation, epic skill focus, epic speed, epic toughness, epic will, fast healing, improved combat reflexes, improved darkvision, improved death attack, improved manyshot, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Keen Strike, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary tracker, Legendary Wrestler, Overwhelming Critical. Penetrate Damage Reduction, Perfect Health, Perfect Two-Weapon Fighting, Polyglot, Reflect Arrows, Spellcasting Harrier, Storm Of Throws, Superior Initiative, Swarm Of Arrows, Two-Weapon Rend, Uncanny Accuracy. If the mercenary chooses not to take an epic feat he may instead take any feat available to a fighter as a bonus feat.

    Additional Fighting Style [Epic]
    Prerequisites: Fighting style (fifth), Deal Making +11
    Benefits: The mercenary gains an additional fighting style.


    Thanks to Ziegander, Mendicant, aimlessPolymath, godskook, and artimus261. If they have an extended signature for homebrew I have linked their name to it. (There was only one )
    Last edited by Westhart; 2017-11-03 at 02:01 PM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  2. - Top - End - #2
    Troll in the Playground
     
    Ziegander's Avatar

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    Default Re: The mercenary (base class)

    There's a lot of interesting stuff in here, but the bonuses to AC, attack, and damage are staggeringly unnecessary. +21 to AC, +30 to attack and damage as well as -1 to +3 damage ratio with two handed weapons. Sneak Attack +6d6 (average +21 damage) as well as Smite 6/encounter (+Cha mod to hit, +20 to damage).

    At 10th level, for example, he doesn't even have dance of blades yet, but he does have two longswords that give him +5 deflection and a +5 shield bonus to AC, +5 to attack and damage rolls with them (on top of full BAB), and three attacks. If he's got a Strength score of 22, which isn't unreasonable, and let's give him a pair of +1 longswords, his attack routine is +22/+22/+17 for 1d8+12 damage on each hit and his AC in a +1 Chain Shirt, with Dexterity 16, is 29. If he sneak attacks and smites, let's give him a Charisma of 14, his attack bonus goes up to +24 and his damage increases by roughly 20. Against a Fire Giant, a CR 10 foe with solid hp and AC, he can only miss on a roll of 1 for his first two attacks, or on a 5 or lower with his third. With no sneak attack or smite his average damage per round on that guy, without power attacking is roughly 44, meanwhile the Giant has trouble hitting the mercenary, hitting with his first attack on an 9 or higher, his second on a 14 or higher, and his third on an 19 or higher. The Fire Giant only manages (again, with no power attack) a DPR against the mercenary of 30. If the mercenary manages to sneak attack, his DPR goes up by roughly 27. If he chooses to smite with abandon, his DPR increases by another 27. Without any extra bonuses from gear or feats, the mercenary can very easily deal anywhere from 50% to 70% of a Fire Giant's health on his first turn of combat. He can power attack at a -1 to +2 damage ratio with both of his longswords anytime he wants, thanks to his Two-Handed Fighting Style, so when he's smiting, he can easily just turn 2 points of superfluous attack bonus for his first two attacks (since he hits on a 2 even without the smite attack bonus) into 8 additional points of damage. That's a 100+ damage alpha strike for a 10th level character with no optimization at all, able to trivialize what is generally a difficult encounter even for a class like a Crusader or Warblade.

    Put simply, this class has way too many numerical bonuses. They are nearly absurd and take the place of interesting class features. Tone a lot of those bonuses down (+ half level, + level, these sorts of bonuses are usually not necessary if they are constant effects), and replace them with interesting new things to actively do.
    Last edited by Ziegander; 2017-04-21 at 06:49 AM.
    Homebrew


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    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!

  3. - Top - End - #3
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: The mercenary (base class)

    ehh
    thanks for the feedback, here are some of the things I am thinking of changing:
    1. For the power attack, only when he is using a two handed weapon in both hands, so he can not use the two weapon fighting together
    2. Dance of blades: lose the bonus to attack, possibly shuffle so it is earlier?
    3. Parry: only when using *one* weapon and off hand is empty?
    4. Armor mastery: reduce acp, no speed reduction instead of current?
    5. removing sneak attack


    What do you think now?
    Last edited by Westhart; 2017-04-21 at 12:25 PM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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    Orc in the Playground
     
    Mendicant's Avatar

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    Default Re: The mercenary (base class)

    I'm not sure why the various fighting styles come online at set points. Other than maybe Dance of Blades, they all feel roughly equal to each other in value, and there doesn't seem like there's much upside in telling somebody they get their archery bundle at 18th level and no sooner.

  5. - Top - End - #5
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: The mercenary (base class)

    Quote Originally Posted by Mendicant View Post
    I'm not sure why the various fighting styles come online at set points. Other than maybe Dance of Blades, they all feel roughly equal to each other in value, and there doesn't seem like there's much upside in telling somebody they get their archery bundle at 18th level and no sooner.
    So, would you suggest that I say they get fighting style (first) and can choose one of the below?

