Trueblade Myrmidon (3.5e Class)
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- 1 Trueblade Myrmidon
- 1.1 Making a Trueblade Myrmidon
- 1.2 Campaign Information
Making a Trueblade Myrmidon
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Dexterity improves their armor class as well as the accuracy and damage of light blade weapons. Wisdom helps them predict and deflect opposing strikes and critical locations to attack their foes. Trueblade Myrmidons are soft so a high constitution is very important. Intelligence helps with their higher skill pool.
Races: Trueblade Myrmidons are almost always elf, halfling, or human women. Often times creatures with numerous arms will train to become a Trueblade Myrmidon as they can perform very well with the extra limbs. Humanoids larger than medium cannot become Trueblade Myrmidons as they lack the finesse required.
Alignment: Any non-lawful.
Starting Gold: 5d6×10 gp (175 gp).
Starting Age: Simple.
|1st||+1||+0||+2||+0||Whirling Blades, Precise Ruin,
AC Bonus, Speed Bonus
|+ 0||+ 5|
|2nd||+2||+0||+3||+0||Uncanny Dodge||+ 0||+ 10|
|3rd||+3||+1||+3||+1||+ 0||+ 10|
|4th||+4||+1||+4||+1||Evasion||+ 0||+ 15|
|5th||+5||+1||+4||+1||+ 1||+ 20|
|6th||+6/+1||+2||+5||+2||Flurry of Blades||+ 1||+ 20|
|7th||+7/+2||+2||+5||+2||Tuck and Roll||+ 1||+ 25|
|8th||+8/+3||+2||+6||+2||+ 1||+ 30|
|9th||+9/+4||+3||+6||+3||Follow Through||+ 1||+ 30|
|10th||+10/+5||+3||+7||+3||+ 2||+ 35|
|11th||+11/+6/+1||+3||+7||+3||Blade Frenzy||+ 2||+ 40|
|12th||+12/+7/+2||+4||+8||+4||Improved Uncanny Dodge||+ 2||+ 40|
|13th||+13/+8/+3||+4||+8||+4||+ 2||+ 45|
|14th||+14/+9/+4||+4||+9||+4||Improved Evasion||+ 2||+ 50|
|15th||+15/+10/+5||+5||+9||+5||+ 3||+ 50|
|16th||+16/+11/+6/+1||+5||+10||+5||Metallic Maelstrom||+ 3||+ 55|
|17th||+17/+12/+7/+2||+5||+10||+5||Killer instinct||+ 3||+ 60|
|18th||+18/+13/+8/+3||+6||+11||+6||+ 3||+ 60|
|19th||+19/+14/+9/+4||+6||+11||+6||Cheat Death||+ 3||+ 65|
|20th||+20/+15/+10/+5||+6||+12||+6||+ 4||+ 70|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Trueblade Myrmidon.
Weapon and Armor Proficiency:Trueblade Myrmidons are proficient with all one handed sword-like weapon that benefits from the feat weapon finesse and nothing more.
Trueblade Myrmidons are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a Trueblade Myrmidon loses her AC bonus and her fast movement abilities.
Whirling Blades: Trueblade Myrmidons are masters of multi-weapon combat and gain two-weapon fighting as a bonus feat even if they dont meet the prerequisites. She attacks with such grace and speed that her attack rolls are enhanced by her dexterity rather than her strength and gains Weapon Finesse as a bonus feat.
Precise Ruin (Su): When wielding light blades Trueblade Myrmidons are more dangerous and precise. She adds her wisdom modifier if any to her critical strike range with weapons she has proficiency in (this does not stack with the keen descriptor, use the normal critical strike range for the same type of weapon).
AC Bonus (Ex): When unarmored and unencumbered, the Trueblade Myrmidon adds her Wisdom bonus (if any) to her AC. In addition, a Trueblade Myrmidon gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Trueblade Myrmidon levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Trueblade Myrmidon is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a Trueblade Myrmidon can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Trueblade Myrmidon already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Evasion (Ex): At 4th level and higher, a Trueblade Myrmidon can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing no armor. A helpless Trueblade Myrmidon does not gain the benefit of evasion.
Flurry of Blades: The Trueblade Myrmidon's mastery over two weapon combat grows giving her improved two weapon fighting as a bonus feat. Her momentum in combat is now destructive and she adds her dexterity modifier instead of her strength to her damage rolls for light one-handed blade weapons.
Tuck and Roll (Ex}): The Trueblade Myrmidon can roll with a potentially lethal blow to take less damage from it than she otherwise would. A number of times per day equal to her dexterity modifier, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. To use this ability, the Trueblade Myrmidon must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Trueblade Myrmidon’s evasion ability does not apply to the defensive roll.
