Myrmidon Warrior (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing epic levels


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Myrmidon Warrior
Rating: Not rated
(Rate this class)
Status: complete
Editing: Constructive edits welcome

Myrmidon[edit]

"In Greek mythology, inhabitants of the island of Aegina in the Gulf of Saronikós, the followers of Achilles during the Trojan War. During the reign of Achilles' grandfather Aeacus, Hera, the wife of Zeus, sent a plague that destroyed the island's inhabitants, because Zeus loved Aegina, the maiden for whom the island was named. Aeacus, in despair, prayed to Zeus; seeing a troop of ants as he did so, he asked that they be transformed into people numerous enough to fill his empty city. Zeus answered his prayer in this manner, and because Aegina was repopulated from an anthill, its people became known as Myrmidons, from the Greek word meaning "ants" (myrmêkes)" -http://www.freewebs.com/myrmidonsguild/history.htm.

Making a Myrmidon[edit]

A Myrmidon is the pinnacle of trained combat. He specializes in striking fast and hard without being seen, heard, or hit, running at great speeds. If he does get hit, he is able to take massive attacks with little to no effect. He is extremely tough regardless and is the paragon of greek combat.

Abilities: Strength is important for a myrmidon because of its role in combat, and several myrmidon class skills are based on Strength. Dexterity is also useful to myrmidons, who must wear light armor. Wisdom is also important for class features and class skills. A high Constitution score gives a Myrmidon more hit points to live longer.

Races: "Human" myrmidons are the most common, their open mind and connection with Achilles draws them to this way of life. Other races are rare, but seen occasionally as disciples of the true myrmidons.

Alignment: Myrmidons must have no qualms about doing what is needed for glory and immortality. Everything must lead to the same end, regardless of the need for a moral axis.

Starting Gold: 6d4x10gp (150gp).

Starting Age: Moderate.

Table: The Myrmidon

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Fast Movement, Oath to Glory, Power Attack
2nd +2 +3 +0 +3 Bonus Feat
3rd +3 +3 +1 +3 Combat Prowess
4th +4 +4 +1 +4 Uncanny dodge
5th +5 +4 +1 +4 Bonus Feat
6th +6/+1 +5 +2 +5 Leap Attack
7th +7/+2 +5 +2 +5 Shielded Evasion
8th +8/+3 +6 +2 +6 Bonus Feat
9th +9/+4 +6 +3 +6 Armor/Shield Specialization
10th +10/+5 +7 +3 +7 Diehard
11th +11/+6/+1 +7 +3 +7 Bonus Feat, Fast Movement
12th +12/+7/+2 +8 +4 +8 Might of Achilles
13th +13/+8/+3 +8 +4 +8 Improved uncanny dodge
14th +14/+9/+4 +9 +4 +9 Bonus Feat
15th +15/+10/+5 +9 +5 +9 Wrath of the Titans
16th +16/+11/+6/+1 +10 +5 +10 Improved Shielded Evasion
17th +17/+12/+7/+2 +10 +5 +10 Bonus Feat
18th +18/+13/+8/+3 +11 +6 +11 Zeus' Will
19th +19/+14/+9/+4 +11 +6 +11 Inspiring
20th +20/+15/+10/+5 +12 +6 +12 Bonus Feat, Wrath of the Gods

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex) and Swim (Str).

Class Features[edit]

All of the following are class features of the Myrmidon.

Weapon and Armor Proficiency: A myrmidon is proficient with all simple and martial weapons, light, medium armor and shields (except tower shields).


Fast Movement: A myrmidon's base land speed is faster than the norm for his race by +10 feet. A myrmidon gains additional +10 feet to his base speed at 11th level. This benefit applies only when he is wearing light or medium armor and not carrying a heavy load. Apply this bonus before modifying the myrmidon's speed because of any load carried or armor worn.

