Sunday, 21 July 2024

Fallout 4 RPG Character - Mercenary


Mercenary

Stat Modifier
+1 Perception, -1 Charisma

Hit Points

Hit Dice: 1d10 level
Hit Points at 1st Level: 10 + your Endurance
Hit Points at Higher Levels: 1d10 (or 6) + your Endurance per Mercenery level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.


Weapons: You may choose 4 weapons of any non-heavy type.
Tools: Any One Tool.
Skills: Choose two skills from
Acrobatics (Agility), Deception (Charisma), Gambling (Luck), Intimidation (depending on situation), Investigation (Perception), Medicine (Intelligence), Persuasion (Charisma), Stealth (Agility), Survival (Perception)

Saving Throw: Perception, Agility and one more of your choice.

Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) Any 2 melee weapons
• (a) Basic Laser pistol or (b) Basic Energy Weapon
• (a) any Tool you are proficient with.
• (a) Any armour with an AC rating of 15 and below


  
Level
Proficiency Bonus
Bonus Features
1st
+2
Marked Target
2nd
+2
Fighting Style
3rd
+2
Mercenary Archetype
4th
+2
Ability Score Improvement, Action Surge
5th
+3
Extra Attack, Cunning Action
6th
+3
Mercenary Archetype, Boost
7th
+3
Evasion
8th
+3
Ability Score Improvement
9th
+4
Mercenary Archetype
10th
+4
Action Surge (2)
11th
+4
Second Wind
12th
+4
Ability Score Improvement , Merc Archetype
13th
+5
Boost
14th
+5
Indomitable
15th
+5
Mercenary Archetype
16th
+5
Ability Score Improvement
17th
+6
Action Surge (3)
18th
+6
Mercenary Archetype
19th
+6
Ability Score Improvement
20th
+6
Boost




Abilities

Marked Target

Choose a target to be marked by you. You have advantage on Survival checks to track your target, as well as on Insight involving your mark. However, should you lose sight of your target for more than an hour, your target is no longer marked.


Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Gunnery (Ballistics)

You gain a +2 bonus to Attack rolls you make with Ballistic Weapons.

Gunnery (Energy)

You gain a +2 bonus to Attack rolls you make with Energy Weapons.

Heavy Weapon Mastery

Whenever you use a two handed weapon to attack, you may add a +1 to both attack and damage.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Dual Weapons

This ability works depending if you are wielding either two melee weapons or two ranged weapons only. You may also draw or stow two one-handed weapon of the same type when you would normally be able to draw or stow only one. This action also takes up your bonus action.
Range  : When wielding two one-handed range weapons, you may add +1 to all damage.
Melee   : When attacking with your off-hand weapon, you add your Strength or Agility to damage.

Mercenary Archtype

At 3rd level, you choose an archetype that you emulate in the exercise of your style or reason such as the flare of your swordsmanship or the pursuit of the hunt or personal gain. Your archetype choice grants you features at 3rd level and then again at 6th, 9th, 12th 15th and 18th level.
Your choices are Swashbuckler, bounter Hunter or Soldier


Ability Score

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also choose to forgo this benefit and take a feat instead.

Action Surge

Starting at 4th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 10th level, you can use it twice and three times at level 17 before a rest, but only once on the same turn.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Cunning Action

Starting at 5th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash or Disengage action.

Boost

Beginning at level 6, you gain one Boost option. You may choose to boost your hit points by 20, DR by 1, or radiation resistance by 5 points.
This is repeated at level 13 and again at level 20. Each time you may choose the same option which stacks or a different option all together.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an autofire attack or an explosion from a grenade. When you are subjected to an effect that allows you to make an Agility saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. However, you still take full damage if you fail. There will be certain times where evasion will not take effect based on GM’s discretion.
This ability is active only when wearing light or no armour at all.

Second Wind

At level 11, you have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your Mercenary level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

Indomitable

Beginning at 14th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

Mercenary Archetypes

Swashbuckler
Some mercenaries tend to defy the old saying “Never bring a knife to a gunfight” but doing just that, bringing a knife to a gunfight. Out to prove the elegance or maybe the raw power of the melee class weapons, swashbucklers seem to have an almost unnatural grace as they glide through hail of gunfire to precisely strike their mark.