    If I do that then I could also make more fighting styles and make them choose from an expanded list...
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  6. - Top - End - #6
    Orc in the Playground
     
    Mendicant's Avatar

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    Default Re: The mercenary (base class)

    Yeah, a souped-up version of the ranger class feature seems appropriate here.

  7. - Top - End - #7
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: The mercenary (base class)

    Quote Originally Posted by Mendicant View Post
    Yeah, a souped-up version of the ranger class feature seems appropriate here.
    Going more along the lines that they get a little of everything instead of one path like the ranger, but I can change it up so they can choose when they get what...
    Besides shield fighting, unarmed and possibly a throwing fighting style can you think of any others it may get?

    EDIT: Have to go, more to come either later or tomorrow
    Last edited by Westhart; 2017-04-24 at 10:04 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  8. - Top - End - #8
    Barbarian in the Playground
     
    OrcBarbarianGuy

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    Default Re: The mercenary (base class)

    I'm not quite sure, but it looks like the combination of Quick Intimidate and Greater Intimidate mean that you can try 400 times in one round to demoralize someone, leading to them

    The same applies to the feint ability.

    I'm not incredibly clear on the tools this class brings to the table- there's a combat style ability which either grants an AC bonus, some preset feats, or a fairly specific bonus in no particular pattern (also, no support for sword&board?), some abilities which use skills (feint + intimidate), again, with no clear pattern (two abilities vs one), some fear-related abilities, and a handful of abilities relating to contracts?

    Put simply, the class feels unfocused, trying to do a couple things at once. There's Feint, but no abilities which take advantage of it; fighting styles which seem like they were designed independently of each other; some abilities which turn on with a contract, but don't strongly relate to actually fulfilling it; and so on.

    Also missing: definition of a contract. Can your party members hire you for a gold piece?

    If I were to design one feature for this class to bring together its theme, it would be the following:

    Contractor: At Xth level, a mercenary decides what kind of job they prefer to focus on.
    -Bodyguard: A mercenary who prefers to protect their client gains the ability to redirect attacks made against adjacent creatures to himself. This requires an attack roll opposing that of the incoming attack; on a success, that attack targets the mercenary instead.
    -Guard: A mercenary who prefers to protect buildings, goods, and wagons learns to identify threats ahead of time, and to be always ready for attacks. They gain a bonus equal to half their level on Spot and Sense Motive checks.
    -Espionage: I don't know, something. Stealthy sneaky stuff. Trapfinding, probably.
    -Hit Man: Something, I don't know. That smite thingy, maybe.
    -Bounty Hunter: A mercenary who hunts down targets for his clients gains the Track and Urban Tracking feats, and gains a bonus equal to half his level to checks made to use those feats. Furthermore, he may deal nonlethal damage without taking a penalty to the attack roll.

    It's akin to the Combat Style thing, except that it defines an approach to the jobs as its foremost function. Some of these are better than others, obviously, but they feel a bit more mercenary-y than the combat styles.

    Also, they don't only work while in a contract, which helps with the "hired for 1 gp by your party member" problem.
    Last edited by aimlessPolymath; 2017-04-24 at 01:24 PM.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  9. - Top - End - #9
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: The mercenary (base class)

    Quote Originally Posted by aimlessPolymath View Post
    I'm not quite sure, but it looks like the combination of Quick Intimidate and Greater Intimidate mean that you can try 400 times in one round to demoralize someone, leading to them

    The same applies to the feint ability.

    I'm not incredibly clear on the tools this class brings to the table- there's a combat style ability which either grants an AC bonus, some preset feats, or a fairly specific bonus in no particular pattern (also, no support for sword&board?), some abilities which use skills (feint + intimidate), again, with no clear pattern (two abilities vs one), some fear-related abilities, and a handful of abilities relating to contracts?

    Put simply, the class feels unfocused, trying to do a couple things at once. There's Feint, but no abilities which take advantage of it; fighting styles which seem like they were designed independently of each other; some abilities which turn on with a contract, but don't strongly relate to actually fulfilling it; and so on.

    Also missing: definition of a contract. Can your party members hire you for a gold piece?

    If I were to design one feature for this class to bring together its theme, it would be the following:

    Contractor: At Xth level, a mercenary decides what kind of job they prefer to focus on.
    -Bodyguard: A mercenary who prefers to protect their client gains the ability to redirect attacks made against adjacent creatures to himself. This requires an attack roll opposing that of the incoming attack; on a success, that attack targets the mercenary instead.
    -Guard: A mercenary who prefers to protect buildings, goods, and wagons learns to identify threats ahead of time, and to be always ready for attacks. They gain a bonus equal to half their level on Spot and Sense Motive checks.
    -Espionage: I don't know, something. Stealthy sneaky stuff. Trapfinding, probably.
    -Hit Man: Something, I don't know. That smite thingy, maybe.
    -Bounty Hunter: A mercenary who hunts down targets for his clients gains the Track and Urban Tracking feats, and gains a bonus equal to half his level to checks made to use those feats. Furthermore, he may deal nonlethal damage without taking a penalty to the attack roll.

