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

Requirements: To qualify to become a supernatural mercenary, a character must fulfill all of the following criteria.

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.

 

Class Skills: The supernatural mercenary’s class skills are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [Planes] (Int), Knowledge [History] (Int), Profession (Wis), Ride (Dex), Speak Language (n/a), Survival (Wis), Swim (Str). Skill Points at each level: 4 + Int modifier.

 

Class Features: All of the following are class features of the supernatural mercenary prestige class.

 

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.