Dungeons and Dragons Wiki
m (looks complete to me, though i have not read through all of the class features to make sure they're playable)
 
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==Mercenary==
 
==Mercenary==
   
A lack of morals, a thirst for power, and the training and brute force of a kiler, these are the aspects that define a mercenary. Heartless murderers, mercenaries do what benefits them and don't care who gets killed in the process. Mercenaries will be paid assassins when enough gold is involved, but they are just as likely to save time by killing their employer and taking the cash.
+
A lack of morals, a thirst for power, and the training and brute force of a killer, these are the aspects that define a mercenary. Heartless murderers, mercenaries do what benefits them and don't care who gets killed in the process. Mercenaries will be paid assassins when enough gold is involved, but they are just as likely to save time by killing their employer and taking the cash.
   
 
===Making a Mercenary===
 
===Making a Mercenary===
   
Mercenaries are skilled combatants and mediocre spellcasters. Although the moras of good-aligned characters disgust them, they will team up with others when it fits their needs.
+
Mercenaries are skilled combatants and mediocre spellcasters. Although the morals of good-aligned characters disgust them, they will team up with others when it fits their needs.
   
 
'''Abilities:''' As a combat-oriented class, mercenaries value strength and constitution. A mercenary's skill comes from training and research, and many of a their special abilities are tied to intellegence. Wisdom increases the power a mercenary's spellcasting.
 
'''Abilities:''' As a combat-oriented class, mercenaries value strength and constitution. A mercenary's skill comes from training and research, and many of a their special abilities are tied to intellegence. Wisdom increases the power a mercenary's spellcasting.
Line 52: Line 51:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! colspan="10" | [[#Spells|Spells per Day]]
+
! colspan="4" | [[#Spells|Spells per Day]]
! rowspan="2" | [[#Power Points/Day|Power<br/>Points/Day]]
 
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]
 
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]
 
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
+
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup>
 
|-
 
|-
|1st||class="left" | + || + || + || +
+
|1st||class="left" | +1 || +2 || +0 || +0
 
| class="left" | Aura of Evil, ''Deathwatch'', Deadly Precision 1/day
 
| class="left" | Aura of Evil, ''Deathwatch'', Deadly Precision 1/day
|—||—||—||—||—||—||—||—||—||—
+
||—||—||—||—
|—||—||—
 
 
|-
 
|-
|2nd||class="left" | + || + || + || +
+
|2nd||class="left" | +2 || +3 || +0 || +0
 
| class="left" | Honed Reflexes, Syphon Soul
 
| class="left" | Honed Reflexes, Syphon Soul
|—||—||—||—||—||—||—||—||—||—
+
||—||—||—||—
|—||—||—
 
 
|-
 
|-
|3rd||class="left" | + || + || + || +
+
|3rd||class="left" | +3 || +3 || +1 || +1
 
| class="left" | Aura of Courage, Lethal Acuracy
 
| class="left" | Aura of Courage, Lethal Acuracy
|—||—||—||—||—||—||—||—||—||—
+
||—||—||—||—
|—||—||—
 
 
|-
 
|-
|4th||class="left" | + || + || + || +
+
|4th||class="left" | +4 || +4 || +1 || +1
 
| class="left" | Rebuke Undead
 
| class="left" | Rebuke Undead
|||—||—||—||—||—||—||—||—||—
+
||0||—||—||—
|—||—||—
 
 
|-
 
|-
|5th||class="left" | + || + || + || +
+
|5th||class="left" | +5 || +4 || +1 || +1
 
| class="left" | Deadly Precision 2/day, Special Mount
 
| class="left" | Deadly Precision 2/day, Special Mount
|||—||—||—||—||—||—||—||—||—
+
||0||—||—||—
|—||—||—
 
 
|-
 
|-
|6th||class="left" | + || + || + || +
+
|6th||class="left" | +6/+1 || +5 || +2 || +2
 