Specialty Weapon

At level 3, the Swashbuckler chooses a one-handed weapon he is proficient in, a sword for example. Whenever he uses this weapon, he gains a +1 to all attacks and +1 to all damage dealt when the weapon is in his hand.

Speed Boost

At level 6, the Swashbuckler gains a +5ft speed boost and another +5ft every 6 level after. Therefore, he gains +10ft movement at level 12 and a total of +15ft movement at level 18.

Light on your Feet

At level 9, the Swashbuckler may choose one of the abilities below.
Stab
If enemy misses you with a melee attack, you may roll a Deception check opposed by the enemy’s Insight check. Should you succeed, you may immediately counterattack, making one free attack against the mentioned opponent. This counts as a reaction. Only one attack once per round.
Slide
Reduce armour penalty by 2, minimum 0 of any armour you are wearing.
May half damage received no. of times equal to Agility modifier every long rest. Range or Melee.

Deflect Bullets

At level 12, a Swashbuckler may deflect incoming bullets as long as he is aware of the shooter and not incapacitated or unconscious.
When attempting to deflect a bullet, roll an Agility saving roll DC = 8 + enemy proficiency + enemy Agility. If successful, the shot is deflected and no damage is taken. Deflected grenades scatter. Energy weapons can only be deflected if the weapon has been upgraded to its strongest material. Only single shots, double tap and burst shots (DC+2) can be deflected. Autofire and rockets or large objects cannot be deflected.
This ability counts as a reaction and can only be used once per turn, a no. of times equal to the Swashbuckler Agility per long rest.

Blitz Attack

At level 15, the Swashbuckler has mastered the method of fighting multiple targets at once. Once every short rest, the Swashbuckler may attack every target within reach once. Then as part of the attack, he may launch himself, a short distance of 10 feet towards another target within reach (of 10ft) for one more attack.

Find the Mark

At level 18, the Swashbuckler has become one with his chosen weapon. His threat range of the weapon increases by 2. Therefore, a weapon that scores a critical on a 20 is now 18-20 and a weapon that scores a critical on 19-20 now scores a critical on a 17-20.
Additionally, all damage with the chosen weapon is increased by 1 die.


  

Bounty Hunter

Out in the wasteland there are always creatures to hunt. Sometimes it a dog, sometimes it’s a man. Whatever the case, the bounty hunter is never far behind them. Using armaments of stealth, guile and assortment of weapons, bounty hunters strive to find their prey, and collect the reward.

Hunter’s Style

At level 3, you gain the type of style in which to hunt your prey. Choose one of the options below.
Dual Pistols     :  The Bounty Hunter can now attack his full number of times with his off-hand weapon. However, using his off-hand weapon still counts as a bonus action use.
CQC Training  : Whenever you make a melee attack with a ranged weapon, you may add one half of your strength. You may also parry once per turn as a reaction.
Sniper Style     : You can forfeit your move action to take aim of your target. Doing so gives you a +2 bonus on your next attack.

Dead or Alive

At level 6, the bounty hunter attempt a called shot against his mark. Roll a perception check DC 16. If he passes, he may choose a body part, legs or arms for example and roll an attack. If he hits, an additional outcome may occur based on GM’s discretion. The Bounty Hunter can only attempt this once per short rest.
The number of times this ability can be used increases to twice per short rest at level 12 and three times at level 18.

Hunter’s Style Bonus

At level 9, the Bounty Hunter gains a bonus depending on his style chosen at level 3.
Dual Pistols     :  The Bounty Hunter gains a +1 to all attacks made when using one-handed weapons
CQC Training  : Whenever you make a melee attack with a ranged weapon, you may add twice your strength modifier.
Sniper Style     : Taking aim now gives you +4 bonus on your next attack.



Mark the Bounty

At level 12 you become so attuned to your quarry that you will only lose your mark if he has strayed away for more than half the day. However, you can still pick up his trail by making a successful Perception check DC 15. If you succeed, you pick up his trail again, knowing which direction he has gone.


