Mercenary (3.5e Class)

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Mercenary
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[edit] Mercenary

Abilities: Strong Physical Stats are a must, Strength increases damage dealt, Dexterity increases your ability to survive, and Constitution lets you last longer. Intelligence is also important as it affects your bonus attacks of opportunity and bonus to reflex saves along with giving you additional skill points.

Races: Mercenaries are known to come from all backgrounds and races..

Alignment: Any.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: As fighter

Table: The Mercenary

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Adaptive Fighter, Quick Trainer, Combat Style, Bonus Feat
2nd +2 +3 +0 +0 Superior Grip, Dirty Fighter +1d6
3rd +3 +3 +1 +1 Quick Thinking, Bonus Feat
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Dirty Fighter +2d6, Bonus Feat
6th +6/+1 +5 +2 +2 Superior Combat Style
7th +7/+2 +5 +2 +2 Bonus Feat
8th +8/+3 +6 +2 +2 Dirty Fighter +3d6

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Heal (Int), Intimidate (Cha), Jump (Str), Knowledge (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str).

[edit] Class Features

All of the following are class features of the Mercenary.

Weapon and Armor Proficiency: A mercenary is proficient with light, medium, and heavy armors, and shields (but not tower shields). A mercenary is also proficient with Axes, Bows, Flails and Chains, Light Blades, Heavy Blades, Maces and Clubs, Picks and Hammers, Polearms, and Spears and Lances.

Adaptive Fighter (Ex): A Mercenary treats himself as an equal level fighter for determining pre-requisites of abilities and feats. A mercenary may choose to gain his Intelligence bonus to AC plus his Dexterity bonus. When adding Intelligence to AC there is no maximum bonus based wearing heavy armors, a mercenary still loses his bonus to [SRD:AC|AC]] when caught flat-footed. A mercenary may use his Intelligence to qualify for prerequisites of any fighter bonus feat that requires a minimum Strength or Dexterity.

Quick Trainer (Ex): A mercenary can adjust weapon training. Each morning a mercenary can spend 1 hour in weapon practice to change the designated weapon group for any feat he has that applies to a weapon group (such as Weapon Focus) other than proficiency. The mercenary may change any number of feats during this session, and he doesn't have to adjust them all in the same way, though the mercenary must have the newly designated weapon available during the practice session to make this change, and he must still meet the prerequisites for all feats after his retraining is complete.

Combat Style (Ex): At 1st level a Mercenary chooses a combat style, this is his preferred style of fighting: Sword and Board, or Dual Wield.

If a mercenary selects the Sword and Board style he gains the Improved Shield Bash, and Agile Shield FighterPH2 feats even if he doesn't meet the normal prerequisites.

If a mercenary selects dual wield style he gains the Two-Weapon Fighting feat even if he does not meet the normal prerequisites.

Bonus Feat: A mercenary gains a bonus feat at 1st level and every 2 levels thereafter. He chooses this feat from the list of fighter bonus feats.

Dirty Fighter (Ex): At 2nd level, a Mercenary gains extra damage to his melee attacks when using a shield, or when wielding two weapons. The extra damage is 1d6 at second level and increases by 1d6 for each 2 levels beyond that. This extra damage is not multiplied when the mercenary gets a critical hit.

Superior Grip (Ex): At 2nd level, a Mercenary with the Sword and Board Style may wield a Longspear, Spear, Heavy Flail, Greatclub, Spiked Chain, Guisarme, Scythe, Glaive, Halberd, or GreatspearCWar while wearing a buckler, light, or heavy shield at no penalty. Also, a mercenary may shorten or lengthen his grip on a reach weapon he wields as a free action, allowing him to attack adjacent enemies with a reach weapon.

A mercenary with the Dual Wield Style gains the Oversized Two-Weapon FightingCAdv feat.

Quick Thinking (Ex): At 3rd level a mercenary can make split second decisions to get out of harms way and to press an advantage. A mercenary adds his Intelligence modifier as a bonus on reflex saves, this is in addition to his dexterity modifier. A mercenary may also make a number of additional attacks of opportunity per turn equal to his intelligence modifier, this is in addition to his normally allowed attack of opportunity and those gained from the Combat Reflexes feat.

Superior Combat Style (Ex): At 6th level a mercenaries skills increase in his chosen combat style.

Whenever a mercenary with the Sword and Board Style hits an enemy with a shield bash he may choose to attempt to knock the enemy back 5 feet. Treat this as a Bull Rush attempt, though the mercenary does not move, and the maximum distance the enemy can be moved is 5 feet directly back. If the mercenary succeeds and the opponent does not have room to move back he instead falls prone in his current square.

A mercenary with the Dual Wield Style gains the Improved Two-Weapon Fighting feat even if he does not meet the normal prerequisites.

[edit] Earthkin Sword & Board Mercenary Starting Package

Weapons: Longsword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Heal 4 Wis
Craft (Weaponsmithing) 4 Int
Survival 4 Wis
Knowledge (Dungeoneering) 4 Int
Craft (Armorsmithing) 4 Int
Intimidate 4 Wis

Feat: Power Attack

Gear: Heavy Steel Shield, Breastplate , Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded Lantern, 4 pints of oil.

Gold: 5d4 GP.

[edit] Playing a Mercenary

Religion: Mercenaries aren't usually inclined to any religion though they do often revere Tigron the God of strength..

Other Classes: A mercenary enjoys the company of all the other classes, he is not biased toward any other.

Combat: The Mercenary is often seen on the frontlines inside the fray of a fight. He is the first line of defense for the others in the party.



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