Slayer Lord
2011-04-18, 01:34 AM
I'm preparing for my first time as a DM and plan on basing my campaign on some undeveloped bit of backstory for a book I'm currently in the middle of writing. As such, I've added a couple of new races, am using a set of custom gods and my own homebrew class, the Myrmidon, a melee-based class intended for taking out casters, named for the warriors under Achilles in the Trojan War, and borrowing some elements from the class of the same name in the Fire Emblem game series.
I've been having some issues keeping this thing balanced, and as my first post on the GitP forum, I thought it'd be a good idea to throw this out here for some advice.
And if someone could please tell me how to do one of those level stat charts on these forums, please let me know.
Myrmidon
The elite of the mercenary clans of the northern plains, myrmidons are a class of fighters who specialize in the termination of opposing mages. Their expert swordsmanship is often considered a thing of beauty, combining strength and skill with dance-like grace and agility. They eschew heavy armor except as a training device, often wearing as little metal armor as necessary so as to make themselves less conductive towards magic, relying upon speed and nimbleness to avoid harm from more traditional melee opponents.
Adventures- While the majority of myrmidons serve in mercenary armies that are at the beck and call of anyone wealthy enough to afford their services, it is not uncommon for young myrmidons to strike out on their own in order to gain experience or simply for the sake of adventure. Individual myrmidons are also sometimes hired out to aid an adventuring party, and some have even been known to take so well to the lifestyle that they stay on as adventurers.
Characteristics- Myrmidons are disciplined, mercenary warriors who rely more upon agility and skill with their weapons (usually a sword of some kind) in order to protect themselves from harm. Rigorous training and mental discipline gives them the ability to avoid and resist spells. As myrmidons grow in experience, they become more able to avoid spells and their skills with weaponry become so great that they are more prone to landing critical hits.
Alignment- Myrmidons are generally of the lawful neutral alignment. Their life as mercenaries necessitates neutrality to political affairs, while the nature of their training requires discipline and an adherence to a strict code of conduct.
Religion- Myrmidons aren’t particularly religious as a rule, as giving too much precedence to any god risks offending potential customers, though they do maintain a healthy respect for the Divines. When they do worship a god they usually worship either Jinsas, Mara, or Mortreth.
Background- The myrmidons are a clan-based, specialized form of sword-for-hire, the methods of their training kept a careful secret and rarely passed on to outsiders. Most myrmidons are the children of other myrmidons, and at a young age are made apprentice to a trusted member of the clan. Upon reaching adulthood and after years of rigorous training they are finally allowed to join the army, though some first choose to adventure for a year or two first. Myrmidons who have left the mercenary life behind them may sometimes be persuaded to teach others the skills of the myrmidon, though those who do so and their resulting apprentices tend to be looked down on by those who remain among the clans. Myrmidons may have a sense of respect and camaraderie amongst myrmidons of other clans, but they only feel a true sense of kinship with those of their own clan.
Races- The first myrmidons came from the human mercenary Senharon clan during the Necromancer war, therefore most myrmidons are humans. While orcs and many dwarves are accustomed to the mercenary lifestyle, the classes’ emphasis on maneuverability over defense does not appeal to either of these races as a whole, and so there are few dwarf or orc myrmidons. Like their human ancestors, half-orcs are more open towards different varieties of combat, so it is not unusual to find a half-orc with some contact with myrmidons to become one as well. While elves might make for ideal myrmidons, the fairest race finds the whole concept of easily eliminating magic by steel alone to be distasteful and therefore rarely ever become myrmidons. Half-elves, on the other hand, often find the idea much less offensive and half-elf myrmidons can be found on occasion. Gatas rarely possess the discipline required for military life, though the few gata mercenaries that exist occasionally train as myrmidons, as well as those gata adventurers of a more combative nature. Gnomes, halflings and nag-az rarely become myrmidons.