| class="left" | ''Slay Living'' 1/week
 
| class="left" | ''Slay Living'' 1/week
|||—||—||—||—||—||—||—||—||—
+
||1||—||—||—
|—||—||—
 
 
|-
 
|-
|7th||class="left" | + || + || + || +
+
|7th||class="left" | +7/+2 || +5 || +2 || +2
 
| class="left" |
 
| class="left" |
|||—||—||—||—||—||—||—||—||—
+
||1||—||—||—
|—||—||—
 
 
|-
 
|-
|8th||class="left" | + || + || + || +
+
|8th||class="left" | +8/+3 || +6 || +2 || +2
 
| class="left" |
 
| class="left" |
|||||—||—||—||—||—||—||—||—
+
||1||0||—||—
|—||—||—
 
 
|-
 
|-
|9th||class="left" | + || + || + || +
+
|9th||class="left" | +9/+4 || +6 || +3 || +3
 
| class="left" | ''Slay Living'' 2/week
 
| class="left" | ''Slay Living'' 2/week
|||||—||—||—||—||—||—||—||—
+
||1||0||—||—
|—||—||—
 
 
|-
 
|-
|10th||class="left" | + || + || + || +
+
|10th||class="left" | +10/+5 || +7 || +3 || +3
 
| class="left" | Deadly Precision 3/day
 
| class="left" | Deadly Precision 3/day
|||||—||—||—||—||—||—||—||—
+
||1||1||—||—
|—||—||—
 
 
|-
 
|-
|11th||class="left" | + || + || + || +
+
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3
 
| class="left" |
 
| class="left" |
|||||||—||—||—||—||—||—||—
+
||1||1||0||—
|—||—||—
 
 
|-
 
|-
|12th||class="left" | + || + || + || +
+
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4
 
| class="left" | ''Slay Living'' 3/week
 
| class="left" | ''Slay Living'' 3/week
|||||||—||—||—||—||—||—||—
+
||1||1||1||—
|—||—||—
 
 
|-
 
|-
|13th||class="left" | + || + || + || +
+
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4
 
| class="left" |
 
| class="left" |
|||||||—||—||—||—||—||—||—
+
||1||1||1||—
|—||—||—
 
 
|-
 
|-
|14th||class="left" | + || + || + || +
+
|14th||class="left" | +14/+9/+4 || +9 || +4 || +4
 
| class="left" |
 
| class="left" |
  +
||2||1||1||0
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|15th||class="left" | + || + || + || +
+
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5
 
| class="left" | Deadly Precision 4/day, ''Slay Living'' 4/week
 
| class="left" | Deadly Precision 4/day, ''Slay Living'' 4/week
  +
||2||1||1||1
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|16th||class="left" | + || + || + || +
+
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5
 
| class="left" |
 
| class="left" |
  +
||2||2||1||1
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|17th||class="left" | + || + || + || +
+
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5
 
| class="left" |
 
| class="left" |
  +
||2||2||2||1
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|18th||class="left" | + || + || + || +
+
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6
 
| class="left" | ''Slay Living'' 5/week
 
| class="left" | ''Slay Living'' 5/week
  +
||3||2||2||1
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|19th||class="left" | + || + || + || +
+
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6
 
| class="left" |
 
| class="left" |
  +
||3||3||3||2
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|20th||class="left" | + || + || + || +
+
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6
 
| class="left" | Deadly Precision 5/day
 
| class="left" | Deadly Precision 5/day
  +
||3||3||3||3
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::<-number of skill points->]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::2]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. ->
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
 
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
 
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
{{Property Link|Skill|SRD:Control Shape Skill|Control Shape}} ([[SRD:Wisdom|Wis]]),
 
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
 
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
 
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Psicraft Skill|Psicraft}} ([[SRD:Intelligence|Int]]),
 
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),
+
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]).
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None),
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Psionic Device Skill|Use Psionic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
 
|}
 
|}
   
 
====Class Features====
 
====Class Features====
   
All of the following are class features of the <-class name->.
+
All of the following are class features of the Mercenary.
   