    It's akin to the Combat Style thing, except that it defines an approach to the jobs as its foremost function. Some of these are better than others, obviously, but they feel a bit more mercenary-y than the combat styles.

    Also, they don't only work while in a contract, which helps with the "hired for 1 gp by your party member" problem.
    Hmm, think I will take out intimidate and feinting and some other things and give them fighting styles plus that...

    Also, there is no sword and board because I can not think of a bonus to give them besides improved shield bash and a few related to those...
    Last edited by Westhart; 2017-04-25 at 07:33 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  10. - Top - End - #10
    Barbarian in the Playground
     
    OrcBarbarianGuy

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    Default Re: The mercenary (base class)

    On S&B: What about literally copying Parry, but requiring a shield instead? Add improved shield bash instead of weapon finesse and you're golden.-

    Also, I think you should settle on one type of AC bonus granted by the various combat styles, to avoid shenanigans(like people with Girallon's Wrath qualifying for both the Parry and the TWF bonus, or monks technically qualifying for Parry and Unarmed defense if you look at the rules for unarmed strike sideways)
    I suggest a shield bonus, which makes the most sense because it's a physical object interposing itself between you and an attack (except for the unarmed one, I guess, but still).
    -A deflection bonus literally represents incoming attacks changing their direction to avoid you.

    I would avoid reducing the penalties from Bounding Assault + Rapid Blitz, as those penalties are meant to emulate iterative attack penalties. Also do note that this means that a 2nd level mercenary can possibly make three attacks in a round, thanks to bypassing the prerequisites? There's no clear space in the rules for gaining bonus feats without having the prerequisites

    Unarmed style should grant both Improved and Superior unarmed strike feats.


    The general problem I have with fighting styles is their lack of consistent mechanics. Some of them grant an AC bonus equal to half your level (all different bonus types, ugh), some of them don't; some of them grant loads of feats in inconsistent numbers, some of them don't; some of them give special abilities, some of them don't.

    This is particularly an issue because there's an invisible boundary between combat styles that fighters (or barbarians, or paladins) can learn (i.e. those that grant feats), and those that can't. Merging them into one class feature doesn't sit well with me.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
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    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    Quote Originally Posted by aimlessPolymath View Post
    On S&B: What about literally copying Parry, but requiring a shield instead? Add improved shield bash instead of weapon finesse and you're golden.-

    Also, I think you should settle on one type of AC bonus granted by the various combat styles, to avoid shenanigans(like people with Girallon's Wrath qualifying for both the Parry and the TWF bonus, or monks technically qualifying for Parry and Unarmed defense if you look at the rules for unarmed strike sideways)
    I suggest a shield bonus, which makes the most sense because it's a physical object interposing itself between you and an attack (except for the unarmed one, I guess, but still).
    -A deflection bonus literally represents incoming attacks changing their direction to avoid you.

    I would avoid reducing the penalties from Bounding Assault + Rapid Blitz, as those penalties are meant to emulate iterative attack penalties. Also do note that this means that a 2nd level mercenary can possibly make three attacks in a round, thanks to bypassing the prerequisites? There's no clear space in the rules for gaining bonus feats without having the prerequisites

    Unarmed style should grant both Improved and Superior unarmed strike feats.


    The general problem I have with fighting styles is their lack of consistent mechanics. Some of them grant an AC bonus equal to half your level (all different bonus types, ugh), some of them don't; some of them grant loads of feats in inconsistent numbers, some of them don't; some of them give special abilities, some of them don't.

    This is particularly an issue because there's an invisible boundary between combat styles that fighters (or barbarians, or paladins) can learn (i.e. those that grant feats), and those that can't. Merging them into one class feature doesn't sit well with me.
    Changed the bonuses to shield as suggested (except for unarmed, not sure if shield is fitting there... maybe deflection?), made the swift strike have high prereqs (willing to replace but need something for the hit and run types; was going to do skirmish at first...), thanks for the S&B suggestion


    If you have ideas for fighting styles I will gladly work them in.
    EDIT: I had planned for there to be quite a few, sort of how shadow caster has mysteries they can advance a single path or choose between multiple... base gives some feats, bonus to AC and possibly minor thing then have a second that would be bette (See parry and deflect,or the tow archery styles)
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    Default Re: The mercenary (base class)

    Quote Originally Posted by NothingAbnormal View Post
    Contract Focus: While under a contract, the mercenary gains immunity to mind affects and gains a bonus to all saves equal to 1/2 his mercenary level.
    This is a *MASSIVE* bonus at most levels. At 20, that's +10 to saves. Compare Paladin's Divine Grace, which gives Cha to saves on a melee class. For the Elite Array on a Paladin, this will range from +0....+2 until the Paladin invests in +Charisma gear bumping it up to ~maybe~ a +5. Admittedly, with strong stats, these start to break even, but you should be careful about adding flat values where another class gets only +modifier.
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    Default Re: The mercenary (base class)

    This is too much for one class. Mercenary is way to broad to fit under one class, as they are just ''working for money''.

