Mercenary
- HP
- 8-22
- AC
- 13
- DR
- 1
- Attacks
- 1
- Attack
- 1d8+2
- Size
- Medium
- Alignment
- Impartial Impartial (Wanderer)
- Intelligence
- Average (8-10)
- Saves
- Quick 2 / Tough 2 / Mind 2
A mercenary sells practiced violence under terms: pay, duration, acceptable risk and what happens when the employer lies. Good companies study the ground before accepting a fight and concentrate on the threat most likely to break the contract. Courage has a price, and loyalty rarely survives a bargain already voided.
Special Attack
Contract Target: at the beginning of an encounter, the employer or mercenary names one visible target. Attacks against that target are made at +3 to hit and deal 1d8+2 damage; attacks against anyone else are made at +2 to hit.
Special Defense
Terms Broken: if the employer flees, falls or is exposed as withholding payment, the mercenary makes a Mind save. On a failed save, the mercenary withdraws, changes sides for a better immediate offer or demands new terms before fighting further.