Surprise Surprise

At level 15, you cannot be surprised by your mark. If your team is surprised, you ignore the surprised condition and may act normally. Also, should you have a weapon ready and your mark move before you do, you may use a reaction to attack him, and only him, first. This action still takes up your turn for this round only.

Weak Spot

The Bounty Hunter’s ability to precisely injure his mark increases to an almost superhuman level. Whenever the Bounty Hunter uses the level 6, Dead or Alive ability, not only can he call shot, but he can also decide the outcome instead of the GM. However, all outcome must be within reason and has to be agreed upon by the GM..



Soldier
Sometimes, you just need to fight to survive. Maybe you were part of a bandit crew. Or a militia. Whatever your background, you learned to fight and to occasionally take orders.

Level 3: Fighting Style

Gunnery (Ballistics)

You gain a +2 bonus to Attack rolls you make with Ballistic Weapons.

Gunnery (Energy)

You gain a +2 bonus to Attack rolls you make with Energy Weapons.

Melee Weapons

You gain a +1 bonus to attack and damage rolls you make with any 1 or 2 handed melee weapons.

Dual Weapons

This ability works depending if you are wielding either two melee weapons or two ranged weapons only. You may also draw or stow two one-handed weapon of the same type when you would normally be able to draw or stow only one. This action also takes up your bonus action.
Range  : When wielding two one-handed range weapons, you may add +1 to all damage.
Melee   : When attacking with your off-hand weapon, you add your Strength or Agility to damage.


Level 6: Personal Upgrade

Strong Swing.
Any attack made with a two-handed melee weapon has the opportunity to push back a target 5 feet times strength (min: 5 feet). Con save DC 8 + Prof + Str.
Resistance.
You gain damage reduction equal to your half your Endurance rounded down to a minimum of 1 against energy or non-energy damage. Choose ONE. This ability does not stack with armour.


Level 9: Additional Fighting Style

You may not take the same fighting style twice

Gunnery (Ballistics)

You gain a +2 bonus to Attack rolls you make with Ballistic Weapons.

Gunnery (Energy)

You gain a +2 bonus to Attack rolls you make with Energy Weapons.

Melee Weapons

You gain a +1 bonus to attack and damage rolls you make with any 1 or 2 handed melee weapons.

Dual Weapons

This ability works depending if you are wielding either two melee weapons or two ranged weapons only. You may also draw or stow two one-handed weapon of the same type when you would normally be able to draw or stow only one. This action also takes up your bonus action.
Range  : When wielding two one-handed range weapons, you may add +1 to all damage.
Melee   : When attacking with your off-hand weapon, you add your Strength or Agility to damage.

Level 12: Fighting Style Upgrade

Depending on what your choice was at level 3 and level 9, your fighting style gets an advantage

Gunnery (Ballistics)

You gain a +1 to all damage dealt ballistic weapons

Gunnery (Energy)

All energy weapons now deal 1 damage to any adjacent targets. (This stacks)

Melee Weapons

You gain another +1 bonus to attack and damage rolls you make with any 1 or 2 handed melee weapons.

Dual Weapons

When you use this ability to make the maximum number of attacks you are able to, add +1 damage to all you attacks. (even splash damage)
  

Level 15: Personal Upgrade’s Upgrade

Depending on what your choice was at level 6 you grow even stronger
Strong Swing.
Any attack made with a two-handed melee weapon has the opportunity to hit a second target adjacent to you. You may make one additional attack roll against a different target adjacent to you. The knock-back will also affect your second target. This does not count to the ‘Extra Attack’ feature. This feature can be used once per turn.
Resistance.
You gain damage reduction equal to your half your Endurance to both types of damage, energy and non-energy damage. This ability does not stack with armour.

Level 18: Weak Points

You understand how to inflict better damage on your enemies. Whenever you make an attack, your critical range increases by 2 points. Therefore, 20 becomes 18 – 20, and 18 – 20 becomes 16 – 20 and so forth.


Level 20: Mastery: Twin Linked Attack

Any attack made with proficient weapons and correct fighting styles are made with advantage rolls.


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