Mercenary (TOWW)
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Mercenary[edit]
Making a Mercenary[edit]
Abilities: Dex, Str, Con.
Alignment: Any.
Hit Die: 1d10
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.
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 |
11th | +11/+6/+1 | +1 | +7 | +3 | +3 | |
12th | +12/+7/+2 | +1 | +8 | +4 | +4 | Bonus Feat |
13th | +13/+8/+3 | +1 | +8 | +4 | +4 | |
14th | +14/+9/+4 | +1 | +9 | +4 | +4 | Bonus Feat |
15th | +15/+10/+5 | +1 | +9 | +5 | +5 | Bountiful Improvement, Second Wind 3/day |
16th | +16/+11/+6/+1 | +1 | +10 | +5 | +5 | Bonus Feat |
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 | |
20th | +20/+15/+10/+5 | +1 | +12 | +6 | +6 | Bountiful Improvement, Bonus Feat |
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. At 1st level, 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
Beginning at 3rd level, a mercenary 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, 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.
Epic Mercenary[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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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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