Mercenary

Revision as of 23:05, 15 January 2023 by Marty (talk | contribs) (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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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.

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.

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