Oath to Glory: A myrmidon must take an oath to never surrender or do anything to hinder his hunt for glory. (DM note: This can be as vague or specific as is needed for the particular campaign setting.) Included in this oath is also a dedication to this way of life. Because of this dedication, once this life style is abandoned, it is abandoned for good. Like a member of any other class, a myrmidon may be a multiclass character, but multiclass myrmidons face a special restriction. A myrmidon who gains a new class or (if already multiclass) raises another class by a level may never again raise his myrmidon level, though he retains all his myrmidon abilities.

Power Attack: At 1st level a myrmidon gains the Power Attack feat, even if he does not have the normal prerequisites for that feat.

Bonus Feat: At 2nd, 5th, 8th, 11th, 14th, 17th, 20th level, choose a bonus feat from the fighter list. For all weapon feats, you are treated as a fighter of your level if you take the feat for short spear or short sword.

Combat Prowess: At 3rd level, through many battles, a myrmidon has attuned his senses to battle and is always aware of where to strike, and how to dodge. Add your Wisdom modifier (if any) to AC, attack, and damage rolls for short sword and short spear only.

Uncanny Dodge: At 4th level, a myrmidon gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Leap Attack: At 6th level, a myrmidon is treated as having the Leap Attack feat, even if he does not meet the prerequisites (found in Complete Adventurer p 110).

Shielded Evasion: at 7th level, while wielding a shield (but not a buckler) a myrmidon gains the ability to evade potentially dangerous attacks, even magical spells. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Armor/Shield Specialization: At 9th level, a myrmidon gains the shield specialization feat or the armor specialization feat (found in the Player's Hand Book 2, p 82).

Diehard: At 10th level, a myrmidon gains the Diehard feat even if he does not fulfill the requirements for the feat.

Might of Achilles: At 12th level,the myrmidon may call upon the gods favor during battle. When using the Leap Attack feat with a short sword or short spear, on a successful hit, which does not kill the opponent stuns them for one turn. A Fortitude save (DC of 10+1/2 class level + Wis modifier) negates the stunning effect. You may use this ability a number of times per day equal to 1 + Wis modifier (minimum 1).

Improved Uncanny Dodge: At 13th level and higher, a myrmidon can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has myrmidon levels.

Wrath of the Titans: At 15th level, when using the Leap Attack feat with a short sword or short spear, on a successful hit, roll damage as if you scored a critical hit or stun the opponent for a number of rounds equal to your Wisdom modifier. A Fortitude save (DC of 10+1/2 class level + Wis modifier) negates the stunning effect. This ability replaces Might of Achilles and as such can only be used a number of times per day equal to 1 + Wis modifier (minimum 1). Any weapon or spell effects that trigger on critical hits still occur, even if you choose to stun instead.

Improved Shielded Evasion:At 16th level, a myrmidon's shielded evasion ability improves. This ability works like shielded evasion except that a myrmidon takes only half damage on a failed Reflexes saving throw.

Zeus' Will: A Myrmidon can continue fighting after damage that would kill a normal hero. The Myrmidon makes a Fortitude save in each combat round after he has been reduced to -10 hit points. The DC of the save is equal to 1 per hit point below 0. Success allows him to keep fighting, while failure causes him to fall dead.

Inspiring: Inspiring: At 19th level, the myth surrounding a myrmidon grows and those fighting alongside him begin to believe they can never be defeated. A myrmidon grants a +2 competence bonus to all attack and damage rolls to his allies. The ally must be within 60 feet and able to see the myrmidon.

Wrath of the Gods: At 20th level, when using the Leap Attack feat with a short sword or short spear, on a successful hit, roll damage as if you scored a critical hit with a times multiplier of x5 or paralyze the opponent for a number of rounds equal to your Wisdom modifier on a failed Fortitude save (DC of 10 + 1/2 class level + Wis modifier). On a failed paralysis attempt, the opponent makes another Fortitude save (DC of 10 + 1/2 class level + Wis modifier) against the stun effect. Either effect lasts for a number of rounds equal to your Wisdom modifier. This ability replaces Wrath of the Titans and as such can only be used a number of times per day equal to 1 + Wis modifier (minimum 1). Any weapon or spell effects that trigger on critical hits still occur, even if you choose to paralyze/stun.

