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While Knights serve under a single banner, often for life, the Mercenary is saving a village, or protecting a member of the royal family, or keeping an Assassin from being discovered. Mercenaries care little for who their client is and what their cause is about. They simply wish to do their job, get paid, and move on. These are the warriors and protectors of people who don't want ties or loose ends after hiring a guard. They also do many different jobs than just fighting, leaving them a better option for a single job than other warriors.
If you are looking for a very non-restricted, easy class to play then a mercenary is best for you because they are not very extreme in any one aspect. Characters hire mercenaries all the time to do a variety of jobs, but usually as guards for a small group or single client that wont draw much attention or require much information. Mercenaries follow their own code, but are flexible enough to bend their own rules on occasion if it's going to benefit them. They aren't quite as greedy as thieves, or as honorable as knights... so they slip into the 'in-between' where the extreme's tend to miss good-paying clients.
They are extremely useful in battle because their skills are so vastly different and of a good range that no matter the situation, they'll usually be able to take their opponent. Knights don't have the time to dabble much in magic, but a mercenary has nothing but time in their life between jobs and can sit down and read the long and boring books or scripts that teach the vital necessities to using magic.
Similar to battle, they probably have a good set of non-battle skills to aid them. Since they never know what kind of job they'll be picking up next, they tend to learn and dabble in a little of everything. They might not be as handy as other classes at being perfect in any particular situation, and fumble a lot of the time in what they are doing... but failure builds character and if you can learn from mistakes, then you become a stronger individual. The drive for perfection can often lead to the blindness of your own weaknesses.
The better question here, is what races are the LEAST typical to be a mercenary, which is easier to answer since nearly any race could choose this class and do it justice. Fae and Dragons are probably the least likely to be mercenaries, simply put because of their extreme sizes. The Fae make poor warriors because of how tiny they are, and the fact that they are often hard to communicate with or get to focus on anything serious. Dragons are large in size and awkward in their social aspect, especially since most other races fear them.
A mercenary typically doesn't even really believe in alignment. If you could label them anything, it would probably be neutral, as they ARE the most neutral of all the classes when it comes to their "cause" in life. As long as they benefit from something in some way, they will usually do it and not think twice about it.
RequirementsStarter stats of 5 each.
Main Class Skills(Starts unlocked at 90 DL. Invest CP to make stronger.)
Weapons Allowed: Any
Armor Allowed: Max of Chainmail
Magic Allowed (1 CP per type): One type, no light or dark.
QUEST OR EVENT
It takes 1 CP to use any of the following, and each CP invested will increase it.
(Heal 5 LP per CP, each shift slept.)
You are a well-prepared camper and understand eating, hydrating, hygiene and proper bedding are important for being well rested.
If you sleep all 3 and get half your LP back, you also get the LP added from this skill. If the LP is more than your max, you keep that until next attacked or the quest/event ends.
(+1 toward non-attack rolls per CP.)
When it comes to accomplishing things, you tend to have an edge on other people. Maybe the Gods favor you, or maybe it is just lady luck blowing you a kiss.
(APT is rolled to locate a hidden path. This gives +1 toward DL roll. If discovered, it is up to you if you share the information with everyone or investigate on your own.)
You have keen perception of things most do not notice. Due to this, you are able to find doorways and paths that are practically invisible.
If everyone in the party is riding, they will cut 1 day off their travel. This means one less chance of an unexpected battle while camping.
If you are riding when you get attacked by an enemy, you get +1 DMG and +1 INIT (per CP invested) for your first attack if your party attacks first. If the enemy attacks on the first turn instead, you will get +2 (per CP invested) toward your roll if you dodge. This skill requires owning a ride-able animal, such as a horse, or being on a travelling vessel.