View Single Post

Thread: The mercenary (base class)

  1. - Top - End - #21
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    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.