Feral Mercenary (Samurai/Barbarian)
Living engines of destruction, the feral mercenary is one who takes to the battlefield not for riches, glory, or any other cause, but for the sole purpose that battle and strife are all he has ever known. These brutes push themselves beyond mortal strength, allowing them to wield blades greater than any man could ever hope to. They also push themselves beyond mortal endurance, enabling them to survive countless injuries and many hopeless battles. They fight against mortality itself, in hopes to one day stand before and challenge the gods themselves. (Original Concept by Taco Man)
Primary Class: Samurai.
Secondary Class: Barbarian.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The feral mercenary selects three barbarian skills to add to his class skills in addition to the normal samurai class skills. The feral mercenary gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The feral mercenary is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Order: This is exactly like the samurai ability of the same name, except that any benefits granted to the challenge ability by his order is instead applied to his rage. The Order of the Hound compliments the feral mercenary mutliclass archetype.
Rage (Ex): At 1st level, a feral mercenary gains the barbarian’s rage ability. Any challenge ability benefits granted by the feral mercenary’s order take effect while he is in rage instead. This ability and rage powers replace challenge.
Berserker's Grip (Ex): At 3rd level, a feral mercenary may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for him (Small for a Small-sized creature, Medium for a Medium-sized creature, etc.), and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. This ability replaces weapon expertise.
Cleave Through: At 4th level, a feral mercenary gains Cleave Through as a bonus feat. This ability replaces mounted expertise.
Rage Power (Ex): At 4th level, a feral mercenary gains the barbarian’s rage power ability and can choose a rage power for which he qualifies. Every three levels thereafter (7th, 10th, 13th and so on), he can choose another rage power.
Massive Weapon Training (Ex): At 5th level, a feral mercenary becomes skilled in the use of large weapons. The feral mercenary chooses one type of weapon (a longsword, a greataxe, etc.). When using a weapon of that type that is one size category larger than his size, the feral mercenary can wield it as a creature of the appropriate size. Every six levels beyond 5th, a feral mercenary can select one additional weapon and use that weapon if it is one size category larger than him as if he were the appropriate size.
At 14th level, a feral mercenary can choose one of the weapons already chosen, he can use a weapon of that type two size categories larger than his as a creature of the appropriate size. This ability replaces banner, demanding challenge, and greater banner.
Backswing (Ex): At 7th level, when a feral mercenary makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces greater resolve.
Greater Rage (Ex): At 11th level, a feral mercenary gains the barbarian’s greater rage ability. This ability replaces honorable stand.
Greater Power Attack (Ex): At 17th level, when using Power Attack with a two-handed melee weapon, the bonus damage from a feral mercenary’s Power Attack is doubled (+100%) instead of increased by half (+50%). This ability replaces true resolve.
Berserk (Ex): At 20th level, a feral mercenary can go completely berserk once per day. As long as his rage is in effect, all melee and ranged weapon attacks deal the minimum amount of damage to the feral mercenary, unless the attack scored is a critical hit. In addition, whenever the feral mercenary is below 0 hit points, he remains conscious and is not staggered. Movement penalties for difficult terrain are also ignored, and damage from spells and supernatural abilities is halved (save for 1/4 damage if applicable). This effect lasts until the rage ends. After going berserk, the feral mercenary becomes exhausted rather than fatigued when the rage ends. This ability replaces last stand.
Table: Feral Mercenary