Supernatural Mercenary -- “I will march along the muddy shores of Hell or across the blessed
fields of Elysium. I will fight in the deepest mines of the earth or on the
highest peaks. No matter who they might be, I will wage war against your
enemies.”
The
super natural mercenary is a professional soldier whose travels take him to
strange (often extra-planar) places in the service of exotic clients.
Hit
Dice: d8
Base
Attack Bonus: +5
Skills: Intimidate 4 ranks, Knowledge [Planes]
2 ranks (or Profession [Soldier] 2 ranks), Speak Language [any besides common]
Feat: Must have at least one of the
following: Improved Critical, Improved Sunder or Great Cleave.
Special: Must have been paid to fight in some conflict.
Also, must have done one of the following: Engaged in combat with a dragon or
outsider; traveled to at least one plane beyond his native plane; or fought as
a professional soldier or mercenary in a battle involving at least 1000
combatants.
Weapons
and Armor Proficiency:
A supernatural mercenary is proficient with all simple and martial weapons, all
types of armor, and shields.
Level |
BAB |
Fort |
Ref |
Will |
Special |
01 |
+0 |
+2 |
+2 |
+2 |
Quick to
Act +2, Otherworldly Reputation +4 |
02 |
+1 |
+3 |
+3 |
+3 |
Weapon
Aura |
03 |
+2 |
+3 |
+3 |
+3 |
Passed
Over +2, Blood Money +2 |
04 |
+3 |
+4 |
+4 |
+4 |
Sure
Critical +2, Planar Survival |
05 |
+3 |
+4 |
+4 |
+4 |
Damage
Reduction 3/-- |
06 |
+4 |
+5 |
+5 |
+5 |
Initiative
+4, Otherworldly Reputation +8 |
07 |
+5 |
+5 |
+5 |
+5 |
Greater
Weapon Aura |
08 |
+6/+1 |
+6 |
+6 |
+6 |
Passed
Over +4, Blood Money +4 |
09 |
+6/+1 |
+6 |
+6 |
+6 |
Sure
Critical +4, Grim Determination |
10 |
+7/+2 |
+7 |
+7 |
+7 |
Damage
Reduction 6/-- |
Quick to Act (Ex): Trained to respond rapidly, the
supernatural mercenary gets a +2 (competence) bonus to initiative. At 6th
level, this changes to +4.
Otherworldly Reputation (Ex): The supernatural mercenary gets a
(circumstance) charisma bonus when interacting with professional soldiers,
guards or mercenaries. When using charisma-based skills in these conditions,
treat the supernatural mercenary’s charisma as +4 points higher. At 6th
level, the bonus changes to +8.
Weapon Aura (Su): When the supernatural mercenary is in battle, his weapon is lit by an
eerie green fire. (If the weapon already has some magical effect, such as light
or flames, it is tinged green.) All allies within 10’ gain a +1 (morale) bonus
to attack rolls. (The supernatural mercenary does not gain this bonus; only his
allies.) Additionally, the supernatural mercenary’s weapon aura allows him to
inflict damage against enemies with damage reduction as if his weapon were
silver, cold iron and magical.
Passed Over (Su): Surrounded by death and destruction, the supernatural
mercenary is often spared by fate, receiving a +2 (luck) bonus to armor class. At 8th level, this bonus
changes to +4.
Blood Money (Ex): When paid to fight against a specific
group or individual, the supernatural mercenary gains a +2 bonus on Bluff,
Listen, Intimidate, Sense Motive, Spot, and Survival checks when using these
skills against the subject of the payment. Likewise, he gets a +2 bonus on
weapon damage rolls against such enemies. At 8th level, the bonus
changes to +4.
Note: This payment must be a serious transaction. Players within the
group cannot trade money back and forth for the purpose of gaining bonuses. The
supernatural mercenary cannot give the money to an NPC or another PC only to
have them then use it to ‘buy’ his services. Also, if the subject of the
payment is a group, it cannot be an entire nation or race. Some DM arbitration
might be necessary.
Sure Criticial
(Ex): After scoring
a threat during an attack, the supernatural mercenary gets a +2 (competence) bonus to his critical roll for the purpose of determining
whether the hit was a critical strike. At 9th level, the bonus changes to +4.
Planar Survival (Ex): The supernatural mercenary is immune
to any effects that would be negated by the spell avoid planar effects.
Damage Reduction (Ex): At 5th level, the supernatural
mercenary can shrug off some amount of injury from each blow or attack.
Subtract 3 from the damage the supernatural mercenary takes each time he is
dealt damage from a weapon or natural attack. At 10th level, this
damage reduction rises to 6.
Greater Weapon Aura (Su): At 7th level, the supernatural mercenary’s weapon
aura grows more powerful. All allies within 20’ gain a +2 (morale) bonus to
attack rolls. (The supernatural mercenary does not gain this bonus; only his
allies.) Additionally, the supernatural mercenary’s greater weapon aura allows
him to inflict damage against enemies with damage reduction as if his weapon
were chaotically-aligned or lawfully-aligned.
Grim Determination (Ex): The supernatural mercenary is often exposed to unnatural
horrors and gains a +4 (morale) bonus to saving throws against fear effects.