
Ciaran Barnes |
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This is the final installment of a trilogy of classes I have been working on for some time. The first was the BRUTE, the next was the KNAVE, and how I present to you the MERCENARY. The concept of this trilogy was that each class was based on bringing to life a host of negative personality traits. We don't have to role-play any character as an a$!&$!~, but being that was is what inspired each of these.
So the MERCENARY is a full-BAB class with a Grit-style point pool and group of deeds. He also has what I consider a unique AC bonus and a serious focus on Intelligence-based skills and abilities, even to the detriment of normal martial abilities like climbing, riding, and sneaking around. Having no patience for the niceties associated with a good Charisma score, he has his own way of hitting the streets and talking to people. Being a heartless bastard, he develops more efficient ways to kill those who cannot defend themselves. Maybe the mercenary has an adversary of his own to overcome, but he also learns to become the adversary himself.
I'll admit that of the three classes, the mercenary was the least inspiring for me. It was mostly written to finally put this trilogy project to rest. Still, let me know what you think.

My Self |
I'm not entirely sure where the strong Will save would come from. He's not particularly magical, though a strong Will save is awesome for martial anyways.
Perhaps you make Stunning Strike easier/lower level to access? It feels weird that you get effectively a 1st level Monk ability at 19th level.
If you're INT-based, you shouldn't need the 4+INT modifier skill ranks.
Under the deed for Targeted Strike, it says Swashbuckler.
Perhaps AC bonus and some other class features don't apply in heavy armor? It seems like you could turtle up pretty well at higher levels, especially if you can get it in heavy armor.

Ciaran Barnes |

Thank you for the feedback.
The strong Will saving throw is coming entirely from a flavor standpoint. Doesn't it seem strange to deny a martial character things just for the sake of flavor? Wizards have the largest spell list in the game because of flavor. The idea is that the bastard is a heartless bastard, which has hardened his mind.
The high level stun ability is plucked directly from existing grit-style classes: the gunslinger and the swashbuckler. Paizo seems to think it is appropriate. Taking another look, I'm not en tirely sure what their rationale was.
Maybe you're right about the 4 skill points. My thought was that as a martial class, the mercenary class will have to devote ability score points to his physical attributes and won't have as high of an Intelligence as you might think. The magus has 2+, but the alchemist has 4+. I'll have to think about this more. Mostly I'm against any class at all having 2+ skill points. Except maybe a wizard who doesn't need to focus on a secondary or tertiary ability score.
I will fix the swashbuckler typo.
I tried to include language in the AC bonus to serve as a mitigating factor. For example, it counts a shield bonus, and only against enemies that he threatens. So it wouldn't help against anything at range, nor when he is flat-footed, nor when he isn't armed. You think it is still too much?

My Self |
The strong Will saving throw is coming entirely from a flavor standpoint. Doesn't it seem strange to deny a martial character things just for the sake of flavor? Wizards have the largest spell list in the game because of flavor. The idea is that the bastard is a heartless bastard, which has hardened his mind.
I can see a similar argument for Slayer or Rogue to have a strong will save, or an argument that Ranger or Hunter, which are both casters, having a better will save. Balance-wise, a strong will save on a martial class is fine.
The high level stun ability is plucked directly from existing grit-style classes: the gunslinger and the swashbuckler. Paizo seems to think it is appropriate. Taking another look, I'm not entirely sure what their rationale was.
Me neither.
Maybe you're right about the 4 skill points. My thought was that as a martial class, the mercenary class will have to devote ability score points to his physical attributes and won't have as high of an Intelligence as you might think. The magus has 2+, but the alchemist has 4+. I'll have to think about this more. Mostly I'm against any class at all having 2+ skill points. Except maybe a wizard who doesn't need to focus on a secondary or tertiary ability score.
Fair point. Slayer, which gets a lot of skills, has INT as a 4th stat for some builds. Non int-based non-casters probably deserve a few more skill points, anyways.
I tried to include language in the AC bonus to serve as a mitigating factor. For example, it counts a shield bonus, and only against enemies that he threatens. So it wouldn't help against anything at range, nor when he is flat-footed, nor when he isn't armed. You think it is still too much?
It seems pretty powerful when in melee. The other places I looked at when considering AC bonuses were at the Monk, Magus archetypes, and the Duelist prestige class. All of them have a secondary stat to AC, and only the Duelist gets any armor (light armor) with their AC bonus. Plus, you've got the whole scaling thing going on, with the extra +5 (eventually) on top. With 5+INT AC shield bonus much earlier than the 9 max for a +5 tower shield, you'd be pretty tough to take on in melee. Perhaps the bonus acquires at a rate of 1 int bonus/level like Duelist, so you don't suddenly have medium armor + dex + int AC at a mid-low level.
This ability also stacks with having a +1 Heavy Fortification Buckler, among other shields. Was this intentional?
The part about not heavy armor was partly because Barbarians and Rangers lose some class features when wearing heavy armor.
To be fair, Paladins get a much better AC bonus, but only to a single target a few times a day.

Ciaran Barnes |

I reworded the AC Bonus class feature so that it will not stack with any shield bonus or shield enhancement bonus, and so that it doesn't work when he is wearing heavy armor. And, its a 2nd level ability now instead of 1st level.
The "gather info" Brusque ability took its place at 1st level.
I also dropped all of the bonus feats. This was partially because they were occuring at levels where other features are already gained and partially because its a class feature I have been using too much in my homebrew. While martials can really use those bonus feats, I decided I can get creative, work on this more, and eventually make something better.

My Self |
I reworded the AC Bonus class feature so that it will not stack with any shield bonus or shield enhancement bonus, and so that it doesn't work when he is wearing heavy armor. And, its a 2nd level ability now instead of 1st level.
The "gather info" Brusque ability took its place at 1st level.
I also dropped all of the bonus feats. This was partially because they were occuring at levels where other features are already gained and partially because its a class feature I have been using too much in my homebrew. While martials can really use those bonus feats, I decided I can get creative, work on this more, and eventually make something better.
Cool. Are you going to fill it with pseudo-feats (talents, rage powers, ki powers, etc.) or are you going to give it something slightly more ability-specific like Mercies and Phrenic Amplifications? Or is this just the nerf bat to the class?

