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Created By
just_nobody (talk)
Date Created: 10/13/2010
Status: in progress
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 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.

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.

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 + + + + Aura of Evil, Deathwatch, Deadly Precision 1/day
2nd + + + + Honed Reflexes, Syphon Soul
3rd + + + + Aura of Courage, Lethal Acuracy
4th + + + + Rebuke Undead 0
5th + + + + Deadly Precision 2/day, Special Mount 0
6th + + + + Slay Living 1/week 1
7th + + + + 1
8th + + + + 1 0
9th + + + + Slay Living 2/week 1 0
10th + + + + Deadly Precision 3/day 1 1
11th + + + + 1 1 0
12th + + + + Slay Living 3/week 1 1 1
13th + + + + 1 1 1
14th + + + + 2 1 1 0
15th + + + + Deadly Precision 4/day, Slay Living 4/week 2 1 1 1
16th + + + + 2 2 1 1
17th + + + + 2 2 2 1
18th + + + + Slay Living 5/week 3 2 2 1
19th + + + + 3 3 3 2
20th + + + + Deadly Precision 5/day 3 3 3 3

Class Skills (Skill Points::2 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> 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—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

<span id="<-extraordinary class feature->"><-extraordinary class feature-> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature->: <-class feature game rule information->

<span id="<-subclass feature->"><-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->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

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.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-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.

Skill Ranks Ability Armor
Check
Penalty
<-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 "—"->
<-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 "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

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: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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