A special few soldiers of fortune prove themselves heroic, and have great responsibility placed upon them in response. Though the mercenary general has shown that he is reliable, capable of greatly aiding the powers that hired him, and though he is looked up to as a leader of men, he is still a mercenary. Rather than eschew his cutthroat ways, he finds devious new ways to weave them into his new role as a commander.
Role: The mercenary general is a frontliner as sturdy as a fighter, but with less mastery over weapons and armor. Instead he strikes with cruel efficacious precision. He shines brightest when flanking or catching his enemy unawares. He also serves as an inspiring—and often frightening—leader.
Hit Dice: d10.
To qualify to become a mercenary general, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Weapon Proficiency: Must be proficient with all martial weapons.
Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Profession (mercenary) 5 ranks.
Special: Sneak attack +1d6 class feature. The character must have made over 1,000 gp as a mercenary, bodyguard, or other hired muscle, and must have attracted the interest of a duke, king, or other ruler.
The mercenary general's class skills are Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis).
Skill Ranks per Level: 4 + Int modifier.
Table 1-1: Mercenary General
All of the following are class features of the mercenary general prestige class.
Weapon and Armor Proficiency: Mercenary generals gain no proficiency with any weapon or armor.
Leadership: At 1st level, a mercenary general gains Leadership as a bonus feat.
Renown (Ex): Mercenary generals are renowned equally for their heroicism and their ruthless efficiency. A mercenary general adds his class level as a bonus on Diplomacy and Intimidate skill checks and attack rolls against flat-footed, shaken, frightened, and panicked enemies.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st and 3rd). If a mercenary general gets a sneak attack bonus from another source, the bonuses on damage stack.
Deceptive Fairness (Ex): At 2nd level, the mercenary general has adapted to his position and radiates a calm aura of duty and justice. His austere grace fools enemies and allies alike, leaving his subordinates open to his calculated yet sudden-seeming wrath. Creatures with a friendly or better attitude toward the mercenary general are always flat-footed against him, and he automatically confirms any critical threats made against such creatures.
For the Greater Goal (Ex): At 2nd level, the mercenary general no longer takes a penalty on his leadership score for aloofness, cruelty, or causing the death of a cohort or followers.
Improved Leadership (Ex): A mercenary general adds his renown bonus to his leadership score at 3rd level.
Ruthless Command (Ex): At 3rd level, the mercenary general adds his Strength bonus (if any) as a bonus on Diplomacy and Intimidate skill checks made to influence others. This does not stack with feats that already do this, such as Intimidating Prowess. In addition, he gains a fear aura as a lich with 10 HD.