My Self |
I just looked again at some of the things.
Gain Feat seems like a neat little ability, kinda similar to the Brawler feats. However, it's a bit out on a limb considering that you have to study a creature to get the feat for a bit. Perhaps you could remove it, or switch it over to using the exploit pool powers, or maybe have the number of feats you can get from it scale?
Rebuke Foe seems cool. It looks like a language-dependent thing. Perhaps if you could expand on the conditions this could inflict? It seems really similar to Charm Person, which gives a +5 to the save if you or your allies are currently attacking. Perhaps rewording to the Charm Person-esque version would be nice.
You have a "Survivor" deed on both 3rd and 19th level.
Perhaps a bonus to intimidate would be cool? Inquisitors get +1/2 level and switch the key stat to wisdom, antipaladins can force a -4 to intimidate saves, why not have this class be a scary class? Even if you just switched the key stat to INT, that would be worth a lot. Think of the way Sherlock Holmes scares people- not by being a scary guy, but by knowing so much more about his target than they want.
Also, how does this class play as a 1st level class? Does it have any unique or iconic abilities or things that allow it to stick out from the rest? How does this class behave when dipped 2 levels into?

Ciaran Barnes |

Gain Feat does not require analyzing the foe, but you still make the point that it sticks out alone amongst the other abilities. I will remove it from here.
Revisions have been make to Rebuke Foe so that it uses language from the spells hold person and charm person.
Survivor on 3rd level was changed to Hard To Kill.
There is no Intimidate bonus, because that is a hallmark of the mercenary's fellow the brute. The brute is one of the other classes in this trilogy.
There has been no playtest of this class, nor any of my others. My group does not use unpublished material, and only rarely 3rd party material. My schedule does not really permit for me to set up playtests at home with a buddy.
However, the way I see this class functioning at 1st level is similar to a fighter, expect that once he sees as opening (the enemy misses him), he spends a point and gains a meaningful advantage over the enemy. This is one reason why I want the AC bonus at 1st level, and why that feature may be revised and moved back to 1st. Alternately, when he sees that opening, he becomes even harder to hit.
With a 2 level dip he will function basically the same, except that he will most certainly have shield bonus without carrying a shield. Since nearly every one of my warrior-type characters I play has a shield, I wanted to make a class is the opposite: he foregoes this in favor to a big weapon or two weapons, with the idea that he fortifies his defense with good offense.

Ciaran Barnes |

My first response is that the two companion classes for this class - the brute and the knave - each incorperate one of those two skills. Intimidate for the brute, bluff for the knave. So, I'm leary of copying anything.
On the other hand, you make a great point. I believe I had this point in mind when I began the class, but by avoiding the brute and knave's territory the mercenary may have not been left with enough from it.
In the mercenary's beginning I had "outmaneuver". Once the enemy misses the mercenary, he has the advantage - in short, he gains a bonus to attack and damage. Additonally, his AC bonus gives him an advantage over anyone he engages hand to hand. That was inspired in part by GoT's Bronn, when he fights a knight to free Tyrion. Nonetheless, there isn't as much "dirty fighting" in this class. As I said in my first post, this was the least inspired of the three.
Do you have a suggestion for implementing Sight of Hand or some other skill? I have thus far given him less of a focus on movement based skills (like many full-bab classes have) and instead given him many int-based skills. I'd like it to play into that somehow, which I did with Brusque and Adversary.

Amanuensis RPG Superstar 2015 Top 8 |

I totally got the Bronn-reference when I read this.
At first, it struck me as odd that the mercenary cannot gain exploit when fighting dirty, because that doesn't synergize well with other class features. But I think that makes actually sense, both from a mechanical and a flavor standpoint.
An option for dirty fighting doesn't have to be skill-based - it could be a feature that works along the lines of the monk's Stunning Fist, for example.

Ciaran Barnes |

I have an idea for a 1st level exploit.
Dirty Trick: The mercenary can spend 1 exploit point when he succeeds on an attack. If he does so, he can attempt a dirty trick combat maneuver as a swift action against the target of the attack using his mercenary level in place of his base attack bonus, without provoking an attack of opportunity.
If I incorperate that and allow dirty trick as a means to recover exploitation points, is that just making things too easy?

My Self |
You might want to offer a little support for dirty tricks. That idea is a good idea, though at 1st level, might be a bit much (perhaps push this back a few levels, or push something else back?) It looks especially tasty to dirty trick masters who want to dip. However, if you get a dirty trick for free, you shouldn't get points back. There's a Swashbuckler ability that lets you crit for free, but it doesn't give you points for critting. This might work similarly to that.

Ciaran Barnes |

OK, What kind of support did you have in mind? I could probably put this in as a 3rd level deed.
I put in the mitigating factor that you use your mercenary level instead of your BAB. Its great at early levels, but becomes useless at medium level if you just dip.
Here's my revision:
(3rd Level Deed)
Exploit Opening: The mercenary can spend 1 exploit point when an enemy misses him with an attack. If he does so, can make an attack of opportunity against the enemy. If the mercenary wishes, he can attempt a dirty trick combat maneuver in place of this attack without provoking an attack of opportunity.

My Self |
It's pretty similar to Sidestep and Improved Sidestep. I was poking around and also found the Step Up feat chain. A lot of these seem pretty redundant, so if you could cannibalize one, we won't need to learn another way to take a step.
But yeah, altering or dropping it also sounds fine.

Elghinn Lightbringer |

Whether you have your Dirty Trick/Exploit Opening ability at 1st or 3rd, I think the Merc should be able to add his Int mod to his Dirty Trick combat maneuver. Mercenaries often spend time studying other warriors to learn new tricks of the trade, and as the Mercenary class is supposedly the best of the best of that trade, I think an Int mod bonus to his dirty trick roll would be fitting. Doesn't necessarily necessitate a high Int score, but if someone goes that route, they should get that bonus.
I think the 4 + Int skill points is smack on. Mercs tend to learn a number of things in their trade just to survive, whether they are intelligent or not.