    And it's a bit hard to justify a ''mercenary'' say ''being immune to mind effects'' when even 20th level characters of most classes don't get such an ability.

    The contract idea might be way, way too limiting. It would be way to easy for a poor merc to break a contract and get all the bad effects. Worse, if very much limits player use of the class, as most contracts will be for a specific thing and not ''adventure and have fun''. And it's a bit odd for mundane folks to, um, have mercenaries under Epic Magic level magical contracts....

    And Furious Charge really sticks out as a sore thumb. You have a class that is five poor versions of other classes...yet everyone gets the charge feat? A feat that none of them would really want or really get much use out of?

    This class needs much more focus.

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    Default Re: The mercenary (base class)

    Quote Originally Posted by Darth Ultron View Post
    This is too much for one class. Mercenary is way to broad to fit under one class, as they are just ''working for money''.
    I actually like the class' design enough to consider modifying it weakly and using in my own games.

    Quote Originally Posted by Darth Ultron View Post
    And it's a bit hard to justify a ''mercenary'' say ''being immune to mind effects'' when even 20th level characters of most classes don't get such an ability.
    First, I disagree with you. Second, "most classes don't get X by level 20" is not a particularly good argument for an ability that a notable subset of them do get by level 20.

    Quote Originally Posted by Darth Ultron View Post
    And Furious Charge really sticks out as a sore thumb. You have a class that is five poor versions of other classes...yet everyone gets the charge feat? A feat that none of them would really want or really get much use out of?
    Everyone who's primarily melee will need to Charge at some points. Though that this benefits particular choices more than others does need to be considered.
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    Default Re: The mercenary (base class)

    A Charge ability does make the Archery styles feel a little bit off, though, and it doesn't fit particularly well with several of the other styles (Two Weapons don't want to only make one attack, Archery doesn't want to enter melee, and Swift Strike has better things to do).


    Style ideas+thoughts:
    Improved Unarmed Style: Gain Snap Kick and Stunning Fist as bonus feats.

    Improved TH style: Gain Cleave as a bonus feat. As a move action, add +1/4 your level to attack and +1/2 your level to damage until the end of your turn. (this combos well with Cleave!)

    Imp. TW style: You gain Improved Two-Weapon Fighting as a bonus feat. Furthermore, as a standard action, you may make an attack with each of up to two weapons you are wielding.
    (They have to take Greater TWF themselves)

    Sword and Board should be a legitimate prerequisite for Deflect.

    Finally, I strongly feel that instead of automatically dodging attacks of opportunity, Dance of Blades should grant Expeditious Dodge (races of the wild) and Mobility as bonus feats.

    Also I feel that TWstyle should, instead of technically granting a +1/2 level bonus to AC, grant Two-Weapon Defense as a bonus feat, and then increase the bonus granted by the feat by +1/2 level -1.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    Default Re: The mercenary (base class)

    Quote Originally Posted by Godskook View Post

    First, I disagree with you. Second, "most classes don't get X by level 20" is not a particularly good argument for an ability that a notable subset of them do get by level 20.
    Well, one way to balance a class it to look at other classes...do they get anything similar? Immunity to mind effects is a huge and powerful ability and it's really out of place for a ''mercenary''. Why not just lets them cast wish as a supernatural ability, that would make as much sense....''a mercenary is so,um, focused on thier contract that they can alter reality as per the spell wish as a supernatural power at will''.

    Quote Originally Posted by Godskook View Post

    Everyone who's primarily melee will need to Charge at some points. Though that this benefits particular choices more than others does need to be considered.
    I'm not sure ''all'' melee people will have to ''charge'' at some points. Like the ''bodyguard mercenary'' will ''charge'' away from the guy he is guarding? Or the ''guard mercenary'' will charge away from the door they are guarding? How often does a ''hit man'' charge? Or the Espionage one?

    It makes this class feel like more ''a fighter class '' not a mercenary....

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    Default Re: The mercenary (base class)

    Quote Originally Posted by Darth Ultron View Post
    Well, one way to balance a class it to look at other classes...do they get anything similar?
    Yes, they do.