Other Classes- Myrmidons are usually friendly with other melee-based classes, particularly fighters and barbarians, who often share their battle-eagerness and warrior spirit. It is not uncommon for fighters and myrmidons to develop friendly rivalries. Though paladins don’t approve of the mercenary lifestyle, they do respect them for their battle prowess and discipline, and myrmidons do the same for the paladins’ skill and dedication to their chosen cause. Due to their shared respect for discipline and honor, myrmidons and monks work well together. Myrmidons always work to remain respectful of another’s religion, and so are often on good terms with clerics. Their training as mage-killers often leave myrmidons with a less than respectful attitude towards spellcasters like druids, wizards and especially sorcerers, and the three classes are often of a decidedly hostile nature towards myrmidons. Myrmidons tolerate rogues as a necessary evil, though they tend to view them as cowardly, and bards are seen as annoyingly foppish.
Role- The role of the myrmidon in a party is to eliminate hostile spellcasters as early in the fight as possible. They usually begin a fight by using their Valiant Charge to move into the middle and back lines of an enemy formation, relying upon their saving throws and special abilities to avoid taking magic damage and their high dexterity to avoid damage from melee units. When there are no mages to fight myrmidons can also hold their own in melee combat, and can easily stand in for other melee based classes. Myrmidons are at their best when working in concert with other melee fighters, so that once they have rushed through enemy lines to deal with the mages their allies can keep the enemy warriors occupied and prevent the myrmidon from being flanked from both sides.
Game Rule Information
Myrmidon’s have the following game statistics:
Abilities- Strength is important for myrmidons, as they excel at melee combat. Dexterity is essential for the myrmidon, as they rely upon agility and maneuverability to avoid being injured rather than heavy armor. Constitution is good for high hit points, which myrmidons are in need of due to their preference for little armor. Wisdom is essential for the myrmidon, as their focused nature is necessary for their ability to avoid and shrug off spells.
Alignment- Generally Lawful Neutral
Hit Die- d10
Class Skills
The myrmidon’s class skills (and the key ability for each) are as follows: Climb (Str), Craft (Weaponry) (Int), Knowledge (Local) (Int), Intimidate (Cha), Jump (Str), Swim (Str), Heal (Wis), Profession (Military) (Wis), Concentration (Con), Listen (Wis), Spot (Wis), Survival (Wis)
Skill Points at First Level- (3 + Int modifier) x 4
Skill Points at Each Additional Modifier- 3 + Int modifier
Class Features
All of the following are class features of the myrmidon:
Weapon and Armor Proficiency- Myrmidons are proficient with all simple and martial weapons, and with light and medium armor, bucklers and light shields.
Levels in Myrmidon count as levels in fighters when determining for feats such as Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization.
Bonus Feats- At 1st level, 5th level, and every fifth level thereafter, a myrmidon may choose an extra feat from the list of fighter feats as if he were a fighter of that level.
Traveled Soldier- Because of their extensive travels throughout the land, many myrmidons take up practice with some of the world’s less common weaponry. At 1st level, a myrmidon gains proficiency with one exotic weapon of their choice.
Sense Magic- Much of myrmidon training requires developing an ability to sense and anticipate magical auras. Once per day, a myrmidon may use Detect Magic as a spell-like ability as if he were a wizard of that level.
Sword as My Shield- While myrmidons are trained in the use of shields, they typically prefer to fight with both hands on a single weapon so as to maximize their lethality against spellcasters. In order to better defend themselves against other melee specialists, myrmidons learn to use their weapons for both attack and defense. At level 2 add +1 to AC when wielding a weapon with both hands.
Spell Survival- Myrmidons are well trained in defense against magic attacks. At 3rd level, when a Myrmidon is allowed a Saving Check against magic, add +1 to his saving throw. This ability may only be used once per encounter.