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
+
'''Weapon and Armor Proficiency:''' Mercenaries are proficient in all simple and martial weopones, with all types of armor, and with shields (except tower shields).
   
'''{{Anchor|Spells}}:''' <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:
+
'''{{Anchor|Spells}}:''' Beginning at fourth level, a trained mercenary may know how to cast a small number of arcane spells (the same type of spells available to wizards and sorcerers), which are drawn from the mercenary spell list below. However, there are many differences between mercenaries and other spellcasters.
   
  +
'''Spells Known:''' To learn a spell, a mercenary must have an intellegence score equal to at least 10 + the spell's level. In addition, he must spend 24 hours studying without interuption. A mercenary may know a total number of spells equal to his intellegence modifier.
0&mdash;<-spells, spells, spells->
 
   
  +
'''Casting Spells:''' Like other spellcasters, a mercenary can only cast a certain number of spells each day. A mercenary with a wizard's spellbook may prepare and cast spells in the same way a wizard would. Unlike wizards, a mercenary does not gain new spells for his spellbook at new levels. He may, however, write spells he already knows (see Writing a New Spell into a Spellbook, p179). Note that this costs 100 gp per spell. A mercenary casting spells this way may choose and prepare spells spells from his spellbook ahead of time each day equal to his base daily spell allotment. He prepares spells by getting a good night's sleep and spending 1 hour studying his spellbook.
1st&mdash;<-spells, spells, spells->
 
   
  +
Some mercenaries, however, have the inborn skill to cast simple spells without preparation. A mercenary can cast an unprepared spell if he has a wisdom score of at least 3 x the spell level +10, asuming he has already trained to know the spell. For example, a mercenary needs a wisdom score of at least 16 to cast unprepared 2nd level spells. If a mercenary has not prepared spells of a level, he may cast unprepared spells of that level until he has reached his base daily spell allotment for spells of that level. Otherwise, each unprepared spell cast replaces a prepared spell of the same level. A mercenary cannot cast a spell if he has already cast spells of the same level (prepared or unprepared) equal to his base daily spell allotment for spells of that level.
2nd&mdash;<-spells, spells, spells->
 
  +
  +
'''Spell Modifiers:''' A mercenary recieves bonus spells each day if he has a high enough wisdom score (see Ability Modifiers and Bonus Spells, page 8). The difficulty class for a saving throw against a mercenary's spell is 10 + the spell level + the mercenary's wisdom modifier. Through 3rd level, a mercenary has no caster level. At 4th level and higher, his caster level is one-half his mercenary level.
   
  +
1st&mdash;''Arcane Mark, Bane, Cause Fear, Chill Touch, Doom, Endure Elements, Identify, Inflict Light Wounds, Magic Weapon, Pass Without Trace, Read Magic, Resistance.''
3rd&mdash;<-spells, spells, spells->
 
   
  +
2nd&mdash;''Command Undead, Darkness, Desecrate, Cat's Grace, Fox's Cunning, Owl's Wisdom, Ghoul Touch, Inflict Moderate Wounds, Invisibility, Scare, Silence, Spectral Hand, Status, Resist Energy, Undetectable Alignment.''
4th&mdash;<-spells, spells, spells->
 
   
  +
3rd&mdash;''Animate Dead, Blight, Contagion, Deeper Darkness, Fear, Bestow Curse, Speak with Dead, Vampiric Touch.''
5th&mdash;<-spells, spells, spells->
 
   
  +
4th&mdash;''Circle of Death, Eyebite, Harm, Inflict Critical Wounds, Mass Inflict Light Wounds, Greater Invisibility, Nightmare, Symbol of Pain, Symbol of Fear, Mark of Justice.''
6th&mdash;<-spells, spells, spells->
 