Ex-Myrmidons[edit]

When a Myrmidon stops advancing in the Myrmidon class, he may not continue to advance in the myrmidon class. A Myrmidon who commits a cowardly act losses all myrmidon abilities and he may not progress any farther in levels as a myrmidon. He regains his abilities and advancement potential if he atones for his cowardice (see the atonement spell description, Player's Hand Book, page 201), as appropriate.


Human Myrmidon Starting Package[edit]

Armor: Studded Leather (+3AC, armor check penalty -1, speed 40ft., 20lb.) Heavy Steel Shield (+2 AC, armor check penalty -2, 15lb.).

Weapons: Short sword (1d6, 19-20 x2, one-handed, slashing, 2lb.) Short Spear (1d6, crit x2, one-handed, 20ft range increment, piercing, 3lb.) Dagger (1d4, 19-20 x2, one-handed, 10ft range increment, piercing or slashing, 1lb.).

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Hide 4 Dex -3
Spot 4 Wis
Jump 4 Str -3
Listen 4 Wis
Move Silently 4 Dex -3
Intimidate 4 Cha
Climb 4 Str -3

Feat: Weapon Focus (Short Sword).

Bonus Feats: Dodge if Dexterity is above 13, if Dexterity is 12 or lower, Point Blank Shot .

Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel, 3 torches.

Gold: 5d4.

Campaign Information[edit]

Playing a Myrmidon[edit]

Myrmidons adventure for one reason, for glory. They despise mundane tasks that are often devoid of such honor and glory. As such, they will put themselves into harm's way just to be immortalized like thier great king before them.

Religion: Most Myrmidons favor Zeus, the god who brought them to life, but some are found to favor other gods as well. No Myrmidon can worship Hera however, as she is the bringer of destruction. In a non-greek setting, any militaristic god can substitute for Zeus. Any god can substitute for Hera.

Other Classes: Myrmidons work very well with all other classes that hunt for glory above all else. In this way, they even get along with Paladins. The paladin is a bit stringent at times which does cause conflict. Myrmidons also enjoy the sneaky tactics of the rogue and the hit and run tactics often used by monks. They do no get along with sorcerers and wizards as they are perceived as weak and dishonorable.

Combat: The myrmidon's typical primary role in a group of adventurers is as a front-line combat specialist. He matches the sheer toughness of the barbarian while being able to take more damage more easily. He can also employ hit and run tactics and scout thanks to his speed, and skill selection.

Advancement: Once another level of another class is taken you may never take another level of Myrmidon again.

Myrmidons in the World[edit]

Myrmidons do typically stick together to fight for honor and few true original myrmidons ever leave the phalanx; however, sometimes the call is too alluring for particular myrmidons. Those who know of the mythology behind the myrmidons look down upon them as they are not technically real members of a civilized race. However, this does not stop many from training in their styles.

Do you know what's there, waiting, beyond that beach? Immortality! Take it! It's yours!
—King Achilles, Human Myrmidon


Daily Life: The life of a myrmidon various drastically with one another and is based on by whom he is commanded. The most common daily life is eat, sleep, fight. Repeat.

Notables: Achilles, Patrochles, Eudorus.

Organizations: This organization is similar to any army.

NPC Reactions: NPC reactions vary greatly. Anywhere from fear, respect, awe, or pity.

Myrmidon Lore[edit]

Characters with ranks in Knowledge (History) can research Myrmidons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History)
DC Result
5 Myrmidons are renowned for great fighting skills and teamwork.
10 Achilles led the Myrmidons in the Battle of Troy (or otherwise equally epic battle as the pantheon allows).
15 Original Myrmidons were created from an anthill by Zeus (or another god as the pantheon allows).
20 All Myrmidons are given attributes like their dead king, some abilities even give immunity to damage.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors