Mercenary: Difference between revisions
(Created page with "Category:Universal Talents Mercenaries are guns-for-hire who sell their services to the highest bidder. Though money might motivate them, few types of soldiers are more capable of operating independently. ===Combined Fire=== You gain a +2 bonus to damage rolls on attacks against targets that have been damaged by an ally since the end of your last turn. * '''Prerequisite:''' Coordinated Attack ===Commanding Presence=== Once per encounter, you can activate this t...") |
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Latest revision as of 23:05, 15 January 2023
Mercenaries are guns-for-hire who sell their services to the highest bidder. Though money might motivate them, few types of soldiers are more capable of operating independently.
Combined Fire
You gain a +2 bonus to damage rolls on attacks against targets that have been damaged by an ally since the end of your last turn.
- Prerequisite: Coordinated Attack
Commanding Presence
Once per encounter, you can activate this talent as a swift action. Until the end of the encounter, all your enemies within 6 squares of you take a – 2 penalty to their Will Defense. This is a mind-affecting fear effect. Additionally, Persuasion is now considered a class skill for you.
Dirty Fighting
Once per encounter, if you successfully damage an opponent with a melee or ranged attack, you reduce the target’s damage threshold by 2 for the remainder of the encounter.
Feared Warrior
Your abilities on the battlefield are well known and feared. When you reduce an enemy to 0 hit points with an attack, you can make a Persuasion check as a free action against all targets within 6 squares. If your Persuasion check exceeds a target’s Will defense, that target takes a -2 penalty on attack rolls for the remainder of the encounter. This talent affects any given target only once per encounter. This is a mind-affecting fear effect.
- Prerequisite: Commanding Presence
Focused Warrior
Your training makes you confident and disciplined in combat. When you successfully deal damage to an opponent in combat, you gain a +5 morale bonus to Will Defense until the start of your next turn. You lose this bonus to Will Defense if you are surprised or flat-footed for any reason.
Mercenary's Determination
As a free action, on your turn, you can spend a Hero Point to double your speed for 1 round. You must wait 5 rounds between each use of this ability.
- Prerequisite: Mercenary’s Grit
Mercenary's Grit
When you are affected by any debilitating condition, you can convert the condition’s modifier from a penalty to a bonus for 1 round as a swift action. At the end of your next turn, move -1 step along the condition track.
Mercenary's Teamwork
You gain a +2 bonus to damage rolls (to a maximum of +10) for each ally that has damaged your target since the end of your last turn.
- Prerequisites: Combined Fire, Coordinated Attack
Ruthless
When you deal damage to a target with a melee or ranged attack roll that exceeds the target’s damage threshold, you gain a +2 bonus on damage rolls against that target for the remainder of the encounter.
- Prerequisite: Dirty Fighting