Myrmidon Soldier (3.5e Class)

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Myrmidon Soldier[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. 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[edit]

Abilities: Dexterity is the hallmark of the battle hardened Myrmidon, his training for speed and precision allowing a flurry of deadly strikes to land while simultaneously dodging incoming blows. Constitution helps keep a Myrmidon alive, however, Wisdom helps with the Myrmidons's special abilities.

Alignment: Any

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 +2 +0 Fast Movement, Oath to Glory, Combat Prowess, Precise Ruin
2nd +2 +3 +3 +0 Die Hard, Bonus Feat
3rd +3 +3 +3 +1 Flurry of Blades
4th +4 +4 +4 +1 Uncanny Dodge
5th +5 +4 +4 +1 Bonus Feat
6th +6/+1 +5 +5 +2 Blade Frenzy
7th +7/+2 +5 +5 +2 Shielded Evasion
8th +8/+3 +6 +6 +2 Bonus Feat
9th +9/+4 +6 +6 +3 Armor/Shield Specialization
10th +10/+5 +7 +7 +3
11th +11/+6/+1 +7 +7 +3 Fast Movement, Bonus Feat
12th +12/+7/+2 +8 +8 +4 Metallic Maelstrom
13th +13/+8/+3 +8 +8 +4 Improved Uncanny Dodge
14th +14/+9/+4 +9 +9 +4 Bonus Feat
15th +15/+10/+5 +9 +9 +5
16th +16/+11/+6/+1 +10 +10 +5 Improved Shielded Evasion
17th +17/+12/+7/+2 +10 +10 +5 Bonus Feat
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6 To the Bitter End
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Heal (Wis), 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.

Combat Prowess: At 1st 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. This is a cumulative bonus in all forms.

Precise Ruin: At 1st level a Myrmidon attacks with such grace and speed that his attack rolls with the short sword and short spear are enhanced by his dexterity rather than his strength. When wielding these weapons Myrmidons are more dangerous and precise. He adds his wisdom modifier if any to his critical strike range with these weapons.

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 spear or short sword.

Flurry of Blades: At 3rd level his momentum in combat is now destructive, and he adds his dexterity modifier instead of his strength to his damage rolls for both the short sword and the short spear.

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.

Blade Frenzy: At 6th level he is a precision machine in martial combat and now adds 1-1/2 times his dexterity modifier (rounded down) to all melee attack rolls involving the short sword and short spear.

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 and the armor specialization feat (found in the Player's Hand Book 2, p 82).

Metallic Maelstrom: At 12th level a Myrmidon is nothing more than a flash of steel and blood in combat, now adding 1-1/2 times his dexterity modifier (rounded down) to all melee damage rolls involving the short sword and short spear.

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.

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.

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.

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.

Epic Myrmidon[edit]

Table: The Epic Myrmidon

Hit Die: d10

Level Special
21st Fast Movement
22nd
23rd Bonus Feat
24th
25th
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

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

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.

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 spear or short sword.


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