   
  +
'''{{Anchor|Aura of Evil}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The power of a mercenary's Aura of Evil (see ''detect evil'' spell) is equal to his mercenary level, just like the aura of a cleric of an evil diety.
7th&mdash;<-spells, spells, spells->
 
   
 
'''''{{Anchor|Deathwatch}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At will, a mercenary can use ''deathwatch'', as the spell.
8th&mdash;<-spells, spells, spells->
 
   
  +
'''{{Anchor|Deadly Precision}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Once per day, a mercenary may attempt deadly precision on a nomal meelee attack. This adds his intellegence modifier (if any) to the attack roll and deals 1 point of extra damage per mercenary level.
9th&mdash;<-spells, spells, spells->
 
   
  +
At fifth level, and at every five levels thereafter, a mercenary may attempt deadly precision an additional time each day, to a maximum of five times per day at twentieth level.
{| class="zebra d20"
 
|+ {{Anchor|Table: <-class name-> Spells Known}}
 
|-
 
! rowspan="2" | Level || colspan="10" | Spells Known
 
|-
 
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
|-
 
| 1st || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 2nd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 3rd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 4th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 5th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 6th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 7th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 8th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 9th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 10th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 11th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 12th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 13th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 14th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 15th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 16th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 17th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 18th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 19th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 20th || — || — || — || — || — || — || — || — || — || —
 
|}
 
   
  +
'''{{Anchor|Honed Reflexes}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At second level, a mercenary gains a bonus equal to his intelligence modifier (if any) to all saving throws.
'''{{Anchor|Power Points/Day}}:''' A <-class name->’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: <-class name->|Table: <-class name->]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high <-relevant ability-> score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). His race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.
 
   
  +
'''{{Anchor|Siphon Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at second level, a mercenary with a wisdom score of 12 or higher can drain the life out of an enemy by making a succesfull touch attack. Each day he can drain a total number of hit points equal to his wisdom modifier x his mercenary level. For example, a 4th level mercenary with a wisdom score of 16 (+3 modifier) can deal 12 points of damage and gain 12 temporary hit points each day. The gained hit points last for 1 minute per mercenary level (or 5 &times; mercenary level rounds of combat). A mercenary may choose to spread out the pain among multiple recipitents, and does not have to use it all at once. Using syphon soul is a standard action and does not provoke an attack of opportunity.
'''{{Anchor|Powers Known}}:''' <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:
 
   
  +
'''{{Anchor|Aura of Courage}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beggining at 3rd level, a mercenary is imune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the mercenary is concious, but not while he is unconsious or dead.
0&mdash;<-powers, powers, powers->
 
   
  +
'''{{Anchor|Lethal Acuracy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a mercenary becomes more likely to strike a killing blow. He gets a bonus to his attack roll equal to his intellegence modifier. This is aplied before other modifiers and considered part of the natural roll required to score critical hits. This cannot increase the natural roll to more than 20. For example, a mercenary with an intellegence score of 17 (+3 modifier) who rolls a 18 for an attack with a longsword would be considered to have a natural 20, thus scoring a critical hit. Afterwards, other modifiers (such as the stength modifier for meelee attacks) are aplied as normal.
1st&mdash;<-powers, powers, powers->
 
   
  +
'''{{Anchor|Rebuke Undead}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4rth level, a mercenary can rebuke undead. He may use this ability a number of times each day equal to 3 + his wisdom modifier. A mercenary rebukes undead as a cleric three levels lower would.
2nd&mdash;<-powers, powers, powers->
 
   
  +
'''''{{Anchor|Special Mount}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Similar to a paladin's special mount, this summons an undead warhorse or warpony as a full round action.
3rd&mdash;<-powers, powers, powers->
 
   
  +
'''''{{Anchor|Slay Living}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 6th level, a mercenary can produce a ''slay living'' effect, as the spell, once per week. He can use this ability one additional time per week for every three levels after 6th. The saving throw DC (fortitude, partial) is 10 + your mercenary level.
4th&mdash;<-powers, powers, powers->
 