    Quote Originally Posted by Darth Ultron View Post
    Immunity to mind effects is a huge and powerful ability and it's really out of place for a ''mercenary''.
    "Singularity of purpose" is actually perfectly in place for a Mercenary imho.
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    Default Re: The mercenary (base class)

    Replying to the massive bomb shells that went off while I was gone
    Quote Originally Posted by Godskook View Post
    This is a *MASSIVE* bonus at most levels. At 20, that's +10 to saves. Compare Paladin's Divine Grace, which gives Cha to saves on a melee class. For the Elite Array on a Paladin, this will range from +0....+2 until the Paladin invests in +Charisma gear bumping it up to ~maybe~ a +5. Admittedly, with strong stats, these start to break even, but you should be careful about adding flat values where another class gets only +modifier.
    Thanks for pointing that out, thinking about giving them wisdom bonus...
    Quote Originally Posted by Darth Ultron View Post
    This is too much for one class. Mercenary is way to broad to fit under one class, as they are just ''working for money''.
    I like it, highly diverse class that is focused on what the player chooses
    And it's a bit hard to justify a ''mercenary'' say ''being immune to mind effects'' when even 20th level characters of most classes don't get such an ability.
    Mind blank? Maybe not core, but there are a few PrC that give it, but I do agree I gave it too early (because it replaced something; forgot to move up)
    The contract idea might be way, way too limiting. It would be way to easy for a poor merc to break a contract and get all the bad effects. Worse, if very much limits player use of the class, as most contracts will be for a specific thing and not ''adventure and have fun''. And it's a bit odd for mundane folks to, um, have mercenaries under Epic Magic level magical contracts....

    And Furious Charge really sticks out as a sore thumb. You have a class that is five poor versions of other classes...yet everyone gets the charge feat? A feat that none of them would really want or really get much use out of?

    This class needs much more focus.
    Well, suggestions for a powerful contract that disables players hired for a gp and makes them complete the deal? Also, I do not see it as 'five poor versions of other classes' care to clarify that?

    Quote Originally Posted by Godskook View Post
    I actually like the class' design enough to consider modifying it weakly and using in my own games.
    Yay!
    Also it is still being worked on so if thre are things you would like to see please tell me and I will try to work them in
    First, I disagree with you. Second, "most classes don't get X by level 20" is not a particularly good argument for an ability that a notable subset of them do get by level 20.



    Everyone who's primarily melee will need to Charge at some points. Though that this benefits particular choices more than others does need to be considered.
    Meh, I think I will keep the focus but feel the charge ability is on the cut list.

    Quote Originally Posted by aimlessPolymath View Post
    A Charge ability does make the Archery styles feel a little bit off, though, and it doesn't fit particularly well with several of the other styles (Two Weapons don't want to only make one attack, Archery doesn't want to enter melee, and Swift Strike has better things to do).
    Yes, it seems the charge is not too popular
    Style ideas+thoughts:
    Improved Unarmed Style: Gain Snap Kick and Stunning Fist as bonus feats.
    I would like all the improved to have a special it grants not just feats... although I may have something hehehe
    Improved TH style: Gain Cleave as a bonus feat. As a move action, add +1/4 your level to attack and +1/2 your level to damage until the end of your turn. (this combos well with Cleave!)

    Imp. TW style: You gain Improved Two-Weapon Fighting as a bonus feat. Furthermore, as a standard action, you may make an attack with each of up to two weapons you are wielding.
    (They have to take Greater TWF themselves)
    Love the TH style, and for the TWF I believe there is a feat that does that somewhere... now I just need to find it
    Sword and Board should be a legitimate prerequisite for Deflect.

    Finally, I strongly feel that instead of automatically dodging attacks of opportunity, Dance of Blades should grant Expeditious Dodge (races of the wild) and Mobility as bonus feats.
    Fighting styles have a few more coming up, with a special deflect for S&B... I am not a big fan of expeditious dodge mainly because with no speed boosts it takes more then a move action for most races to gain the benefits...
    Also I feel that TWstyle should, instead of technically granting a +1/2 level bonus to AC, grant Two-Weapon Defense as a bonus feat, and then increase the bonus granted by the feat by +1/2 level -1.
    Hmm, maybe increase it to 1/2 level since shield bonuses do not stack? otherwse would be +4 instead of +5 as now... but then parry would look better if it gave a slightly bigger bonus...

    Quote Originally Posted by Darth Ultron View Post
    Well, one way to balance a class it to look at other classes...do they get anything similar? Immunity to mind effects is a huge and powerful ability and it's really out of place for a ''mercenary''. Why not just lets them cast wish as a supernatural ability, that would make as much sense....''a mercenary is so,um, focused on thier contract that they can alter reality as per the spell wish as a supernatural power at will''.
    I disagree here, I feel that there is a difference between what I gave and wish
    I'm not sure ''all'' melee people will have to ''charge'' at some points. Like the ''bodyguard mercenary'' will ''charge'' away from the guy he is guarding? Or the ''guard mercenary'' will charge away from the door they are guarding? How often does a ''hit man'' charge? Or the Espionage one?