Elghinn Lightbringer |

With 4 +Int skill points, high Int isn't needed, and other stats (Str, Dex, Con) are much more likely to be kept high. However, if someone goes with a High Int build, I think this would give that build a nice bonus. Plus, as you level up, there are also items that could increase Int, so that can also come into play. So, I don't see that having an Int bonus to dirty fighting CMB as being OP, just another bonus source for a different build. Adds some diversity to the class.
Personally, I'd probably go with a more intelligent Merc build, but I tend to be the leader in most parties I end up being in. :D I'm always around to bounce ideas off Ciaran. The Merc is an interesting niche that I don't think is necessarily covered by archetypes.

My Self |
Perhaps for Brusque, you could say "he treats his mercenary level as his number of skill ranks" instead of "mercenary level + 3 + 1d20 + int". Also, does the -2 to diplomacy penalty apply to Brusque?
Also notice in AC Bonus:
"He does not gain this shield bonus to AC if he cannot makes attacks,loses his Dexterity bonus to AC, or wears heavy armor"

Oceanshieldwolf |

@Ciaran: Glad to see Elghinn here helping out. I like this class - I love martial classes, and this concept is looking good. I'll try to look it over again, and see if I have anything to add to make it more...Merc!!!
I guess I'd be looking at an improving/progressing suite of social abilities to make the most of more trope-y negative personality traits in the best possible way, and also some urban abilities/commerce related stuff, akin to how the 1e Oriental Adventures Bushi class worked. I'm sure Elghinn remembers that stuff...

Elghinn Lightbringer |

Just remember, don't be affraid to totally scrap some part, or all of it and start again. I've done that a number of times when doing the Multiclass Archetypes (ask Oceanshieldwolf). Be sure to have a solid vision of the role, functions, and core abilities for the Merc, then craft everything else as an extension or gradual improvement on those core abilities.
What do you see the role of your Merc being? Frontline, support, frontline + support, etc. I see him more in the realm of Ranger than Fighter or Paladin - light/medium armor, wide array of weapons, high skill points (definitely 4, maybe 6, but likely just 4), focusing ofn an amalgamation of various combat tactics vs. focus tactics, as they usually learn skills, professions, and battle tactics from other warriors and mercenaries, always seeking to improve what they have or broaden their scope.
for me, I always like to have a visualization of a class, meaning, associating it with a particular book/movie character to be able to draw upon for abilities and powers. I'm sure these are all things you've thought about, but as i learned from my years of collaboration with MCAs, reminders and new points of view often help to bring more focus or development to a particular class/build.
While I am not perhaps as invested in the Mercenary as you are, I like the concept and want it to be realized in the best way possible, and in a way that makes you happy with the end product.

Elghinn Lightbringer |

I still have that book somewhere. Guess I'll be doing some digging this weekend.
Or its online URL REDACTED.
Consequently, some of the Bushi stuff might fit in nicely, perhaps as Mercenary Tricks or something? Could have your deeds at 1/3/7/11/15/19 like gunslinger, then put Mercenary Tricks at 5/9/13/17 and replace the Adversary class feature. Make it a Trick that can be chosen, usable 1/day for each time you select it as a trick. Don't know? This would give the Merc a few options for different builds, and could include some appropriate Rogue or Slayer Talents in the mix too. this could lend it some versatility and build options too.
Might also want to look at other class's minor features that might function as a "Merc Trick", as Mercs tend to scavenge what works for them, even from other classes. Perhaps some minor Alchemy skill, one to three die damage of sneak attack, the Brawler's Martial Flexibility featrue or unarmed strike capability (1d6 damage, maybe up to 1d8 or 1d10 options), a cavalier's mount or Cavalier's charge option, etc.
Mercenaries can come in all flavors, so I don't know if it would be best to put these sorts of options into a "Merc's Tricks" mechanic, or have the Merc choose a Mercenary Training Path, sort of like the Ranger's Combat Feat Styles paths? That way the Merc isn't just all over the place, but can choose options according to their specific build/skill focus? Again, just throwing some ideas out ther.
I think you should add Climb, Heal, Sleight of Hand, and Stealth to the skill list. I think of Xena Warrior Princess as a mercenary, a broad range of skills, but not necessarily an expert in many. This will give the Merc a variety of build styles too.
Might want to have a class feature/trick or whatever that allows the Mercenary to select a certain number of skills (equal to Wis or In modifier, probably Wis) That he gains a bonus on, whether he can add his Wis or Int bonus to the skill, or double the stat bonus? So if a skill is a Dex skill, he adds twice his Dex bonus to the skill? I was just thinking of how Wizards can use learn to memorize a number of spells equal to his Int mod without needing to look at his spell book. I forget the feat, but that's what made me think of it. Or it could be a bonus to a number of skills = Wis mod, and can add 1/2 his Merc level to those skill checks. Just another thought.
Adaptation to various situations, in combat or out, should also be a strength. Perhaps a use of his point pool to attempt certain Combat Maneuvers, or skill checks (trained or untrained).
Anyways, just some ideas. These are the kinds of things that helped me when I was trying to build my MCAs or even new classes myself. If you don't like any of this, I may try to come up with a new class of my own. :D Maybe.

