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-traveled, educated, and perhaps even worldly.
Role: A mercenary's specialty is in engaging the enemy face to face. While melee combat is where he excels, he is unshaken when out of his element and does not waver in a battle of words.
Alignment: Any (mercenary’s often have military training and therefore often prefer a lawful alignment).
Hit Dice: d10.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
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.