   
  +
====Ex-Mercenaries====
5th&mdash;<-powers, powers, powers->
 
   
  +
A mercenary who is not evil cannot use Aura of Evil, Syphon Soul, Rebuke Undead, Special Mount, and Slay Living, or cast or learn mercenary spells. They still know these abilities, but using them is an act against their allignment. They cannot gain mercenary levels until they return to evil.
6th&mdash;<-powers, powers, powers->
 
   
  +
A mercenary who becomes chaotic loses Deathwatch, Deadly Precision, Honed Reflexes, Lethal Acuracy, and the ability to prepare mercenary spells. They may still cast mercenary spells which they have a high enough wisdom to cast spontaniously, although they cannot learn new mercenary spells. They cannot gain mercenary levels while chaotic.
7th&mdash;<-powers, powers, powers->
 
   
 
====Epic Mercenary====
8th&mdash;<-powers, powers, powers->
 
 
9th&mdash;<-powers, powers, powers->
 
 
'''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power he can learn at this level.
 
 
To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.
 
 
'''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information->
 
 
'''''{{Anchor|<-psi-like class feature->}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' <-class feature game rule information->
 
 
'''''{{Anchor|<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information->
 
 
'''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information->
 
 
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
 
 
''{{Anchor|<-subclass feature->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information->
 
 
<-Lather, rinse...->
 
 
<-... repeat as necessary.->
 
 
====Ex-<-pluralized class name->====
 
 
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
 
 
====Epic <-class name->====
 
   
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+ class="epic" |
 
|+ class="epic" |
<div>{{Anchor|Table: The Epic <-class name->}}</div>
+
<div>{{Anchor|Table: The Epic Mercenary}}</div>
Hit Die: d<-Die size for Hit Die->
+
Hit Die: d10
 
|-
 
|-
 
! Level !! Special
 
! Level !! Special
 
|-
 
|-
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 21st || class="left" | ''Slay Living'' 6/week
 
|-
 
|-
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 22nd || class="left" | -
 
|-
 
|-
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 23rd || class="left" | Bonus Feat
 
|-
 
|-
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 24th || class="left" | ''Slay Living'' 7/week
 
|-
 
|-
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 25th || class="left" | Deadly Precision 6/day
 
|-
 
|-
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 26th || class="left" | Bonus Feat
 
|-
 
|-
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 27th || class="left" | ''Slay Living'' 8/week
 
|- class
 
|- class
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 28th || class="left" | -
 
|- class
 
|- class
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 29th || class="left" | Bonus Feat
 
|- class=
 
|- class=
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 30th || class="left" | ''Slay Living'' 9/week, Deadly Precision 7/day
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
+
2 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
|}
   
  +
'''Deadly Precision:''' The epic mercenary continues to gain 1 use per day of deadly precision at every 5 levels.
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
   
  +
'''''Slay Living'':''' Every 3rd level, the epic mercenary can use his ''slay living'' ability an additional time per week.
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
   
 
'''{{Anchor|Bonus Feats }}:''' The epic mercenary gains a bonus feat (selected from the list of epic mercenary bonus feats) every 3 levels after 20th.
<-Lather, rinse...->
 
   
  +
''Epic Mercenary Bonus Feat List:'' Slayer.
<-... repeat.->
 
   
  +
====Human Mercenary Starting Package====
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
 
   
  +
'''Weapons:''' Longsword, Shortbow, Dagger.
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
 
   
 
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.
====<-Sample race of your choice-> <-class name-> Starting Package====
 
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
   
 
{| class="zebra d20"
 