    It makes this class feel like more ''a fighter class '' not a mercenary....
    Yes, the charge is looking at an early retirement.
    Quote Originally Posted by Godskook View Post
    Yes, they do.



    "Singularity of purpose" is actually perfectly in place for a Mercenary imho.
    Ooh, that sounds better then contract focus, mind if I use the name?
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    Default Re: The mercenary (base class)

    Quote Originally Posted by NothingAbnormal View Post
    Thanks for pointing that out, thinking about giving them wisdom bonus...
    Personally, I think Charisma fits quite well, again.

    Quote Originally Posted by NothingAbnormal View Post
    Yay!
    Also it is still being worked on so if thre are things you would like to see please tell me and I will try to work them in
    The thing I don't like is that the class feels weak in combat, regardless of build path. Some sort of method to deal bonus damage would be useful for normal play. For me, though, my games use an E6 X-stalt homebrew ruleset, where this class would function exceedingly well without bonus damage.

    Quote Originally Posted by NothingAbnormal View Post
    Ooh, that sounds better then contract focus, mind if I use the name?
    No, I don't mind. That'll be $20, as soon as you can pay through giantitp's payment system.
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    Default Re: The mercenary (base class)

    Quote Originally Posted by Godskook View Post
    Personally, I think Charisma fits quite well, again.
    Hmm, yes that would help avoid some MAD...
    The thing I don't like is that the class feels weak in combat, regardless of build path. Some sort of method to deal bonus damage would be useful for normal play. For me, though, my games use an E6 X-stalt homebrew ruleset, where this class would function exceedingly well without bonus damage.
    Seems it was too far the first time and now it is too low apparently, what would you suggest as fixes then?
    No, I don't mind. That'll be $20, as soon as you can pay through giantitp's payment system.
    hehe, good one... I think?
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    Default Re: The mercenary (base class)

    I selected Expeditious Dodge not because it's a good feat, but because it's a prerequisite for Mobility, which I feel is a better choice than pure immunity to attacks of opportunity.

    Mmmm... I think the damage problems could be solved pretty well with maneuvers, actually. It's a good solution, since it adapts well to various combat styles- there are disciplines out there for archery, for TWF, for whatever role you want.

    An alternative would be to include a small, flat damage bonus, scaling up to about 3-4d6 extra damage per attack. It should work well to keep most of the combat styles effective- all but S&B and THW have lots of attacks, and those two can deal without due to their various focuses (ultra Power Attack and a defensive focus, respectively).


    Also, I agree that the Contract downside is way too painful- it's perfectly good just from being needed to "turn on" class features via a minimum price. It is missing rules about who can pay you, though- consider a teammate who pays you to do something, but then you just give back the money later.
    Last edited by aimlessPolymath; 2017-04-26 at 12:35 PM.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    Default Re: The mercenary (base class)

    Quote Originally Posted by aimlessPolymath View Post
    I selected Expeditious Dodge not because it's a good feat, but because it's a prerequisite for Mobility, which I feel is a better choice than pure immunity to attacks of opportunity.

    Mmmm... I think the damage problems could be solved pretty well with maneuvers, actually. It's a good solution, since it adapts well to various combat styles- there are disciplines out there for archery, for TWF, for whatever role you want.

    An alternative would be to include a small, flat damage bonus, scaling up to about 3-4d6 extra damage per attack. It should work well to keep most of the combat styles effective- all but S&B and THW have lots of attacks, and those two can deal without due to their various focuses (ultra Power Attack and a defensive focus, respectively).


    Also, I agree that the Contract downside is way too painful- it's perfectly good just from being needed to "turn on" class features via a minimum price. It is missing rules about who can pay you, though- consider a teammate who pays you to do something, but then you just give back the money later.
    Hmm would maneuvers overlap with the fighting styles though?
    So for the contract what would you specify? That you have to keep the money?

    Well, will go through ToB and see some things, if you have homebrew ones you would like to see please feel free to post/link to them. Thinking different access based on fighting styles (such as twf getting tiger claw)
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    Default Re: The mercenary (base class)

    For the contract: On second thought, I would actually twist it around.

    Contract: When a Mercenary vows to achieve a task (usually in return for money), little can keep him from his task. He recieves a lesser geas, with no HD limit applied, related to his task.

    There. It pulls away from the GP cost, but on second thought, I don't think it works that well- a mercenary should be able to set his own prices. There are issues where the mercenary can give back the cost, but I suspect trying to limit them (I had considered a thing where you have to measure the balance of money between people for all things) wouldn't work out well (suppose a Mercenary player accepted a smaller share of money from the loot, for example). The price paid is agreed upon between people depending on the value of the service.

    What's important about this is that it mechanically distinguishes On A Job from Not On A Job, which was what I wanted in the first place.

