Mercenary (TOWW)

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This page is a part of the Homebrew setting "The Old Wild World."
Material on this page may not be suitable for traditional 3.5e gameplay.

Mercenary[edit]

Making a Mercenary[edit]

Abilities: Dex/Str, Con, Cha.

Alignment: Any.

Hit Die: d8


Class Skills[edit]

Athletics (Str), Calligraphy (Int), Handle Animal (Cha), Intimidate (Cha), Intuition (Wis), Perception (Wis), and Travel (Wis).

Skill Points at 1st level: (2 + Int modifier) × 4.

Skill Points at each additional level: 2 + Int modifier.


Table: The Mercenary
Level Base
Attack Bonus
Defense
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +0 +0 Bountiful
2nd +2 +0 +3 +0 +0 Bonus Feat
3rd +3 +0 +3 +1 +1 Second Wind (1/day)
4th +4 +0 +4 +1 +1 Bonus Feat
5th +5 +0 +4 +1 +1 Bountiful Improvement
6th +6/+1 +0 +5 +2 +2 Deadly Accuracy, Bonus Feat
7th +7/+2 +0 +5 +2 +2 Wildcard
8th +8/+3 +0 +6 +2 +2 Bonus Feat
9th +9/+4 +0 +6 +3 +3 Second Wind (2/day)
10th +10/+5 +0 +7 +3 +3 Bountiful Improvement, Bonus Feat
Mastery
11th +11/+6/+1 +1 +7 +3 +3 Quick Thinking (1/day), For Hire, Bonus Feat
12th +12/+7/+2 +1 +8 +4 +4 Consistency (1/day)
13th +13/+8/+3 +1 +8 +4 +4 Adaptive
14th +14/+9/+4 +1 +9 +4 +4 Bonus Feat
15th +15/+10/+5 +1 +9 +5 +5 Bountiful Improvement, Second Wind (3/day), Quick Thinking (2/day)
16th +16/+11/+6/+1 +1 +10 +5 +5 Consistency (2/day)
17th +17/+12/+7/+2 +1 +10 +5 +5
18th +18/+13/+8/+3 +1 +11 +6 +6 Bonus Feat
19th +19/+14/+9/+4 +1 +11 +6 +6 Quick Thinking (3/day)
20th +20/+15/+10/+5 +1 +12 +6 +6 Bountiful Improvement, Consistency (3/day)


Class Features[edit]

All of the following are class features of the mercenary.

Weapon and Armor Proficiency

A mercenary is proficient with all simple weapons and martial weapons, along with one exotic weapon of his choosing. Mercenaries are proficient with light and medium armor.

Bountiful

Mercenaries get paid extra when completing bounties. The mercenary gets paid 50% more upon completing any bounties. His bonus increases at 5th level and every 5 levels thereafter by 25%, up to a bonus payment of 150% at 20th level.

Bonus Feat

All mercenaries are very well rounded individuals, who are very adept at learning new skills. At 2nd level, and every two levels thereafter, the mercenary gains an extra feat. These are any feats drawn from the list of general feats.

Second Wind

A mercenary of 3rd level or higher is able to fight through wounds and keep going in battle. On his turn, once per day, the mercenary can regain 1d10 hit points. At 9th and 15th levels, the amount of times second wind can be used per day increases by 1.

Deadly Accuracy

At 6th level or higher, a mercenary can choose to make half as many attacks during his attack action as he normally would (rounding down) and double the critical range for all attack rolls.

Wildcard

Starting at 7th level, once per round, a mercenary can choose to forgo either his move action or standard action on his next turn, and take that action during another character's turn that round. He can choose whichever turn, whether it is before or after his.

Mastery[edit]


Before leveling up to 11th, a mercenary chooses a mastery specialization. He can progress into a mastery mercenary, a marshal, or he may choose to progress into any other non-magic mastery class.

Quick Thinking

At 11th level or higher, once per day, a mercenary can re-roll any failed roll. The number of times this ability can be used per day goes up by 1 every 4 levels.

Consistency

A mercenary of 12th level or higher can, once per day, re-roll any damage roll. He must take the new roll, even if the new value is lower. The number of times this ability can be used per day goes up by 1 every 4 levels.

Adaptive

A mercenary of 13th level or higher, when taking a feat, can forgo a single non-feat prerequisite.

Epic Mercenary[edit]

Table: The Epic Mercenary

Hit Die: d8

Level Special
21st
22nd
23rd
24th Bonus Feat
25th
26th
27th
28th Bonus Feat
29th
30th

2 + Int modifier skill points per level.

Epic Mercenary Bonus Feat List:


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