Valiant Charge- At level 4, a Myrmidon may make a charge without taking a penalty to AC once a day. At level 8 he may do it twice a day, three times at level 12, and four times at level 16. At 16th level and if the myrmidon is allowed to move at his maximum base land speed, he may move through one enemy occupied square without provoking an attack of opportunity while performing a valiant charge.
Field Medic- On the battlefield, it is vital for a myrmidon to be able to provide emergency medical aid to badly wounded comrades. For every four levels of Myrmidon, add +1 to Heal checks.
Unencumbered- Much of myrmidon training is performed while wearing armor. At 5th level, halve any armor check penalties that a myrmidon receives for wearing light or medium armor.
Magic Tempered- At 6th level, add +1 to Fortitude saves against Evocation or Abjuration effects.
Greater Spell Survival- At 12th level, a myrmidon’s skill against magic has increased dramatically. Once per encounter, you may add your Wisdom modifier (maximum of 2) to any Saving throw against magic. This does not stack with the initial Spell Survival ability.
Fight Master- Every myrmidon has a weapon that they prefer over every other. At 14th level, a myrmidon gains Greater Weapon Focus or Greater Weapon Specialization to the weapon of his choice if he fulfills the perquisites for it.
Restraint Release- While myrmidons do not fight in heavier armors, they do train in them so as to improve their movements in battle. At 14th level, for every armor type less than his maximum proficiency that a myrmidon wears he gains a +1 to AC.
Warrior's Foresight- 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. This effect can only be used while wearing light or medium armor.
Battle-Hardened Will - 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.
Sword as My Shield II- A veteran myrmidon’s weapon is as much a means of defense as it is a means of attack. At level 16, add +3 to AC when wielding a weapon with both hands.
Weapon Master- Veteran myrmidons are so skilled with their favored weapons that, while wielding any weapon that they have Greater Weapon Focus or Specialization in, they double its critical threat range and gain +1 to the secondary attack roll on critical hits.
Human Myrmidon Starting Package:
Armor- Breastplate (+5 AC, +3 Max Dex, Armor Check Penalty -4, speed 20 ft., 30 lbs.)
Weapons- Longsword (1d8, 19-20/x2, 4 lbs., one handed, Slashing)
Skill Selections:
Climb- Rank 2 (Str), -4 ACP
Craft (Weaponry)- Rank 1 (Int)
Heal- Rank 3 (Wis)
Intimidate- Rank 2 (Cha)
Jump- Rank 2 (Str), -4 ACP
Spot- Rank 3 (Wis)
Swim- Rank 1 (Str), -8 ACP
Move Silently (cc)- Rank 1 (Dex), -4 ACP
Use Magic Device (cc)- Rank 1 (Ch)
Feat- Power Attack
Bonus Feat (Myrmidon)- Improved Initiative
Bonus Feat (Human)- Cleave
Gear- Backpack, water skin, one day’s trail rations, bedroll, sack, flint and steel
Gold-2d4
Myrmidon
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Traveled Soldier
2nd|
+2|
+3|
+0|
+0|Magic Sense, Sword as my Shield
3rd|
+3|
+3|
+1|
+1|Spell Survival
4th|
+4|
+4|
+1|
+1|Valiant Charge 1/day, Field Medic
5th|
+5|
+4|
+1|
+1|Bonus Feat, Unencumbered
6th|
+6/+1|
+5|
+2|
+2|Magic Tempered
7th|
+7/+2|
+5|
+2|
+2|
8th|
+8/+3|
+6|
+2|
+2|Valiant Charge 2/day
9th|
+9/+4|
+6|
+3|
+3|
10th|
+10/+5|
+7|
+3|
+3|Bonus Feat
11th|
+11/+6/+1|
+7|
+3|
+3|
12th|
+12/+7/+2|
+8|
+4|
+4|Greater Spell Survival, Valiant Charge 3/day
13th|
+13/+8/+3|
+8|
+4|
+4|
14th|
+14/+9/+4|
+9|
+4|
+4|Restraint Release
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus Feat, Fight Master
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Valiant Charge 4/day
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Battle-Hardened Will, Battle Foresight
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Sword as my Shield
19th|
+19/+14/+9/+4|
+11|
+6|
+6|
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Feat, Weapon Master[/table]
I've been having some issues keeping this thing balanced, and as my first post on the GitP forum, I thought it'd be a good idea to throw this out here for some advice.
