A lowly thief. They are doomed to live an endless life of crime and adventure, only balancing on their Wit. The majority of the populous steers towards becoming a Mercenary, if they aren't satisfied with leading an honest life. Specializing in a wide variety of skills such as manipulation, stalking, and acrobatics. Unfortunately the Mercenary's luck and wit can only go as far as their mettle, when faced against the cruelty of Gehenna...

Alignment: N/A.

Hit Die: D8

Skills: Acrobatics, Bluff, Climb, Craft, Disarm, Disguise, Escape, Intimidate, Perception, Profession, Perform, Sense Motive, Sleight of Hand, Stealth

Starting Wealth: 34 Silver

Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6
2nd +1 +0 +3 +0 Rogue talent, backflip
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Rogue talent, trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent

Class Features

All of the following are class features of the Mercenary

Sneak Attack
If a Mercenary can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage.

This extra damage is 1D6 at 1st level, and increases by 1D6 every 2 levels thereafter. Should the Mercenary score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a whip or an unarmed strike), a Mercenary can choose to make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Mercenary cannot sneak attack while striking a creature with concealment.

Back Flip

As a free action, a Mercenary may perform a backflip to move 5 feet in any direction. Has a vertical distance of 10 feet.

Rogue Talents

As a Mercenary gains experience, they learn a number of talents that aid them and confound their foes. Starting at 2nd level, a Mercenary gains one rogue talent. They gain an additional rogue talent for every 2 levels thereafter.

Talents marked with an asterisk add effects to a Mercenary’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

A complete listing of rogue talents can be found here: Rogue Talents

Trap Sense

A Mercenary gains +1 on dodge bonus AC, and Reflex saves when avoiding traps. This is increased by +1 every 3 levels after 3rd level.

Uncanny Dodge (Ex)

As a reaction to an attack, Mercenary's can choose to halve their damage taken. In addition, they do not lose their Dex bonus to AC if their attacker is invisible. They still lose their Dex bonus to AC if immobilized. A Mercenary can still lose their Dex bonus to AC if an opponent successfully feints against them. Uncanny Dodge can be used only if the Mercenary is wearing light armor or no armor. A helpless Mercenary does not gain the benefits of Uncanny Dodge.

Can be used twice between every long rest. Once both uses are burnt, the passive dex bonus effects are no longer in effect.

Master Strike (Ex)

Upon reaching 20th level, a Mercenary becomes incredibly deadly when dealing sneak attack damage. Each time the Mercenary deals sneak attack damage, they can choose one of the following effects:

The target can be…
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.