{| class="zebra d20"
Line 384: Line 251:
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
|- class=
  +
| class="left" | Ride || 4 || Dex || &mdash;
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
  +
|- class=
  +
| class="left" | Diplomacy || 4 || Cha || &mdash;
  +
|- class=
  +
| class="left" | Intimidate || 4 || Cha || &mdash;
  +
|- class=
  +
| class="left" | Spot || 2 || Wis || &mdash;
  +
|- class=
  +
| class="left" | Listen || 2 || Wis || &mdash;
  +
|- class=
  +
| class="left" | Climb || 2 || Str || -6
 
|- class=
 
|- class=
  +
| class="left" | Search || 2 || Int || &mdash;
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
<-copy and paste the rows as necessary.->
 
 
|}
 
|}
   
'''Feat:''' <-1st-level feat selection->.
+
'''Feat:''' Weapon Focus (Longsword).
   
  +
'''Bonus Feats:''' Improved Initiative.
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
 
   
  +
'''Gear:''' Scale mail, backpack with waterskins, one day's trail rations, bedroll, sack, flint and steel, quiver with 20 arrows.
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 
   
'''Gold:''' <-Starting gold using this package.->.
+
'''Gold:''' 6d4 gp.
   
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW

Latest revision as of 22:23, 17 October 2010

Created By
just_nobody (talk)
Date Created: 10/13/2010
Status: complete
Editing: yes
Balance: Fighter

{{#set:Summary=A fighter without morals, this antipaladin will do whatever benefits him, and doesn't care who gets killed in the process. |Length=20 levels |Minimum Level=level 1 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Good |Reflex Save Progression=Poor |Will Save Progression=Poor |Class Ability=Martial Maneuvers |Class Ability=Minor Arcane Spellcasting |Class Ability Progression=Other }}

{{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Evil}}


Mercenary[]

A lack of morals, a thirst for power, and the training and brute force of a killer, these are the aspects that define a mercenary. Heartless murderers, mercenaries do what benefits them and don't care who gets killed in the process. Mercenaries will be paid assassins when enough gold is involved, but they are just as likely to save time by killing their employer and taking the cash.

Making a Mercenary[]

Mercenaries are skilled combatants and mediocre spellcasters. Although the morals of good-aligned characters disgust them, they will team up with others when it fits their needs.

Abilities: As a combat-oriented class, mercenaries value strength and constitution. A mercenary's skill comes from training and research, and many of a their special abilities are tied to intellegence. Wisdom increases the power a mercenary's spellcasting.

Races: Humans are ambitious, as well as a little greedy, and are the most common mercenaries. Elf mercenaries are stealthy assassins who treat murder as an art. Some gnome and halfling mercenries exist, but they are rare, outcasts of their race. Dwarves are to honorable to be mercenaries, and half-orcs usualy do not show the focus necessary to become mmercenaries.

Alignment: Lawful Evil, Neutral Evil.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: As fighter

Table: The Mercenary

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Aura of Evil, Deathwatch, Deadly Precision 1/day
2nd +2 +3 +0 +0 Honed Reflexes, Syphon Soul
3rd +3 +3 +1 +1 Aura of Courage, Lethal Acuracy
4th +4 +4 +1 +1 Rebuke Undead 0
5th +5 +4 +1 +1 Deadly Precision 2/day, Special Mount 0
6th +6/+1 +5 +2 +2 Slay Living 1/week 1
7th +7/+2 +5 +2 +2 1
8th +8/+3 +6 +2 +2 1 0
9th +9/+4 +6 +3 +3 Slay Living 2/week 1 0
10th +10/+5 +7 +3 +3 Deadly Precision 3/day 1 1
11th +11/+6/+1 +7 +3 +3 1 1 0
12th +12/+7/+2 +8 +4 +4 Slay Living 3/week 1 1 1
13th +13/+8/+3 +8 +4 +4 1 1 1
14th +14/+9/+4 +9 +4 +4 2 1 1 0
15th +15/+10/+5 +9 +5 +5 Deadly Precision 4/day, Slay Living 4/week 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +5 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 Slay Living 5/week 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Deadly Precision 5/day 3 3 3 3

Class Skills (Skill Points::2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Ride (Dex).

