Mercenaries
Mercenaries is a book in the so-called "one word" line of d20 system generic fantasy supplements. Mercenaries introduces new rules material, variant rules, and advice for use in a mercenary-oriented fantasy campaign.
A First Look
At 256 pages, Mercenaries is the largest book in the series to date, and is one of the largest soft-bound d20 supplements to date. The book is priced at $29.95 US, making it a very affordable book for the size.
The cover of the book is green, with a metal-shod look similar to other books in the series. The front cover depicts a warrior decked out in armor against a cracked wall.
The interior is black and white. The interior art is amongst the best in the series to date. Some artists such as Liz Danforth return, and some excellent artist new to the series books such as Storn Cook and Lim Guo Liang add some impressive illustrations to the effort.
The interior text is dense, with a compact body text font, conservative header fonts, and single spaced paragraphs. The layout is simple but functional, but there are a few layout gaffes. For example, the last line for one of the advancement tables for one of the core classes is lost.
A Deeper Look
Mercenaries runs across the spectrum of d20 system rules material, providing new races, core classes, feats, skill uses, domains, spells, and prestige classes, as well variant and new rules.
The first chapter is Races. There are 9 new races in all, such as the rat-like Aradan, the mercantile Bael, the rare magically engineered assassins known as the Taranuhl, and the brutish Uldrath. Generally, the new races make good new introductions into a fantasy game, and only two of them have level modifiers. Some of the races do have a list of skill modifiers and other abilities that outstrip the core races, and the GM may feel compelled to reduce the powers or assign level modifiers. For example, the Bael receive a bonus to no less than 10 skills (12 in daylight) and receive what amounts to spell focus in enchantment and conjuration.
The second chapter, Classes, introduces ten new character classes: alchemist, guardian, guerilla, hunter, legionnaire, mercenary ranger, myrmidon, nomad, scout, and tattoo mage.
The first thing that stands out is there are no less than four "wilderness stalker" type characters: the guerilla, the hunter, the mercenary ranger, and the scout. The mercenary ranger is obviously intended as an alternative to the core ranger; the mercenary receives track and favored enemy bonuses similar to the core ranger, but also receives a favored terrain ability as well as receiving "ranger options" every few levels. The ranger options can be bonus feats (selected from a list specific to the class), spellcasting ability, or other special benefits appropriate to a ranger. This makes a very slick, adaptable ranger if you are looking for an alternative to the one in the core books, though my immediate feel is that perhaps they gain abilities too quickly.
The other three "stalker" classes – guerilla, hunter, and scout – are essentially specialized rangers are ranger/rogues. They probably overlap too much to allow all three of them into a game, though the GM may find it appropriate to use one of them if the specialized role is important in the game. Otherwise, I find the classes to specialized for core classes and personally prefer to build such concepts with other classes.
Another concept that sees a little overlap is that of a class that mixes fighting and magic. The myrmidon and the guardian both fit this concept. The myrmidon is probably the more playable/viable of the two classes: it fills a role similar to the psychic warrior, but using arcane magic from a specialized list devoted to enhancing combat capability. The guardian uses the sorcerer/wizard spell list and is a bit more of a "repackaged fighter/wizard."
The legionnaire and nomad are also classes that might appear to be specialized versions of other classes. The legionnaire is probably the least justified class, a fighter good at formation fighting, a concept that does not deserve its own class. The nomad is a bit like a barbarian with a different focus (i.e., less of a "berserker" focus and more focus on the skills of a primitive wandering warrior.)
The alchemist's central ability is brew elixir. Elixirs are similar to potions, but can be made with mundane components, and don't require xp or spellcasting, and require alchemy rolls to make. However, the nature of the alchemist effectively limits them as an adventuring class, and for alchemists, I prefer the implementations of alchemists in Bastion's Alchemy & Herbalists (which have a broader focus that makes them more viable as adventurers) and AEG's own Swashbuckling Adventures.
The tattoo mage is an arcane spellcaster that uses their tattoos to cast spells; each "spell slot" represents a specific tattoo that can only be activated once in every 24 hours; in essence, the tattoo mage has both the limitations of wizards and sorcerers, having slots only dedicated to specific spells and not able to learn any more than specified by the table. Further, tattoo mage have their own limited spell list that only goes up to 8th level. However, a tattoo mage is slightly more physical than traditional arcane spellcasters, with better HP, attack advancement, good fortitude saves, as well as bonus feats. This is probably one of the more playable and interesting new classes that the book offers.
Many new feats are provided, mostly martial in nature. The armor focus feats provide a dodge bonus in specific types of armor and improves the armor check penalty. Blood Lust is a minor version of barbarian rage. Choke Hold provides bonuses to certain grappling moves. Extra Spell allows a wizard to prepare an extra spell each day. Hardy characters better resist heat and cold. Inspire loyalty improves saves of troops under you. In general, the feats are fairly good, but there are a few areas of concern. For example, one feat provides a +10 bonus to heal skill checks, which is way out of line for feats. Mercenaires also repeats the mistakes of FFG's Traps & Treachery with an improved sneak attack feat that improves the die type of all sneak attacks (and thus scales with level.)
