Myrmidon (3.5e Class)

Myrmidon

War of the ´26, War of the ´28, Battle at Twilight Peaks, Dead Man’s Campaign, War of the ´32, War of th… Damn, that's too many damn wars to remember....
—anonymous myrmidon

A Myrmidon 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; perhaps he is a raging lunatic. 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 to find their next battle and their next opponent. They are most comfortable on the battlefield, and thus adventure to find their home; and any combat skills that will help them in their endeavor.

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. 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 weapons.

Game Rule Information

Abilities: Strength is the hallmarks of the battle hardened Myrmidons, a good Dexterity and Constitution help keep Myrmidons alive. However, Wisdom and Intelligence help with the Myrmidons's special abilities.

Alignment: Any

Table: The Myrmidon

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+2+0 Man At Arms, Battlefield Reflexes
2nd+2+3+3+0 Battle-Hardened Will
3rd+3+3+3+1 Die Hard
4th+4+4+4+1 Experienced Fighter
5th+5+4+4+1
6th+6/+1+5+5+2 Discipline
7th+7/+2+5+5+2 Man-At-Arms
8th+8/+3+6+6+2
9th+9/+4+6+6+3 Powerful Grip
10th+10/+5+7+7+3
11th+11/+6/+1+7+7+3 Hardened Blade
12th+12/+7/+2+8+8+4
13th+13/+8/+3+8+8+4 Strict Discipline
14th+14/+9/+4+9+9+4
15th+15/+10/+5+9+9+5 Battle Blade
16th+16/+11/+6/+1+10+10+5
17th+17/+12/+7/+2+10+10+5
18th+18/+13/+8/+3+11+11+6 True Blade
19th+19/+14/+9/+4+11+11+6
20th+20/+15/+10/+5+12+12+6 To the Bitter End

Class Skills (4 + Int modifier per level; ×4 at 1st level)
Climb (Str), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Knowledge Nobility and royalty (Int), and Knowledge Geography (Int)

Class Features

Weapon and Armor Proficiency: Myrmidons are proficient with shortswords, spears, longswords, and with light, and medium armor.

Man-At-Arms (Ex): A Myrmidon has traveled the world, fought in a variety of battlefields, and mastered the use of weapons that many would find hard to learn. The Myrmidon gains Exotic Weapon Proficiency with a weapon of his choice at 1st level, and at 7th level.

Battlefield Reflexes (Ex): Due to a myrmidons mastery of the battlefield, he develops a sixth sense that helps him dodge unexpected blows. Add Wisdom bonus (if any) to AC.

Battle-Hardened Will (Ex): Myrmidons are veterans of war, fiercely independent, and have had to survive some truly despicable sights, this has hardened their resolve and gives them a +2 to Will saves.

Die Hard (Ex): A Myrmidon gains the Die Hard feat at 3rd level, even if he doesn’t fulfill the requirements for the feat.

Experienced Fighter (Ex): Due to years of fighting a variety of foes, a myrmidon as learned to use his head as well as her instincts. Add your Wisdom or Intelligence (Whichever is higher) bonus (if any)to attack and damage rolls. This is cumulative to the Strength bonus.

Discipline (Ex): Due to the devotion to the mastery of certain weapons, a myrmidon gains a more thorough understanding of his preferred weapons. He gains Weapon Focus or Weapon Specialization to two weapons of his choice.

Powerful Grip (Ex): At 9th level a Myrmidon can use weapons designed for a creature a size category larger without penalty, but his space and reach are those of a creature of his actual size.

Hardened Blade (Ex):A Myrmidon has grown used to his weapons that they grow more lethal in his use, he is more comfortable in the battlefield than anywhere else, and it shows. Damage rolled is increased by 2.

Strict Discipline (Ex): Due to the devotion to the mastery of a weapon, a myrmidon gains a more thorough understanding of his preferred weapon. He gains Greater Weapon Focus or Greater Weapon Specialization to the weapon of his choice. He must however fulfill the prerequisites for those feats.

Battle Blade (Ex):A Myrmidon is so accustomed to his weapons that they become less burdensome, he is more comfortable in the battlefield than anywhere else, and it shows. Damage rolled is increased by 3. (Does not stack with Hardened Blade)

True Blade (Ex): A Myrmidon is so used to her weapons that they become an extension of his body, he is more comfortable in the battlefield than anywhere else, and it shows. Damage rolled is increased by 4. (Does not stack with Battle blade or Hardened Blade)

To the Bitter End (Ex): 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.


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