And if someone could please tell me how to do one of those level stat charts on these forums, please let me know.
Myrmidon
The elite of the mercenary clans of the northern plains, myrmidons are a class of fighters who specialize in the termination of opposing mages. Their expert swordsmanship is often considered a thing of beauty, combining strength and skill with dance-like grace and agility. They eschew heavy armor except as a training device, often wearing as little metal armor as necessary so as to make themselves less conductive towards magic, relying upon speed and nimbleness to avoid harm from more traditional melee opponents.
Adventures- While the majority of myrmidons serve in mercenary armies that are at the beck and call of anyone wealthy enough to afford their services, it is not uncommon for young myrmidons to strike out on their own in order to gain experience or simply for the sake of adventure. Individual myrmidons are also sometimes hired out to aid an adventuring party, and some have even been known to take so well to the lifestyle that they stay on as adventurers.
Characteristics- Myrmidons are disciplined, mercenary warriors who rely more upon agility and skill with their weapons (usually a sword of some kind) in order to protect themselves from harm. Rigorous training and mental discipline gives them the ability to avoid and resist spells. As myrmidons grow in experience, they become more able to avoid spells and their skills with weaponry become so great that they are more prone to landing critical hits.
Alignment- Myrmidons are generally of the lawful neutral alignment. Their life as mercenaries necessitates neutrality to political affairs, while the nature of their training requires discipline and an adherence to a strict code of conduct.
Religion- Myrmidons aren’t particularly religious as a rule, as giving too much precedence to any god risks offending potential customers, though they do maintain a healthy respect for the Divines. When they do worship a god they usually worship either Jinsas, Mara, or Mortreth.
Background- The myrmidons are a clan-based, specialized form of sword-for-hire, the methods of their training kept a careful secret and rarely passed on to outsiders. Most myrmidons are the children of other myrmidons, and at a young age are made apprentice to a trusted member of the clan. Upon reaching adulthood and after years of rigorous training they are finally allowed to join the army, though some first choose to adventure for a year or two first. Myrmidons who have left the mercenary life behind them may sometimes be persuaded to teach others the skills of the myrmidon, though those who do so and their resulting apprentices tend to be looked down on by those who remain among the clans. Myrmidons may have a sense of respect and camaraderie amongst myrmidons of other clans, but they only feel a true sense of kinship with those of their own clan.
Races- The first myrmidons came from the human mercenary Senharon clan during the Necromancer war, therefore most myrmidons are humans. While orcs and many dwarves are accustomed to the mercenary lifestyle, the classes’ emphasis on maneuverability over defense does not appeal to either of these races as a whole, and so there are few dwarf or orc myrmidons. Like their human ancestors, half-orcs are more open towards different varieties of combat, so it is not unusual to find a half-orc with some contact with myrmidons to become one as well. While elves might make for ideal myrmidons, the fairest race finds the whole concept of easily eliminating magic by steel alone to be distasteful and therefore rarely ever become myrmidons. Half-elves, on the other hand, often find the idea much less offensive and half-elf myrmidons can be found on occasion. Gatas rarely possess the discipline required for military life, though the few gata mercenaries that exist occasionally train as myrmidons, as well as those gata adventurers of a more combative nature. Gnomes, halflings and nag-az rarely become myrmidons.