Class Features[]

All of the following are class features of the Mercenary.

Weapon and Armor Proficiency: Mercenaries are proficient in all simple and martial weopones, with all types of armor, and with shields (except tower shields).

Spells: Beginning at fourth level, a trained mercenary may know how to cast a small number of arcane spells (the same type of spells available to wizards and sorcerers), which are drawn from the mercenary spell list below. However, there are many differences between mercenaries and other spellcasters.

Spells Known: To learn a spell, a mercenary must have an intellegence score equal to at least 10 + the spell's level. In addition, he must spend 24 hours studying without interuption. A mercenary may know a total number of spells equal to his intellegence modifier.

Casting Spells: Like other spellcasters, a mercenary can only cast a certain number of spells each day. A mercenary with a wizard's spellbook may prepare and cast spells in the same way a wizard would. Unlike wizards, a mercenary does not gain new spells for his spellbook at new levels. He may, however, write spells he already knows (see Writing a New Spell into a Spellbook, p179). Note that this costs 100 gp per spell. A mercenary casting spells this way may choose and prepare spells spells from his spellbook ahead of time each day equal to his base daily spell allotment. He prepares spells by getting a good night's sleep and spending 1 hour studying his spellbook.

Some mercenaries, however, have the inborn skill to cast simple spells without preparation. A mercenary can cast an unprepared spell if he has a wisdom score of at least 3 x the spell level +10, asuming he has already trained to know the spell. For example, a mercenary needs a wisdom score of at least 16 to cast unprepared 2nd level spells. If a mercenary has not prepared spells of a level, he may cast unprepared spells of that level until he has reached his base daily spell allotment for spells of that level. Otherwise, each unprepared spell cast replaces a prepared spell of the same level. A mercenary cannot cast a spell if he has already cast spells of the same level (prepared or unprepared) equal to his base daily spell allotment for spells of that level.

Spell Modifiers: A mercenary recieves bonus spells each day if he has a high enough wisdom score (see Ability Modifiers and Bonus Spells, page 8). The difficulty class for a saving throw against a mercenary's spell is 10 + the spell level + the mercenary's wisdom modifier. Through 3rd level, a mercenary has no caster level. At 4th level and higher, his caster level is one-half his mercenary level.

1st—Arcane Mark, Bane, Cause Fear, Chill Touch, Doom, Endure Elements, Identify, Inflict Light Wounds, Magic Weapon, Pass Without Trace, Read Magic, Resistance.

2nd—Command Undead, Darkness, Desecrate, Cat's Grace, Fox's Cunning, Owl's Wisdom, Ghoul Touch, Inflict Moderate Wounds, Invisibility, Scare, Silence, Spectral Hand, Status, Resist Energy, Undetectable Alignment.

3rd—Animate Dead, Blight, Contagion, Deeper Darkness, Fear, Bestow Curse, Speak with Dead, Vampiric Touch.

4th—Circle of Death, Eyebite, Harm, Inflict Critical Wounds, Mass Inflict Light Wounds, Greater Invisibility, Nightmare, Symbol of Pain, Symbol of Fear, Mark of Justice.

Aura of Evil (Ex): The power of a mercenary's Aura of Evil (see detect evil spell) is equal to his mercenary level, just like the aura of a cleric of an evil diety.

Deathwatch (Sp): At will, a mercenary can use deathwatch, as the spell.

Deadly Precision (Su): Once per day, a mercenary may attempt deadly precision on a nomal meelee attack. This adds his intellegence modifier (if any) to the attack roll and deals 1 point of extra damage per mercenary level.

At fifth level, and at every five levels thereafter, a mercenary may attempt deadly precision an additional time each day, to a maximum of five times per day at twentieth level.

Honed Reflexes (Su): At second level, a mercenary gains a bonus equal to his intelligence modifier (if any) to all saving throws.

