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Thread: The mercenary (base class)

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    Ogre in the Playground
     
    NecromancerGirl

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    Dec 2016
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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.