    On maneuvers: I wouldn't tie them to combat styles- I'd probably give some level of free choice (perhaps powered by Martial Study, plus an innate ability to refresh Martial Study-granted maneuvers?)
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    Default Re: The mercenary (base class)

    Quote Originally Posted by aimlessPolymath View Post
    For the contract: On second thought, I would actually twist it around.

    Contract: When a Mercenary vows to achieve a task (usually in return for money), little can keep him from his task. He recieves a lesser geas, with no HD limit applied, related to his task.

    There. It pulls away from the GP cost, but on second thought, I don't think it works that well- a mercenary should be able to set his own prices. There are issues where the mercenary can give back the cost, but I suspect trying to limit them (I had considered a thing where you have to measure the balance of money between people for all things) wouldn't work out well (suppose a Mercenary player accepted a smaller share of money from the loot, for example). The price paid is agreed upon between people depending on the value of the service.

    What's important about this is that it mechanically distinguishes On A Job from Not On A Job, which was what I wanted in the first place.

    On maneuvers: I wouldn't tie them to combat styles- I'd probably give some level of free choice (perhaps powered by Martial Study, plus an innate ability to refresh Martial Study-granted maneuvers?)
    Woops, meant contracter focus more to come in a few hours, have some ideas that need fleshing out.

    What maneuvers they would get if I based it off of contractor type
    Guard: Iron Heart, Stone Dragon
    Espionage: Shadow Hand, Diamond Mind
    Body guard: Shadow Hand, stone dragon
    Hit man: Diamond Mind, shadow hand
    Bounty Hunter: Diamond Mind, desert wind
    If fighting styles gave additional to choose from:
    Dance of Blades: Desert Wind
    Unarmed: Setting Sun
    TWF: Tiger Claw

    The problem with an innate ability to refresh martial study is they only get those as bonus feats *if* they already have the normal ones... thus it would be something that does not always come up.

    EDIT: adding a wrestler type arena combatant to contracter focus, some teamwork styles and a few more things
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    Default Re: The mercenary (base class)

    what up homey, love the class design but I would reconsider the depth of the AC bonuses they get for the fighting styles, i mean MAAAAAAYBE if they were limited to light armor and a buckler, but even that wouldn't fit for what some mercs are. i think you should either A cut the 1/2 class level to AC bonuses back to 1/4 or B ensure these bonuses do not stack with Combat Expertise or Fighting Defensively/Total Defense, because man, +10 AC on TOP of everything else... just... wooof... it could work if they maybe had to choose a single fighting style and maybe it grew in strength over time at the levels given OR they chose another style, so they could focus on one if they wished or be lightly trained across the board by selecting a lot of different ones, but again LOVE the concept xD

    EDIT: and for contract focus I think it'd be more fitting if he got a bonus to his will saves against any charm or compulsion effects that would make him abandon or otherwise hinder his mission, maybe even 1/2 level in the end, this way he is still incredibly hard to sway from his mission but a person could still potentially charm him into a mission he might not otherwise have taken

    Also for true ressurection at 20th I think he maybe you should allow him to always be able to make a Fortitude save against damage if it would reduce him to dying or dead as long as he currently has a contract. If he's above 1 when this occurs he is reduced to 1 instead of the lower number. always keeps him standing potentially which is pretty damn good still, though i'll admit it's hard to compete with a self true res. i ended up making a witch doctor who could do that, but it was like once per week xP
    Last edited by artimus261; 2017-04-27 at 08:56 AM.

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    WolfInSheepsClothing

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    Default Re: The mercenary (base class)

    I haven't had time to read through the entire class, but one thing that I immediately reacted to is the alignment restriction. Not only is the alignment restriction on classes, in my opinion, a pointless rule which makes 3.5 less fun, there are numerous examples of chaotic mercenaries in literature and real life, making the restriction seem a bit arbitrary.

    It is not hard to imagine a chaotic good mercenary, who strongly abides by his own set of morals while ignoring the common law, which is pretty much the definition of both the chaotic good alignment in the phb IIRC and the 'anti-hero' template we see in a lot of fiction.

    There's also the chaotic neutral 'I'm only in it for the money, so I'll switch sides if you pay me more' mercenary and the chaotic evil 'I'll follow your commands as long as you don't show me where your money's hidden, at which point I'll stab you in the back and steal it.'