Siphon Soul (Su): Beginning at second level, a mercenary with a wisdom score of 12 or higher can drain the life out of an enemy by making a succesfull touch attack. Each day he can drain a total number of hit points equal to his wisdom modifier x his mercenary level. For example, a 4th level mercenary with a wisdom score of 16 (+3 modifier) can deal 12 points of damage and gain 12 temporary hit points each day. The gained hit points last for 1 minute per mercenary level (or 5 × mercenary level rounds of combat). A mercenary may choose to spread out the pain among multiple recipitents, and does not have to use it all at once. Using syphon soul is a standard action and does not provoke an attack of opportunity.

Aura of Courage (Su): Beggining at 3rd level, a mercenary is imune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the mercenary is concious, but not while he is unconsious or dead.

Lethal Acuracy (Ex): At 3rd level, a mercenary becomes more likely to strike a killing blow. He gets a bonus to his attack roll equal to his intellegence modifier. This is aplied before other modifiers and considered part of the natural roll required to score critical hits. This cannot increase the natural roll to more than 20. For example, a mercenary with an intellegence score of 17 (+3 modifier) who rolls a 18 for an attack with a longsword would be considered to have a natural 20, thus scoring a critical hit. Afterwards, other modifiers (such as the stength modifier for meelee attacks) are aplied as normal.

Rebuke Undead (Su): At 4rth level, a mercenary can rebuke undead. He may use this ability a number of times each day equal to 3 + his wisdom modifier. A mercenary rebukes undead as a cleric three levels lower would.

Special Mount (Sp): Similar to a paladin's special mount, this summons an undead warhorse or warpony as a full round action.

Slay Living (Sp): At 6th level, a mercenary can produce a slay living effect, as the spell, once per week. He can use this ability one additional time per week for every three levels after 6th. The saving throw DC (fortitude, partial) is 10 + your mercenary level.

Ex-Mercenaries[]

A mercenary who is not evil cannot use Aura of Evil, Syphon Soul, Rebuke Undead, Special Mount, and Slay Living, or cast or learn mercenary spells. They still know these abilities, but using them is an act against their allignment. They cannot gain mercenary levels until they return to evil.

A mercenary who becomes chaotic loses Deathwatch, Deadly Precision, Honed Reflexes, Lethal Acuracy, and the ability to prepare mercenary spells. They may still cast mercenary spells which they have a high enough wisdom to cast spontaniously, although they cannot learn new mercenary spells. They cannot gain mercenary levels while chaotic.

Epic Mercenary[]

Table: The Epic Mercenary

Hit Die: d10

Level Special
21st Slay Living 6/week
22nd -
23rd Bonus Feat
24th Slay Living 7/week
25th Deadly Precision 6/day
26th Bonus Feat
27th Slay Living 8/week
28th -
29th Bonus Feat
30th Slay Living 9/week, Deadly Precision 7/day

2 + Int modifier skill points per level.

Deadly Precision: The epic mercenary continues to gain 1 use per day of deadly precision at every 5 levels.

Slay Living: Every 3rd level, the epic mercenary can use his slay living ability an additional time per week.

Bonus Feats : The epic mercenary gains a bonus feat (selected from the list of epic mercenary bonus feats) every 3 levels after 20th.

Epic Mercenary Bonus Feat List: Slayer.

Human Mercenary Starting Package[]

Weapons: Longsword, Shortbow, Dagger.

Skill Selection: Pick a number of skills equal to 3 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Ride 4 Dex
Diplomacy 4 Cha
Intimidate 4 Cha
Spot 2 Wis
Listen 2 Wis
Climb 2 Str -6
Search 2 Int

Feat: Weapon Focus (Longsword).

Bonus Feats: Improved Initiative.

Gear: Scale mail, backpack with waterskins, one day's trail rations, bedroll, sack, flint and steel, quiver with 20 arrows.

Gold: 6d4 gp.





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