Oceanshieldwolf |

Hey El - I flagged your post - not sure of the copyright issues or legality of that link.
I'm reposting the ideas part of your post in case your post is removed....
Consequently, some of the Bushi stuff might fit in nicely, perhaps as Mercenary Tricks or something? Could have your deeds at 1/3/7/11/15/19 like gunslinger, then put Mercenary Tricks at 5/9/13/17 and replace the Adversary class feature. Make it a Trick that can be chosen, usable 1/day for each time you select it as a trick. Don't know? This would give the Merc a few options for different builds, and could include some appropriate Rogue or Slayer Talents in the mix too. this could lend it some versatility and build options too.
Might also want to look at other class's minor features that might function as a "Merc Trick", as Mercs tend to scavenge what works for them, even from other classes. Perhaps some minor Alchemy skill, one to three die damage of sneak attack, the Brawler's Martial Flexibility featrue or unarmed strike capability (1d6 damage, maybe up to 1d8 or 1d10 options), a cavalier's mount or Cavalier's charge option, etc.
Mercenaries can come in all flavors, so I don't know if it would be best to put these sorts of options into a "Merc's Tricks" mechanic, or have the Merc choose a Mercenary Training Path, sort of like the Ranger's Combat Feat Styles paths? That way the Merc isn't just all over the place, but can choose options according to their specific build/skill focus? Again, just throwing some ideas out ther.
I think you should add Climb, Heal, Sleight of Hand, and Stealth to the skill list. I think of Xena Warrior Princess as a mercenary, a broad range of skills, but not necessarily an expert in many. This will give the Merc a variety of build styles too.
Might want to have a class feature/trick or whatever that allows the Mercenary to select a certain number of skills (equal to Wis or In modifier, probably Wis) That he gains a bonus on, whether he can add his Wis or Int bonus to the skill, or double the stat bonus? So if a skill is a Dex skill, he adds twice his Dex bonus to the skill? I was just thinking of how Wizards can use learn to memorize a number of spells equal to his Int mod without needing to look at his spell book. I forget the feat, but that's what made me think of it. Or it could be a bonus to a number of skills = Wis mod, and can add 1/2 his Merc level to those skill checks. Just another thought.
Adaptation to various situations, in combat or out, should also be a strength. Perhaps a use of his point pool to attempt certain Combat Maneuvers, or skill checks (trained or untrained).
Anyways, just some ideas. These are the kinds of things that helped me when I was trying to build my MCAs or even new classes myself. If you don't like any of this, I may try to come up with a new class of my own. :D Maybe.

Ciaran Barnes |

I have been working on the "merc tricks" (a name that may or may not stick). These will be at level 5, 9, 13, and 17. I might also make the AC Bonus a merc trick and include one at level 1.
Speaking of AC Bonus, it includes the caveat that the shield bonus cannot exceed the mercenary's level. So, a 1 level dip would only grant a conditional +1 to AC.
For the time being, Adversary has been removed, though it still exists at the end of the doc in case I want to recycle parts of it.
At levels 4, 8, 12, 16, and 20, I am on the fence about using my so-so feature Heartless, or going with Bonus Feat. The overall chassis is that of the gunslinger, so Bonus Feat makes sense. However, if I can improve Heartless to a form that I am happy with, I would like to use that instead, because it would be a challenge to make it better than simply getting extra feats.

Elghinn Lightbringer |

Hey Ciaran, I'm doing some tweaking, rewording, and trying to make what you have more streamlined and flow better. I hope to post it to you in the next day or two. Just need to know what other DEEDS you want this class to have. There should be 3 at each interval, but we have some holes.
You are missing one at 11th and 19th, and I've incorporated your Dirty Trick and Tactical Defense deeds (unwittingly) into one of the core abilities, so we'll need two different deeds at 3rd level too.
Then again, it might be easier to narrow down the deeds once you knew what tweaks I've made? Would you like to see what I have so far. Now, this is not a final version by any means, but I've tried to keep this as close to the build and feeling you want your Mercenary to have. Let me know if you'd like me to post it or not. Either here, or I can PM you with it.
If you don't like it, that's fine. This is what I do to try and cement a concept, whether for myself or for someone else. Its how I do my thinking and adjustments. :D