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    Default Re: The mercenary (base class)

    I can definitely see where you're coming from but with some of the other features on this particular class it seems he's going for the more devoted type of merc in general. Any fighter could still call himself a merc and be whatever alignment he wants, but this class feels more close to a paladin in a sense who has a set of laws for himself. This merc is bound to his code as a sword for hire and while he works for coin his set of rules are more important to him. so long as he can get a room and eat some good food, maybe hire a consort or two, i don't think this class is purely in it for the money despite the name, he does what he does well, and he follows his own set of rules to a t. and honestly in some ways i personally like the alignment restrictions where they make sense, if i ever saw a chaotic monk i don't know what i'd do with myself xP helps set a tone and vibe for the classes that have them

  28. - Top - End - #28
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    NecromancerGirl

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    Default Re: The mercenary (base class)

    Quote Originally Posted by artimus261 View Post
    what up homey, love the class design but I would reconsider the depth of the AC bonuses they get for the fighting styles, i mean MAAAAAAYBE if they were limited to light armor and a buckler, but even that wouldn't fit for what some mercs are. i think you should either A cut the 1/2 class level to AC bonuses back to 1/4 or B ensure these bonuses do not stack with Combat Expertise or Fighting Defensively/Total Defense, because man, +10 AC on TOP of everything else... just... wooof... it could work if they maybe had to choose a single fighting style and maybe it grew in strength over time at the levels given OR they chose another style, so they could focus on one if they wished or be lightly trained across the board by selecting a lot of different ones, but again LOVE the concept xD

    EDIT: and for contract focus I think it'd be more fitting if he got a bonus to his will saves against any charm or compulsion effects that would make him abandon or otherwise hinder his mission, maybe even 1/2 level in the end, this way he is still incredibly hard to sway from his mission but a person could still potentially charm him into a mission he might not otherwise have taken

    Also for true ressurection at 20th I think he maybe you should allow him to always be able to make a Fortitude save against damage if it would reduce him to dying or dead as long as he currently has a contract. If he's above 1 when this occurs he is reduced to 1 instead of the lower number. always keeps him standing potentially which is pretty damn good still, though i'll admit it's hard to compete with a self true res. i ended up making a witch doctor who could do that, but it was like once per week xP
    Yes, Maybe I should lower the capstone, and very may well do what you suggested with the fort save... but let it work for death effects too.

    Quote Originally Posted by fire_insideout View Post
    I haven't had time to read through the entire class, but one thing that I immediately reacted to is the alignment restriction. Not only is the alignment restriction on classes, in my opinion, a pointless rule which makes 3.5 less fun, there are numerous examples of chaotic mercenaries in literature and real life, making the restriction seem a bit arbitrary.

    It is not hard to imagine a chaotic good mercenary, who strongly abides by his own set of morals while ignoring the common law, which is pretty much the definition of both the chaotic good alignment in the phb IIRC and the 'anti-hero' template we see in a lot of fiction.

    There's also the chaotic neutral 'I'm only in it for the money, so I'll switch sides if you pay me more' mercenary and the chaotic evil 'I'll follow your commands as long as you don't show me where your money's hidden, at which point I'll stab you in the back and steal it.'
    Well, as a DM I often relax alignments (such as requiring the monk to have any lawful *or* neutral component to their alignment. but...

    Quote Originally Posted by artimus261 View Post
    I can definitely see where you're coming from but with some of the other features on this particular class it seems he's going for the more devoted type of merc in general. Any fighter could still call himself a merc and be whatever alignment he wants, but this class feels more close to a paladin in a sense who has a set of laws for himself. This merc is bound to his code as a sword for hire and while he works for coin his set of rules are more important to him. so long as he can get a room and eat some good food, maybe hire a consort or two, i don't think this class is purely in it for the money despite the name, he does what he does well, and he follows his own set of rules to a t. and honestly in some ways i personally like the alignment restrictions where they make sense, if i ever saw a chaotic monk i don't know what i'd do with myself xP helps set a tone and vibe for the classes that have them
    ...Artimus has found the point here, and the power of the contracts means that the inevitables probably keep a very close eye on him. While some would prefer chaotic I just can not see it honestly... but if you use you can always relax the alignment.

    EDIT: Also some people do like it and it is mostly for their benefit.
    oh, I believe there is a chaotic monk somewheres Artimus
    EDITEDIT: Hey aimless polymath I borrowed your contract idea, thx
    THELASTEDIT XD: Anyone have an ability for the last one of the hit man? already has death attack and poison... not sure what to give except maybe something related to covering your tracks to avoid the urban track...
    You know when I said last edit? I lied: for the martial maneuvers maybe give it equal to the warblade -1 at each level?, min of 1?
    Last edited by Westhart; 2017-04-27 at 12:29 PM.
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  29. - Top - End - #29
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    RedKnightGirl

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    Default Re: The mercenary (base class)

    maybe the hitman's can ignore the armor, shield, and natural armor AC of a target they've studied for a death attack ;P brutal but it is late level, though with EVERYTHING they got going that might be too damn good xP

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    NecromancerGirl

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    Default Re: The mercenary (base class)

    Quote Originally Posted by artimus261 View Post
    maybe the hitman's can ignore the armor, shield, and natural armor AC of a target they've studied for a death attack ;P brutal but it is late level, though with EVERYTHING they got going that might be too damn good xP
    That does fix death attack as it takes 3 rounds of sitting out, hmmm
    Homebrew: If it is mine feel free to PEACH and/or use it.

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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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