The chapter entitled Description delves into the first non-rules related material book and the first real attempts to directly address the titular subject matter of the book directly. Discussed are the types of characters that become mercenaries, what it is like to "be in the business", how the D&D alignments bear on mercenary characters, and different mercenary character roles.
The chapter also includes notes on religion, introducing 16 deities that characters might hold as patrons in such a campaign, including domains and brief descriptions of each deities following and dogma. However, one deity is listed in the summary table that has no accompanying description, the Great Mother.
Finally, aging and height and weight figures are provided for each of the new races introduced in the races chapter.
The equipment chapter includes a few new tidbits in terms of weapons, armor, and other mundane items. But it also includes some rules for availability of items, selling loot, trade goods, and exchange rates, items glossed over by the d20 system rules but may concern a character in mercenary campaign.
In addition to new weapons and items, some new equipment rules are provided as well. Characters with sufficient craft skill may create laminated weapons. Laminated weapons use special forging techniques, and provide a bonus to both attack rolls and a weapon's critical multiplier. Dracotechnics are the name that the book gives to explosives, and examples of several types of explosive devices are provided.
The Spells chapter provides new spells, spell lists for new classes and existing classes the new spells, and new domains. The domains are collected here from all the previous AEG fantasy supplements, and include totally new domains in all. There are over 50 domains total, making this a very good resource if you are out to design deities and find the core rules domains insufficient.
The new spells are a nice mix of combat and non-combat oriented spells. Many spells enhance weapons or attack or restrain opponents. The non-combat spells serve to inform or provide special senses.
The chapter entitled Mercenaries provides new rules for handling situations that arise in mercenary campaigns, such as recruiting mercenaries, rates of pay, negotiating contracts, running combats. Random mercenary tables provide the GM with quick NPCs, and the table of 100 mercenary adventure ideas (in the same vein as the 100 adventure ideas in the DMG) provides the GM with quick ideas for a mercenary game. Overall the rules are fairly functional for this sort of campaign.
The chapter's morale rules provide a means to determine if an NPC turns against an employer, flees combat, etc. Overall the rules are fairly good and consider many factors. However the rules deliberately exclude the effects of experience, which I consider a poor choice: being seasoned in combat should invariably affect morale.
The skirmish combat rules operate on a smaller scale than most mass combat rules that have been created by various d20 system publishers. The skirmish rules take the same approach as other such rules in that it treats multiple characters as a single creature under the d20 system rules. However, it is only made to treat units of up to ten as a single creature. However, the rules seem simple and well considered, and could do a good job of simplifying a somewhat large skirmish.
The Mercenary Companies chapter provides source material for a mercenary campaign in the form of pre-generated NPC mercenaries. The first section provides generic mercenary NPCs of a variety of types, such as typical men-at-arm, ariel riders, archers, beast handlers, bounty hunter, bodyguards, and so on. The second part introduces some unique NPCs that the GMs can use as significant or legendary figures in the campaign. The last part presents a few mercenary companies, including details on their backgrounds, modus operandi, and significant figures.
The Prestige Class chapter is a mixed bag. All of the classes are 10 level classes, and most are legendary warrior types that might find themselves gainfully employed in a mercenary campaign in some capacity. Some prestige classes are very well conceived, and have the sort of feel and detail that prestige classes should have, like the bone warriors, a group of sturdy warriors who protect their blessed weapons with their own lifeforce. Others are bit generic.
Overall, the prestige classes are fairly good, but there are a few rules incongruities. For example, there are some non standard BAB and saving throw advancements in some of the classes. Some classes use the dreadful "may always take 20 on a skill" convention (which is nonsensical in the d20 system rules). The ill-named man-at-arms (really more of a "weapons master") supposedly starts with proficiency with all exotic weapons (bad idea), but during its progression gains proficiency with exotic weapons.
The Magic Items primarily features new weapon qualities, weapons, armor, and wondrous items, such as the glass dagger (which creates a wound that is unhealable unless removed by someone who knows how to use the dagger, making it a useful tool for extortion) and solvent of permanence (makes one potion effect permanent). The chapter also includes two artifacts, the evil spinescepter and the crown of Acarra.
The last chapter introduces new monsters. The chapter is split into Beasts of Burden and Beasts of the Earth. Beasts of Burden details several creatures (Animals and Beasts) suitable for mounts, particularly in a mercenary campaign. This section is sparsely illustrated, and the creatures classified as Beasts have the wrong HD type. Beasts of the Earth is better illustrated, and includes many humanoids that can be used as allies and foes in a mercenary campaign, and a few other creatures that may come up in such a campaign as well.
Conclusion
This thick volume provide a smattering of new material for a d20 system fantasy campaign. Though it does provide some advice and material useful for the advertised topic of a mercenary campaign, I see this book in much the same light as I see the Kingdoms of Kalamar Players Guide. The material doesn't go far from the basic D&D fantasy conventions, but if you want a few races and classes other than the ones provided in the d20 system core rules, the material herein makes a nice substitute or addition.
This is one of the best of the "one word" d20 system books by AEG to date as far as rules material goes. It has less in the way of exposition and ideas, but the material is generally more useful and has fewer rules problems. Some material is reprinted from these earlier volumes (particularly clerical domains), so this book might be less appealing to you if you have those earlier volumes.
-Alan D. Kohler