Elghinn Lightbringer |

OK, I've been watching as you've made changes and additions on your google doc. Iv'e been amalgamating, streamlining and tweaking in hopes to get everything as cohesive as possible.
Here's what I've got. What do you think?
For those who with an excess of martial skill and a lack of moral direction, there is ready employment to be found in wealthy armies across the known lands and beyond. A strong talent for killing makes him a sought after soldier who will reliably side with the highest bidder. More than a sell-sword or thug, a mercenary is a professional who outlives his competition by being not just better, but smarter. He may look dress or behave a savage, but is also determined, brutal and ambitious, in time becoming well-travelled, educated, and perhaps even worldly.
Role: A mercenary's specialty is in engaging and the mightiest enemies face to face. While melee combat is where is excels, he is unshaken when out of his element and does not waver in a battle of words.
Hit Die: d10.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The mercenary’s class abilities are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are the class features of the mercenary.
Weapon and Armor Proficiency: The mercenary is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Cunning Defense (Ex): A mercenary uses his wits and experience to repel attacks from his foes. When wearing light, medium, or no armor and not using a shield, a mercenary adds 1 point of Intelligence bonus (if any) per mercenary class level as a shield bonus to his Armor Class while wielding a melee weapon. A mercenary loses this bonus when he is unable to wield a melee weapon, wears heavy armor, or when he carries a shield.
Deeds: Mercenaries spend guile points to accomplish deeds. Most deeds grant the mercenary some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the mercenary has at least 1 guile point. The following is the list of base mercenary deeds. A mercenary can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of guile is spent to perform the deed.
Hard to Kill (Ex): At 1st level, a mercenary can spend 1 guile point as a swift action to increase his resistance to attacks. He gains a number of temporary hit points equal to 1d6 + his Intelligence modifier. All damage is subtracted from these temporary hit points first, without harming the mercenary. When these temporary hit points are expended, the mercenary takes damage as normal. At 5th level and every four levels thereafter, these temporary hit points increase by an additional 1d6 (to a maximum of 5d6 at 17th level).
Out Maneuver (Ex): At 1st level, when an enemy misses him with an attack, the mercenary can spend 1 guile point as an immediate action to move 5 feet without provoking attacks of opportunity from that enemy. At 7th and 15th level, he can move an additional 5 feet.
Study The Enemy (Ex): At 1st level, the mercenary can spend 1 guile point to study an opponent as a move action. The mercenary then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of mercenary class abilities against that opponent increase by 1. At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to mercenary DCs against a studied target increase by 1. A mercenary can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the mercenary studies a new opponent. The mercenary may discard this connection to a studied opponent as a free action, allowing him to study another opponent in its place.
Exploit Opportunity (Ex): At 3rd level, when an enemy misses him with an attack, the mercenary can spend 1 guile point as an immediate action to make an attack of opportunity against the enemy.
Quick Trick (Ex): At 3rd level, when an enemy misses him with an attack, the mercenary can spend 1 guile point as an immediate action to attempt a bull rush, dirty trick, or disarm combat maneuver without provoking an attack of opportunity. He can also add his Intelligence bonus (if any) to the combat maneuver check.
Tactical Defense (Ex): At 3rd level, as long as the mercenary has at least 1 guile point, he adds his Intelligence modifier to his CMD, in addition to his Strength or Dexterity modifier.
Deadly Strike (Ex): At 7th level, as a full-round action, the mercenary can take pool all of his attack potential into a single, deadly attack. When he does this, he makes a melee attack against a single target, but makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the mercenary’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the mercenary increases the damage of the attack by the base damage dice of the melee weapon. For instance, if a 7th-level mercenary using a longsword hits with both attacks, he does 2d8 points of damage with the attack, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus –5. For each critical threat beyond the first, he reduces this penalty by 1 (to a maximum of 0). The mercenary only miss on a deadly strike if all the attack rolls are misses. He cannot perform this deed with a ranged weapon. The mercenary must spend 1 guile point to perform this deed.
Targeted Strike (Ex): At 7th level, as a full-round action, the mercenary can make a single melee attack and choose part of the body to target. He gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 guile point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
• Arms: On a hit, the target takes no damage from the hit but drops one carried item of the mercenary’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
• Torso: Targeting the torso threatens a critical on a 19–20.
• Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft if airborne or remain grounded if not airborne.
Uncanny Dodge (Ex): At 7th level, as long as the mercenary has at least 1 guile point, he gains the benefits of the uncanny dodge rogue class feature. He uses his mercenary level as his rogue level to determine this deed’s effects.
Bleeding Wound (Ex): At 11th level, when the mercenary hits a living creature with a melee attack, he can spend 1 guile point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the mercenary’s Intelligence modifier. Alternatively, the mercenary can spend 2 guile points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (mercenary’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Exploit Weakness (Ex): At 11th level, whenever the mercenary scores a critical hit against an opponent, he can spend 1 guile point as an immediate action to ignore any damage reduction the target might have. This effect remains until the target is dead or unconscious or until the combat ends. Alternatively, if an opponent is flat-footed, helpless, stunned, paralyzed, or otherwise rendered immobile, the mercenary can spend 1 guile point as an immediate action to make a single melee attack against that opponent, at his highest attack bonus.
Slowing Strike (Ex): At 11th level, when an opponent damaged by the mercenary's me lee attack, he can spend 1 guile point as an immediate action to reduce it to half speed for 1d4 rounds. A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 of the mercenary's level + the mercenary’s Intelligence modifier). Against creatures with multiple types of movement, the mercenary must choose which movement type to affect. If the mercenary affects a creature's flight movement, its maneuverability is reduced by one step; if it's airborne at the time, it falls unless it succeeds at a DC 10 Fly check. If the mercenary targets a creature already affected by this ability, its speed and maneuverability are not further reduced; the mercenary may either extend the duration of that effect by 1d4 rounds or choose another movement type to affect (keeping track of the duration of each affected movement separately).