Follow Through: A Trueblade Myrmidon is utterly relentless on the battlefield and will not rest until each of her foes has surrendered or been slain. When she moves to an opponent and drops them below 0 hp she may move up to the remainder of her move speed to another foe and continue her attack at the next attack bonus available to her, she may use this ability a number of times per day equal to half of her Trueblade Myrmidon level. For example if a human Trueblade Myrmidon moves ten feet to her closest opponent and kills him after three attacks she would still have one attack left over and may move up to 50 feet at this level and perform her final attack.
Blade Frenzy: The Trueblade Myrmidon gains greater two weapon fighting as a bonus feat. She is a precision machine in martial combat and now adds 1-1/2 times her dexterity modifier (rounded down) to all melee attack rolls involving light one-handed blades.
Improved Uncanny Dodge: A Trueblade Myrmidon of 12th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Evasion: This ability works like evasion, except that while the Trueblade Myrmidon still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Trueblade Myrmidon does not gain the benefit of improved evasion.
Metallic Maelstrom: She is nothing more than a flash of steal and blood while in combat gaining the ability to make a fourth off hand attack in a round albeit at a -15 penalty. Her hurricane of blades now adds 1-1/2 times her dexterity modifier (rounded down) to all melee damage rolls involving light one-handed blades.
Killer Instinct: Her experience has taught her how to end the conflict before it can ever truly begin. A number of times per week equal to her wisdom bonus a Trueblade Myrmidon may attempt to kill an opponent instantly with a successful attack. The enemy must succeed on a Fortitude saving throw (DC=Trueblade Myrmidon's Wisdom check + 10) or die instantly, if they succeed the attack continues and you deal normal damage instead.
Cheat Death: This ability works like tuck and roll, except that the Trueblade Myrmidon takes no damage on a successful Reflex saving throw against attacks henceforth, and she takes only half damage on a failed save. A helpless Trueblade Myrmidon does not gain the benefit of Cheat Death.
Epic Trueblade Myrmidons
|21st||Bonus Feat||+ 4||+ 70|
|22nd||+ 4||+ 75|
|23rd||+ 4||+ 80|
|24th||Bonus Feat||+ 4||+ 80|
|25th||+ 5||+ 85|
|26th||+ 5||+ 90|
|27th||Bonus Feat||+ 5||+ 90|
|28th||+ 5||+ 95|
|29th||+ 5||+ 100|
|30th||Bonus Feat||+ 6||+ 100|
6 + Int modifier skill points per level.
Bonus Feats: The epic Trueblade Myrmidon gains a bonus feat at level 21 (selected from the list of epic bonus feats) and every three levels thereafter.
Halfling Trueblade Myrmidon Starting Package
Weapons: Two Rapiers.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Escape Artist||4 ranks||Dex||"—"|
|Gather Information||4 ranks||Cha||"—"|
|Listen||4 ranks||Wis||"—"||Spot||4 ranks||Wis||"—"||Tumble||4 ranks||Dex||"—"|
Feat: Combat Reflexes or Two Weapon Defense.
Gear: Adventurer's outfit, backpack, bedroll, three torches, three days trail rations, and two water skins.
Playing a Trueblade Myrmidon
Religion: Trueblade Myrmidon's tend to worship any god who favors war, ferocity, speed, or victory.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Trueblade Myrmidons in the World
|“||Laugh now you fools, but when the little person holding the teeny tiny short swords comes at you like a tornado made of blades and blood you will know fear by my name.||”|
|—Blain Hideswell, Halfling Trueblade Myrmidon|
<-Where characters of this class fit in a d20 world.->
Daily Life: Trueblade Myrmidons often spend their free time practicing with their blades. Some even take up weapon smithing to keep them selves busy and allow them to learn all the finest ways to balance out their style. A few are scattered about the world passing their knowledge onto a very small group of students no more than six at a time so that their skills may be carried throughout time.
NPC Reactions: Most civilians tend to avoid Trueblade Myrmidons but those with a little more coin look for them when they need something done now and proper. Bartenders and Innkeepers dread them, because they know where there's a Trueblade Myrmidon there's like to be death riding there coattail.
Trueblade Myrmidon Lore
Characters with ranks in Knowledge (History) can research Trueblade Myrmidons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Taking a Trueblade Myrmidon's agility from them is like removing a fish from water.|
|10||Trueblade Myrmidons have been know to single handedly cut a hole into the tightest of phalanxes.|
|15||It is not uncommon for arrogant Trueblade Myrmidons to slay an entire army and then turn against their allies for copper on the gold.|
|20||A Trueblade Myrmidons forte is their wisdom, it lets them know just how and where to cut you so you hurt the worst.|
Trueblade Myrmidons in the Game
Trueblade Myrmidons are almost always soldiers or mercenaries, looking for their next worthy foe or big score. Adventuring Trueblade Myrmidons are constantly trying to find ways to improve them selves and their legend, they all want to be the one who shook the foundation of the world.