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The Myrmidon

The Myrmidon
Written By: Elativ, [Mailto: patoloco567@yahoo.com ]
There are warriors, who learn the art of war for personal goals. myrmidons. Their inborn and cultural skill with blades make
There are fighters, who continue further down the road and them perfect candidates for this class. Half-elves are attracted to
become generals, kings, or legends. Then there is the myrmidon. this path as well, combining Elven dedication with human
ambition. Halflings and gnomes are rarely myrmidons, as they
The myrmidon is a solitary sword fighter who seeks only to are too small to wield the more powerful weapons. Dwarves are
perfect his art. He devotes his entire life to the mastery of the not often attracted to this fighting style, since they are
blade. In life, the myrmidon is usually alone, too dedicated to his traditionally attracted to axes and armour. Half-orcs and bestial
studies to be swayed by such petty things as society. He wanders humanoids are simply too savage to undertake this path.
the lands looking for fresh new challenges for his skills. In battle,
the myrmidon is both beautiful and deadly, specializing in quick, Classes: Fighters are the most driven to become myrmidons.
efficient strikes delivered with grace and accuracy. In time, his They are already halfway down the path to mastery, though any
abilities transcend those of a normal human, and become myrmidon will tell you it is the easy half. Rangers and rouges are
supernatural. sometimes myrmidons, striking from the shadows or the treetops
with deadly force. Barbarians usually lack the focus to seek the
During his endless practice, the myrmidon has unlocked the art of the blade, but an enraged myrmidon is a truly unstoppable
ability to draw his weapon and strike all in one smooth motion. force. Clerics of militant deities occasionally become myrmidons
Using the advantage of surprise and momentum, he can strike to further their patrons cause. Monks are too focused on their
with frightening accuracy, speed, and power. own art to be distracted by the path of a myrmidon. Arcane
Adventures: Myrmidons adventure only to hone their already spellcasters usually lack the physical ability needed to become a
formidable skills. Although they may be distracted momentarily myrmidon, but the few that do rise to the challenge are among
by the lure of magic weaponry, their ultimate goal is the the most powerful of all, striking efficiently with both sword and
perfection of swordplay. sorcery.

Characteristics: Myrmidons are aloof and occasionally Hit Die: d8


arrogant. However, they respect other combatants of their own
calibre and are not so proud as to know when to admit defeat. Requirements
Religion: Devotion to a god is often very difficult for a To qualify to become a Myrmidon the character must meet the
myrmidon. They are so focused on swordsmanship that they following requirements.
often have no time for religion. When they do worship a deity,
however, the god/goddess of roads is the most common, as Base Attack Bonus: +5
he/she aids them on their wanderings. Feats: Quick Draw, Weapon Focus
Background: Myrmidons are often orphans. Since they have no Special: When the Myrmidon takes his first level in this class, he
ties or obligations to their family, they are free to pursue their must chose one weapon for which he has taken Weapon Focus.
ambitions without guilt or hindrance. The chosen weapon must be an edged melee weapon.
Races: Humans make excellent myrmidons, as they take well to
a life of travelling. Elves are also common among the ranks of

Table The Myrmidon


Class Base Attack Fort Ref Will Special
Level Bonus Save Save Save
1 +1 +2 +2 +0 Sudden Strike +1d8, Weapon Finesse
2 +2 +3 +3 +0 Improved Critical, Grace
3 +3 +3 +3 +1 Evasion, Ghost Cutter 1/day
4 +4 +4 +4 +1 Weapon Specialization
5 +5 +4 +4 +1 Sudden Strike +1d10, Ghost Cutter 2/day
6 +6 +5 +5 +2 Improved Critical
7 +7 +5 +5 +2 Devastating Critical, Ghost Cutter 3/day
8 +8 +6 +6 +2 Blade Step
9 +9 +6 +6 +3 Sudden Strike +1d12, Ghost Cutter 4/day
10 +10 +7 +7 +3 Critical Strike

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The Myrmidon

Grace (Ex): The myrmidon fights with a grace and skill


Class Skills surpassing that of normal men. When wielding his chosen
weapon, he gains a dodge bonus to AC equal to half his level in
The Myrmidons class skills (and the key ability for each skill) this class.
are; Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str),
Ride (Dex), Swim (Str), and Tumble (Dex) Weapon Specialization: The myrmidon gains Weapon
Specialization with his chosen weapon as a bonus feat. This
See Chapter 4 in the Core Rulebook 1 for skill descriptions. stacks if already taken, or if taken as a regular or bonus feat in
Skill Points at each additional Level: 2+ Int modifier the future.
Evasion: If exposed to any effect that normally allows a Reflex
Class Features save for half damage (such as a fireball), the myrmidon takes no
damage on a successful saving throw. Evasion can only be used
All of the following are class features of the Myrmidon if the myrmidon is wearing light armour or no armour.
Weapon and Armour Proficiency: A myrmidon gains no Ghost Cutter (Su): The myrmidon blinks in and out of existence
additional proficiency in armour or weapons. Also, due to his when making this strike, startling his opponent. When he makes
extensive practice with one type of weapon, all attack rolls with this attack, the myrmidon gains a +2 bonus to attack, the target
other weapons suffer a -1 competence penalty. loses his Dexterity bonus to AC, and the myrmidon adds his
sudden strike damage to the roll, weather or not his weapon is
Note that wearing armour heavier than leather imposes a penalty sheathed.
to the skills Climb, Hide, Jump, and Move Silently. Swim checks
also suffer a 1 penalty for every 5 lbs. of armour or equipment Devastating Critical (Ex): The critical multiplier of the
carried. myrmidons chosen weapon goes up by one (ex. Longsword goes
up from 19-20/x2 to 19-20/x3).
Sudden Strike (Ex): If a myrmidon has his chosen weapon
sheathed, he may make a swift strike that catches an enemy off Destiny Step (Su): The myrmidon has now risen to such a level
guard. This attack may also be made as the first blow of an of skill that he can cut even the fabric of reality. By stepping
encounter, weather or not the weapon is sheathed. A sudden through the folds of space, he can move forward and strike
strike unbalances the enemy and causes him to lose his Dexterity enemies in his path as he moves. As a standard action once per
bonus to AC (but only for this attack), and does extra damage as encounter, the myrmidon may pick any spot within 20 feet. He
shown. instantly travels to that spot, visually duplicating a dimension
door spell. He does not provoke an attack of opportunity, and
Weapon Finesse: The myrmidon gains the Weapon Finesse with may take an attack against any creature whose space he would
his chosen weapon as a bonus feat, regardless of size. have moved through if he had taken the shortest possible route to
Improved Critical: The myrmidon gains the Improved Critical his destination. If he would end his movement in an enemies
feat with his chosen weapon as a bonus feat These class abilities space, the myrmidon may take a 5-foot step to vacate said space.
stack with each other and with the feat if it is acquired in a Critical strike (Ex): Any time a myrmidons target would be
different way. Consult the Players Handbook for rules on denied his Dexterity bonus to AC, treat a successful attack as a
stacking criticals. critical threat.

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agreement. The Myrmidon Written By: Elativ, [Mailto: patoloco567@yahoo.com ]
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