Greater Exploit Opportunity (Ex): At 15th level, when the mercenary uses the exploit opportunity deed, he can make a bull rush, dirty trick, or disarm combat maneuver instead of the normal attack granted by this deed.
Improved Uncanny Dodge (Ex): At 15th level, as long as the mercenary has at least 1 guile point, he gains the benefits of the improved uncanny dodge rogue class feature. He uses his mercenary level as his rogue level to determine this deed’s effects.
Mercenary’s Edge (Ex): At 15th level, while the mercenary has at least 1 guile point, he can take 10 on any Bluff, Climb, Intimidate, Ride, Survival, or Swim check, even while distracted or in immediate danger. He can use this ability in conjunction with the brusque class feature.
Cheat Death (Ex): At 19th level, whenever the mercenary is reduced to 0 or fewer hit points, he can spend all of his remaining guile points (minimum 1) to instead be reduced to 1 hit point.
Death’s Strike (Ex): At 19th level, when the mercenary scores a critical hit with a melee weapon, he can spend 1 guile point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the mercenary’s level + the mercenary’s Intelligence modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the mercenary to regain guile from confirming a critical hit or making a killing blow.
Stunning Strike (Ex): At 19th level, when a mercenary hits a creature with a melee weapon, he can spend 2 guile points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the mercenary’s level + the mercenary’s Intelligence modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Guile (Ex): More than just a trained warrior, a mercenary possesses a cunning edge that allows him to exploit the weaknesses of his foes. He fights with guile, a fluctuating measure of a mercenary’s capacity to outwit, outperform, and take advantage of his opponents. At the start of each day, a mercenary gains a number of guile points equal to his Intelligence modifier (minimum 1). His guile goes up or down throughout the day, but usually cannot go higher than his Intelligence modifier (minimum 1), though feats and magic items can affect this maximum. A mercenary spends guile to accomplish deeds (see below), and regains guile in the following ways.
Critical Hit with a Melee Weapon: Each time the mercenary confirms a critical hit with a melee weapon, he regains 1 guile point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the mercenary's character level doesn't restore guile.
Killing Blow with a Melee Weapon: When the mercenary reduces a creature to 0 or fewer hit points with a melee weapon attack while in combat, he regains 1 guile point. If his weapon has a critical multiplier of x3 or more, he instead regains 2 guile points. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the mercenary's character level to 0 or fewer hit points doesn't restore any guile.
Veteran (Ex): At 2nd level, a mercenary gains a +1 bonus on all initiative rolls, Constitution checks to become stable, and on attempts to make a bull rush, dirty trick, or disarm combat maneuver. This bonus increases by +1 for every four levels beyond 2nd (to a maximum of +5 at 18th level).
Brusque (Ex): At 2nd level, a mercenary's interactions with others are often curt and to the point, allowing him to quickly gather information about a specific topic or individual. This ability functions just like a Diplomacy check made to gather information, except he rolls 1d20 + his mercenary level + his Intelligence modifier to determine the result, and it takes a mercenary only half the normal time.
Mercenary Exploits: As a mercenary gains experience, he learns a number of tricks that allow him to take advantage of any situation, in and out of combat. Starting at 4th level, a mercenary gains one exploit. He gains an additional exploit for every four levels beyond 2nd. Unless other noted, a mercenary cannot select an individual exploit more than once.
A mercenary can choose from the following mercenary exploits.
Alchemical Training (Ex): The mercenary learns to create mundane alchemical substances such as alchemist's fire and smokesticks. When using Craft (alchemy) to create an alchemical item, the mercenary gains a competence bonus equal to his class level on the Craft (alchemy) check.
Assess Weakness (Ex): The mercenary can pinpoint the weaknesses of enemies he faces and rise to the challenge. As a move action, he can make a check to identify an enemy's powers or vulnerabilities as if he were trained in the appropriate Knowledge skill. To do so, he makes a Knowledge check and rolls 1d20 + his mercenary level + his Intelligence modifier to determine the result. If the mercenary is trained in the relevant Knowledge skill, he gains a +2 bonus on the check. He must be able to see the enemy clearly. If he fails this check, he cannot try against the same enemy again for 24 hours.
Brawler (Ex): The mercenary gains Improved Unarmed Strike as a bonus feat, but deals 1d4 points of damage (1d3 for Small, 1d6 for Large) with a successful unarmed attack. A mercenary may select this exploit again at 8th and 16th level. Each time his unarmed attack damage increases by one die category (1d4 to 1d6, 1d6 to 1d8, etc.).
Combat Training: A mercenary who selects this exploit gains a bonus combat feat. The mercenary must qualify for this feat. A mercenary can select this exploit multiple times.
Daunting Coercion (Ex): The mercenary can evaluate a creature he can see for signs of personal weakness, as a standard action. When the mercenary has successfully identified a creature with the appropriate Knowledge check, he adds his Intelligence modifier in addition to his Charisma modifier (if any) to any Bluff or Intimidate check made against that creature for 24 hours.
Hidden Weapons (Ex): A mercenary with this exploit can easily conceal weapons on his body. The mercenary adds his level on opposed Sleight of Hand checks made to conceal a weapon. In addition, he can draw hidden weapons as a move action, instead of as a standard action.
Improved Cunning Defense (Ex): The mercenary’s cunning defense improves. He gains a +1 shield bonus to his Armor Class. This bonus increases by 1 for every four mercenary levels beyond 2nd, up to a maximum of +5 at 18th level. This bonus stacks with his cunning defense ability. A mercenary loses this bonus when he is immobilized or helpless, when he is unable to wield a melee weapon, wears heavy armor, or when he carries a shield.
Mercenary Knowledge (Ex): The mercenary learns to master a variety of skills. He selects a number of skills from his list of class skills equal to his Intelligence modifier. He adds half his class level (minimum 1) to these skills and may make all these skill checks untrained.
Mounted Charge (Ex): The mercenary learns to make more accurate charge attacks while mounted. The mercenary receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the mercenary does not suffer any penalty to his AC after making a charge attack while mounted. The mercenary must be at least 4th level and have the Mounted Combat combat feat to select this exploit.
Overcome Damage Reduction (Ex): The mercenary learns to bypass the damage reduction of his enemies. When the mercenary makes a successful Knowledge check to identify a creature’s powers and weaknesses, any attack made against that creature is considered to have the necessary properties for the purposes of overcoming its Damage Reduction. These attacks can only overcome damage reduction of the bludgeoning, piercing, or slashing types. At 7th level, the mercenary adds cold iron and silver to the list of damage reduction he can overcome. At 13th level, he adds aligned to the list. At 19th level, he adds adamantine to the list. This talent remains in effect until the target is dead or unconscious or until the combat ends.