Other Classes- Myrmidons are usually friendly with other melee-based classes, particularly fighters and barbarians, who often share their battle-eagerness and warrior spirit. It is not uncommon for fighters and myrmidons to develop friendly rivalries. Though paladins don’t approve of the mercenary lifestyle, they do respect them for their battle prowess and discipline, and myrmidons do the same for the paladins’ skill and dedication to their chosen cause. Due to their shared respect for discipline and honor, myrmidons and monks work well together. Myrmidons always work to remain respectful of another’s religion, and so are often on good terms with clerics. Their training as mage-killers often leave myrmidons with a less than respectful attitude towards spellcasters like druids, wizards and especially sorcerers, and the three classes are often of a decidedly hostile nature towards myrmidons. Myrmidons tolerate rogues as a necessary evil, though they tend to view them as cowardly, and bards are seen as annoyingly foppish.
Role- The role of the myrmidon in a party is to eliminate hostile spellcasters as early in the fight as possible. They usually begin a fight by using their Valiant Charge to move into the middle and back lines of an enemy formation, relying upon their saving throws and special abilities to avoid taking magic damage and their high dexterity to avoid damage from melee units. When there are no mages to fight myrmidons can also hold their own in melee combat, and can easily stand in for other melee based classes. Myrmidons are at their best when working in concert with other melee fighters, so that once they have rushed through enemy lines to deal with the mages their allies can keep the enemy warriors occupied and prevent the myrmidon from being flanked from both sides.
Game Rule Information
Myrmidon’s have the following game statistics:
Abilities- Strength is important for myrmidons, as they excel at melee combat. Dexterity is essential for the myrmidon, as they rely upon agility and maneuverability to avoid being injured rather than heavy armor. Constitution is good for high hit points, which myrmidons are in need of due to their preference for little armor. Wisdom is essential for the myrmidon, as their focused nature is necessary for their ability to avoid and shrug off spells.
Alignment- Generally Lawful Neutral
Hit Die- d10
Class Skills
The myrmidon’s class skills (and the key ability for each) are as follows: Climb (Str), Craft (Weaponry) (Int), Knowledge (Local) (Int), Intimidate (Cha), Jump (Str), Swim (Str), Heal (Wis), Profession (Military) (Wis), Concentration (Con), Listen (Wis), Spot (Wis), Survival (Wis)
Skill Points at First Level- (3 + Int modifier) x 4
Skill Points at Each Additional Modifier- 3 + Int modifier
Class Features
All of the following are class features of the myrmidon:
Weapon and Armor Proficiency- Myrmidons are proficient with all simple and martial weapons, and with light and medium armor, bucklers and light shields.
Levels in Myrmidon count as levels in fighters when determining for feats such as Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization.
Bonus Feats- At 1st level, 5th level, and every fifth level thereafter, a myrmidon may choose an extra feat from the list of fighter feats as if he were a fighter of that level.
Traveled Soldier- Because of their extensive travels throughout the land, many myrmidons take up practice with some of the world’s less common weaponry. At 1st level, a myrmidon gains proficiency with one exotic weapon of their choice.
Sense Magic- Much of myrmidon training requires developing an ability to sense and anticipate magical auras. Once per day, a myrmidon may use Detect Magic as a spell-like ability as if he were a wizard of that level.
Sword as My Shield- While myrmidons are trained in the use of shields, they typically prefer to fight with both hands on a single weapon so as to maximize their lethality against spellcasters. In order to better defend themselves against other melee specialists, myrmidons learn to use their weapons for both attack and defense. At level 2 add +1 to AC when wielding a weapon with both hands.
Spell Survival- Myrmidons are well trained in defense against magic attacks. At 3rd level, when a Myrmidon is allowed a Saving Check against magic, add +1 to his saving throw. This ability may only be used once per encounter.
Valiant Charge- At level 4, a Myrmidon may make a charge without taking a penalty to AC once a day. At level 8 he may do it twice a day, three times at level 12, and four times at level 16. At 16th level and if the myrmidon is allowed to move at his maximum base land speed, he may move through one enemy occupied square without provoking an attack of opportunity while performing a valiant charge.
