Myrmidon Soldier (3.5e Class)
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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. He is a wandering blade or mercenary that has fought in more battles than there are kingdoms to fight for. Perhaps he grew up in the middle of a war and has never known anything different; whatever the reason, he can walk in and out of battle with the same comfort a bird flies through a clear sky.
Adventures: Myrmidon adventure for two reasons; to find their next battle or their next opponent, and to try and carve their name into history. They are most comfortable on the battlefield, and thus adventure to find their home; and to further train any combat skills that will help them in their endless endeavor for glory.
Characteristics: Myrmidon, like fighters, are combat specialists. They have practiced ease at wandering and combat making them ideal to any adventuring group. Because they adventure throughout the world, they learn the unique but effective techniques from cultures that most have never heard of.
Alignment: Being harshly trained, they are usually lawful, adhering to a set form of rules that they learned to obey, however chaotic myrmidon do exist, usually as a result of training with a less than ideal teacher. Chaotic Myrmidons typically have more battle-lust than lawful Myrmidons.
Religion: Myrmidon worship any deity a fighter does.
Background: Myrmidon have all undergone some form of rigorous weapon training, either in an organization or from a master. They then hone their skills through their travels. Myrmidon are practical, and do not believe that they are an elite force.
Races: Humans and Half-Elves, who do not have very strong ties with their land, typically become Myrmidons. Ex-army elves also become myrmidons through wanderlust, and a desire to improve their skills. Dwarves rarely become myrmidon because of a stronger feeling of commitment to their homeland and the dexterous tendency of the class. Half-orcs rarely have the discipline to be a myrmidon.
Other Classes: Myrmidon get along best with other combatants (such as fighters, and rangers) as they gain respect for being a combat veteran.
Role: Like a fighter, they are front line combatants. However, they come into their own when they take advantage of their knowledge and mastery of several unique abilities.
Game Rule Information
Abilities: Strength is the hallmarks of the battle hardened Myrmidons, a good Dexterity and Constitution help keep Myrmidons alive. However, Charisma helps with the Myrmidons's special abilities.
Starting Gold: 6d4x10gp (150gp).
Starting Age: Moderate.
|1st||+1||+2||+2||+0||Fast Movement, Oath to Glory, Combat Shield|
|2nd||+2||+3||+3||+0||Die Hard, Bonus Feat|
|11th||+11/+6/+1||+7||+7||+3||Fast Movement, Bonus Feat|
|12th||+12/+7/+2||+8||+8||+4||Wrath of the Hero|
|13th||+13/+8/+3||+8||+8||+4||Improved Uncanny Dodge|
|14th||+14/+9/+4||+9||+9||+4||Bonus Feat, Damage reduction 3/-|
|16th||+16/+11/+6/+1||+10||+10||+5||Improved Shielded Evasion|
|19th||+19/+14/+9/+4||+11||+11||+6||To the Bitter End|
|20th||+20/+15/+10/+5||+12||+12||+6||Bonus Feat, Damage reduction 6/-, True Hero 1/day|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int) Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex) and Swim (Str).
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.
Combat Shield: At 1st level, myrmidon momentum in combat is destructive, when he bashes an opponent with a shield, using it as an off-hand weapon, shield is a martial bludgeoning weapon, martial slashing weapon or martial piercing weapon.
Diehard: At 2nd level, a myrmidon gains the Diehard feat even if he does not fulfill the requirements for the 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 sword and short spear, light and heavy shield.
Hero: At 3rd level, through many battles, a myrmidon has attained status of the Hero. Add your Charisma modifier (if any) to attack, and damage rolls for short sword and short spear only, light and heavy shield. This is a cumulative bonus in all forms.
Uncanny Dodge: At 4rd 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.
Heroic Defense: At 6th level, a myrmidon status of the Hero increases. Add your Charisma modifier (if any) to AC, These bonuses to AC apply even against touch attacks or when the myrmidon is flat-footed. This is a cumulative bonus in all forms.
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.
Shield Specialization: At 9th level, a myrmidon gains the shield specialization feat (found in the Player's Hand Book 2, p 82).
Mettle: At 10rd level and higher, a myrmidon can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping myrmidon does not gain the benefit of mettle.
Wrath of the Hero: At 12th level a Myrmidon is nothing more than a steel and blood in combat, now adding 1-1/2 times his strenght modifier (rounded down) to all melee damage rolls involving the short sword and short spear, light and heavy shield.
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 myrmidon by flanking him, unless the attacker has at least four more rogue levels than the target has myrmidon levels.
Damage Reduction: At 14th level, a myrmidon gains damage reduction. Subtract 3 points from the damage the myrmidon takes each time he is dealt damage. At 20th level, this damage reduction rises to 6/-. Damage reduction can reduce damage to 0 but not below 0.
Armor Mastery: At 15th While you are combat focused and wearing light or medium armor, the AC bonus from your armor (including any enhancement bonuses) applies against touch attacks as well as regular attacks.
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.
Inspiring: At 18th 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, damage rolls and will saves to his allies. The ally must be within 60 feet and able to see the myrmidon.
To the Bitter End: 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.
True Hero: The myrmidon's result of the attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, once per day. (If you use it for an attack roll, you must still roll to confirm the critical hit normally).
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.
|23rd||Bonus Feat, Increased multiplier 1/day|
|24th||Damage reduction 9/—,|
|25th||True Hero 2/day|
|26th||Bonus Feat, Increased multiplier 2/day|
|28th||Damage reduction 12/—|
|29th||Bonus Feat, Increased multiplier 3/day|
|30th||True Hero 3/day|
Class Skills 4 + Int modifier per level)
Fast Movement: A myrmidon gains additional +10 feet to his base speed at 21st level and every 10 levels thereafter. 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.
Resistance: At 22th level, a myrmidon gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Increased Multiplier: A epic myrmidon of 23th level or higher can deal extra damage with a critical hit. The damage multiplier of the epic myrmidon's short sword and short spear, light and heavy shield is increased by 1. For example, the short sword has a critical multiplier of ×2. Using this ability, the myrmidon can increase that multiplier to ×3 once per day at 23th level. As a myrmidon increases in level, he can use this ability more frequently. The myrmidon must declare the use of this ability before rolling any damage dice.
Bonus Feat: At 23rd, 26th, 29th, and every 3 levels thereafter choose a bonus feat from the epic fighter bonus feat list. For all weapon feats, you are treated as a fighter of your level if you take the feat for short sword and short spear, light and heavy shield.
Damage Reduction: The epic myrmidon's damage reduction increases by 3 points every four levels above 20th (24th, 28th, and so on).
True Blade: The epic myrmidon's can use True Hero more frequently, additional use every five levels above 20th (25th, 30th, and so on).
Heroes Body: Upon attaining 27th level, a myrmidon’s body does not age, nor can it die from aging. Myrmidon still gain ability score bonuses to mental ability scores for aging. Myrmidon are immune to ability damage and drain, disease, energy drain, fatigue, paralysis, poison, sleep spells and effects, starvation, and thirst. Myrmidons do not need to eat, breathe, drink, or sleep, but they may do any of these things if they wish.