Poison Use (Ex): The mercenary is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.
Ranger Combat Style (Ex): The mercenary selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 8th level, he may select this exploit again and add the 6th-level ranger combat feats from his chosen style to the list. At 12th level, he may select this exploit again and add the 10th-level ranger combat feats from his chosen style to the list.
Ranger Trap (Ex): The mercenary has learned how to create a snare trap and one other ranger trap (extraordinary only) of his choice. The mercenary can use these traps a total number of times per day equal to 1/2 his mercenary ranger level + her Wisdom modifier. Each time he select this exploit, he learns another trap. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The trapper cannot select an individual trap more than once.
Rogue Talent: The mercenary can choose from the following rogue talents: assault leader, black market connections, camouflage, canny observer, coax information, convincing lie, cunning trigger, deft palm, developed poison immunity, false friend, fast fingers, fast stealth, favored terrain, firearm training, follow clues, got your back, green tongue, guileful polyglot, hard to fool, heads up, hold breath, honeyed words, iron guts, lasting poison, nimble climber, positioning attack, quick scrounge, quick trapsmith, rapid boost, resiliency, riding stunt, rogue crawl, rope master, scavenger, sleight of hand stunt, snap shot, stand up, stealth stunt, strong impression, strong stroke, surprise attack, swift poison, swift tracker, swimming stunt, terrain mastery, trap spotter, unwitting ally, wall scramble, weapon training. The mercenary must meet the prerequisites of any rogue talent he selects.
Scrounger (Ex): The mercenary has a knack of acquiring what they need. A mercenary with this exploit has a 25% base chance of finding any piece of armor, equipment, or weapon of 10 gp value or less in a village size settlement. This chance increases by 5% for every 4 levels the mercenary possesses (up to a maximum of +25% at 20th level). As the mercenary gains experience, the value of the equipment he can acquire increases. This value increases to 50 gp or less at 7th level, 100 gp or less at 10th level, and 500 gp or less at 13th level. Depending on the mercenary’s location when attempting to acquire a particular item, his base chance increases or decreases according to the settlement’s size as follows: Thorpe (-20%), Hamlet (-10%), Village (0%), Small Town (+10%), Large Town (+20%), Small City (+30%), Large City (+40%), Metropolis (+50%).
Studied Ally (Ex): The mercenary can study an ally or friendly creature he can see as a move action. The mercenary gains a +1 bonus on checks and attack rolls to use the aid another action to help with that ally's skill checks, attacks, or AC. This bonus increases by +1 for every four mercenary levels he possesses (to a maximum of +6 at 20th level). At 12th level, a mercenary can study an ally as a move or swift action. A mercenary can only have one studied ally at a time. If the mercenary has levels in a class that grants the studied target class feature, his studied ally counts against the number of studied targets he can have active at once.
Tactician (Ex): The mercenary receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the mercenary can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the mercenary possesses. Allies do not need to meet the prerequisites of these bonus feats. The mercenary can use this ability once per day, plus one additional time per day for every 6 levels the mercenary possesses.
Taunting Words (Ex): The mercenary can use his words to distress his enemies. When the mercenary identifies a creature’s powers or vulnerabilities with a successful Knowledge check of the appropriate type, he can taunt the creature as a swift action, causing it to becomes staggered unless it succeeds on a Will save (DC 10 + 1/2 the mercenary's level + his Intelligence modifier). This is a language dependent effect. Each round on its turn, the creature can attempt a new saving throw to end the effect. Doing so is a standard action that does not provoke attacks of opportunity. If the creature is attacked by you or your allies, it receives a +4 bonus on its next saving saving throw.
Track (Ex): The mercenary adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Trapfinding (Ex): The mercenary learns locate and disarm traps. A mercenary gains Disable Device as a class skill and adds 1/2 his mercenary level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A mercenary cannot use Disable Device to disarm magic traps.
Two-Weapon Training: The mercenary adds 1/2 of his level to his Dexterity for the purpose of qualifying for two-weapon fighting feats. When the mercenary uses the full attack action and scores one or more hits against an opponent with each hand, he gains a +1 bonus on the remainder of his attack rolls.
Heartless (Ex): Starting at 5th level, a mercenary’s training makes him callous, allowing him to do what no one else will. Whenever he makes a coup de grace against a helpless opponent, the mercenary adds 1/2 his level + his Intelligence modifier to the damage. This damage increases the save DC of the opponents Fortitude saving throw. This damage is precision damage and is not multiplied on a critical hit.
At 9th level, a mercenary can make a coup de grace attack as a standard action and does not provoke an attack of opportunity. If the target survives his coup de grace attack, the target must make a Fortitude save (DC 15 plus damage dealt) or die.
At 13th level, whenever a mercenary makes a coup de grace against an opponent, the mercenary adds his level + his Intelligence modifier to the damage. He can also make a coup de grace against cowering or stunned targets.
At 17th level, a mercenary can deliver a coup de grace as a swift action. If a mercenary is adjacent to an ally while the ally is performing a coup de grace attack against a helpless opponent, that ally adds the mercenary’s Intelligence modifier (if any) to the save DC of the opponent’s Fortitude saving throw.
Ruthless Bastard (Ex): At 20th level, a mercenary becomes extremely cold and calculating in his actions, and does not hesitate to take advantage of any situation. Whenever a mercenary makes a coup de grace attack against an opponent, he can do so as an immediate action. He can also make a coup de grace attack against dazed or pinned targets. In addition, when a mercenary confirms a critical hit, the critical modifiers of his weapons increase by 1 (×2 becomes ×3, and so on).
Table: Mercenary
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Cunning defense, deeds, guile
2nd +2 +3 +0 +3 Brusque, veteran +1
3rd +3 +3 +1 +3 Deeds
4th +4 +4 +1 +4 Mercenary exploit
5th +5 +4 +1 +4 Heartless
6th +6/+1 +5 +2 +5 Veteran +2
7th +7/+2 +5 +2 +5 Deeds
8th +8/+3 +6 +2 +6 Mercenary exploit
9th +9/+4 +6 +3 +6 Heartless
10th +10/+5 +7 +3 +7 Veteran +3
11th +11/+6/+1 +7 +3 +7 Deeds
12th +12/+7/+2 +8 +4 +8 Mercenary exploit
13th +13/+8/+3 +8 +4 +8 Heartless
14th +14/+9/+4 +9 +4 +9 Veteran +4
15th +15/+10/+5 +9 +5 +9 Deeds
16th +16/+11/+6/+1 +10 +5 +10 Mercenary exploit
17th +17/+12/+7/+2 +10 +5 +10 Heartless
18th +18/+13/+8/+3 +11 +6 +11 Veteran +5
19th +19/+14/+9/+4 +11 +6 +11 Deeds
20th +20/+15/+10/+5 +12 +6 +12 Mercenary exploit, ruthless bastard

Elghinn Lightbringer |

Oooo, I like that. That can be a revised Mercenary Exploit.
I've gone and changed the Tactical Defense deed to this.
Tactical Mind (Ex): At 3rd level, a mercenary’s understanding of physical forces gives him power over them. As long as the mercenary has at least 1 guile point, he adds his Intelligence modifier on combat maneuver checks and to his CMD. He also adds his Intelligence modifier on Strength checks to break or lift objects.

Ciaran Barnes |

There are times I have more of it. Presently, I am sitting on the couch with the cat in my lap, thinking about ordering What We Do In The Shadows while the girls are playing games on their tablets (Minecraft and some minion game). I could be working on it now, but I'm a bit tired and find I can't focus on it well enough to make permanent changes. Plus the cat playbites me when I stop petting her.

Ciaran Barnes |

I uploaded the newest PDF. It includes quite a bit more than I thought would ever be in the document, but that could be a good thing. It remains to be seen. I'm sure there are a bunch of typos and bad choices in there at the moment, but I'll see if I can iron those out, and maybe even add some more of Elghinn's content.

Amanuensis RPG Superstar 2015 Top 8 |

I would like the merc talents to follow a more unified theme. Some are very specific (dragoon), others are powerful enough to be own class features (relentless offense). You basically threw any remaining abilities that don't require exploit into one feature. Maybe you could divide the features into combat (deeds) and utility (talents)?
Is outmaneuver supposed to potentially disrupt an opponent's full attack?

Ciaran Barnes |

The merc talents are brand new, so it makes sense that they are scattered. We'll see if time can remedy that. Saying that I threw in all remaining abilities is only partially true, I would say. Some of them were I ideas of mine that were originally class features and stripped down, and some were ideas contributed by Elghinn. Would it help if I made them non-scaling abilities?
Relentless Offense was originally a 1st level class feature named AC Bonus, but I thought that turning it into a merc talent and offering a merc talent at 1st level would be good. Maybe I should rethink that.
Outmaneuver was not intended to disrupt a full attack. I didn't think of that. Does allowing it to do so make it too good?

Elghinn Lightbringer |

Ciaran, I think what you need to do is 1st, make sure your core class features are all streamlined, tight, and related to your core concept for the merc.
Then, allow for a variety of talents that can cove a number of themes. This way, the players can customize their Merc the way they wont through normal feat selection, but also through Merc talents.
Variety and options are never wrong, just as long as they more or less fit with what Mercs do or have been known to do. Just remember, Mercs can be very different from culture to culture, and I think it would behoove you to allow for some customization in that realm. That's my opinion.
On that note,I think the core abilities should be combat/defense based, and other intelligence based abilities designed around skills and use of those skills to influence and survive in the harsh world of a mercenary.

My Self |
Outmaneuver can disrupt a full attack. Swashbucklers have a deed that lets them do that, why wouldn't this class be able to do that? Actually, Swashbucklers don't even need the attack to miss- they get to use their ability as the attack is happening, and get a +2 AC while it is. And they can move out of the threatened area.
For Poisoner, applying as a move action is junk. Alchemists at higher levels can do it as a swift action, and if they take the right Alchemist discovery, it lasts for INT number of hits.
Still, Elghinn is right in that you should get the important stuff down first.

Ciaran Barnes |

I'd love to get the core mechanics down, as thats the same advice I would give someone else working on a class. This being the case, how about some criticism pointed directly at the first two pages of the document? Lets pretend that the rest are not there for now.
LEVEL 1
Brusque: A minor ability that replicates the gather info use of Diplomacy. I'd rate this as slightly above a class feature like Wild Empathy. Like Wild Empathy, some people would ignore it altogether.
Deeds: Three per level, all at the same level that other classes get deeds.
Exploitation: Matched up in all ways to the grit class feature
AC Bonus: Like the monk ability, except it's a shield bonus limited to melee foes and cannot exceed the merc's current level. At level 1 its the equivalent of a light shield.
LEVEL 2
Veteran: A lesser ability granting a bonus to initiative and stabilization rolls
LEVEL 3
New deeds...
LEVEL 4
Merc Talent: every four levels, gain an ability. Lets never mind the specific abilities. One every four levels is OK, right? Its when the gunslinger gets a bonus feat.
LEVEL 5
Class feature that periodically changes name: It's a strange ability, I admit. But the gunslinger gets a damage based class feature at this level and every four after. Should I scrap this or work on it?

Elghinn Lightbringer |

If you are wanting to build this on the chassis of the gunslinger then yes I think that's the way to go.
1) Brusque is a good choice, especially for a Merc.
2) Deeds at 1/3/7/11/15/19 and Exploitaiton as grit is good.
3) If you are going to do an AC bonus as a shield bonus, I would make it akin to the Duelist PrC's Canny Defense, but a shield bonus instead. Uses the character's intelligence for "smart" defense.
4) Veteran at 2nd and every four levels is good. Replaces Nimble levels.
5) Merc talents at 4/8/12/16/20 also a good choice. Better than the 5/9/13/17 you originally had them.
6) For levels 5/9/13/17, you could either do a damage bonus with one-handed and light melee weapons, or give the Merc the choice of one Fighter Weapon Group, and the bonus applies to weapons in the chosen group only. This allows for some customization as to the weapons the Merc likes to focus on, which is not unlike real mercenaries. I think the second choice is more appropriate to the class.
Or you could create a new per day use ability, usable up to 4/day at 17th. Not sure what. Maybe a bonus to attack and damage equal to Int bonus for 1 minute?
Just some thoughts

Elghinn Lightbringer |

Your capstone could be choose one weapon from the Weapon Group you chose for Weapon Training, and you can he auto crit and increase crit multiplier by 1 with that. Then also you can coup de grace as an immediate action?
OR go all out with the coup de grace stuff you originally had. Coup de grace as an immediate action, and against cowering, stunned, paralyzed, and flat-footed creatures? The auto crit and increase of crit multiplier has been done to death.

Ethereal Gears |

So I read through the class. I think it looks pretty balanced for its tier. The abilities seem tight and flavorful for the most part.
I guess it's a matter of perspective, but it strikes me as strange to have a mercenary class be Int-based. I tend to think of mercenaries as swaggering, hell-for-leather Charisma-based crazy people. But I suppose that's more how they're portrayed in fiction.
Otherwise, something similar to the celebrity bard's fame ability or something I think could be cool for this class, as a merc talent or similar. As one gains levels one becomes a sellsword of renown and all that. Just an idea.
Other than that, cool class. Fits the "melee gunsligner" mechanical mold a lot more nicely than the swashbuckler, in my view.
Cheers,
- Gears