Field Medic- On the battlefield, it is vital for a myrmidon to be able to provide emergency medical aid to badly wounded comrades. For every four levels of Myrmidon, add +1 to Heal checks.
Unencumbered- Much of myrmidon training is performed while wearing armor. At 5th level, halve any armor check penalties that a myrmidon receives for wearing light or medium armor.
Magic Tempered- At 6th level, add +1 to Fortitude saves against Evocation or Abjuration effects.
Greater Spell Survival- At 12th level, a myrmidon’s skill against magic has increased dramatically. Once per encounter, you may add your Wisdom modifier (maximum of 2) to any Saving throw against magic. This does not stack with the initial Spell Survival ability.
Fight Master- Every myrmidon has a weapon that they prefer over every other. At 14th level, a myrmidon gains Greater Weapon Focus or Greater Weapon Specialization to the weapon of his choice if he fulfills the perquisites for it.
Restraint Release- While myrmidons do not fight in heavier armors, they do train in them so as to improve their movements in battle. At 14th level, for every armor type less than his maximum proficiency that a myrmidon wears he gains a +1 to AC.
Warrior's Foresight- 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. This effect can only be used while wearing light or medium armor.
Battle-Hardened Will - 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.
Sword as My Shield II- A veteran myrmidon’s weapon is as much a means of defense as it is a means of attack. At level 16, add +3 to AC when wielding a weapon with both hands.
Weapon Master- Veteran myrmidons are so skilled with their favored weapons that, while wielding any weapon that they have Greater Weapon Focus or Specialization in, they double its critical threat range and gain +1 to the secondary attack roll on critical hits.
Human Myrmidon Starting Package:
Armor- Breastplate (+5 AC, +3 Max Dex, Armor Check Penalty -4, speed 20 ft., 30 lbs.)
Weapons- Longsword (1d8, 19-20/x2, 4 lbs., one handed, Slashing)
Skill Selections:
Climb- Rank 2 (Str), -4 ACP
Craft (Weaponry)- Rank 1 (Int)
Heal- Rank 3 (Wis)
Intimidate- Rank 2 (Cha)
Jump- Rank 2 (Str), -4 ACP
Spot- Rank 3 (Wis)
Swim- Rank 1 (Str), -8 ACP
Move Silently (cc)- Rank 1 (Dex), -4 ACP
Use Magic Device (cc)- Rank 1 (Ch)
Feat- Power Attack
Bonus Feat (Myrmidon)- Improved Initiative
Bonus Feat (Human)- Cleave
Gear- Backpack, water skin, one day’s trail rations, bedroll, sack, flint and steel
Gold-2d4
Myrmidon
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Traveled Soldier
2nd|
+2|
+3|
+0|
+0|Magic Sense, Sword as my Shield
3rd|
+3|
+3|
+1|
+1|Spell Survival
4th|
+4|
+4|
+1|
+1|Valiant Charge 1/day, Field Medic
5th|
+5|
+4|
+1|
+1|Bonus Feat, Unencumbered
6th|
+6/+1|
+5|
+2|
+2|Magic Tempered
7th|
+7/+2|
+5|
+2|
+2|
8th|
+8/+3|
+6|
+2|
+2|Valiant Charge 2/day
9th|
+9/+4|
+6|
+3|
+3|
10th|
+10/+5|
+7|
+3|
+3|Bonus Feat
11th|
+11/+6/+1|
+7|
+3|
+3|
12th|
+12/+7/+2|
+8|
+4|
+4|Greater Spell Survival, Valiant Charge 3/day
13th|
+13/+8/+3|
+8|
+4|
+4|
14th|
+14/+9/+4|
+9|
+4|
+4|Restraint Release
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus Feat, Fight Master
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Valiant Charge 4/day
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Battle-Hardened Will, Battle Foresight
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Sword as my Shield
19th|
+19/+14/+9/+4|
+11|
+6|
+6|
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Feat, Weapon Master[/table]