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View Full Version : Myrmidon 3.5 Custom Class v.2.0- Critiques Please



Slayer Lord
2011-05-06, 02:40 PM
For my first stint as a DM I've created a custom class centered around mage killing, the idea coming from a character in a book that I'm working on, which the campaign itself is based loosely upon. I posted this some time ago, realized that it needed a LOT of work, and this is the result

Whereas the previous version was horribly underpowered, I fear that I've actually overpowered it this time. Well, hopefully overpowered proves easier to balance out than way underpowered.

The Myrmidon's party roles should be: Mage Killer, Melee Combatant, and Scout, so for the latter I stole a few things from the Ranger and Barbarian class. I'm not sure that I invested enough in melee combat stuff though, and now that I think about it giving them fighter bonus feats might not have been a good idea on my part.

After reviewing other mage-slayer classes and noticing that they tend to have a special power that aids them in this, I figured that ki was the best way to go for their power, as it was the most non-magic-like power that I could find going through all the classes. That, and plus in my campaign/book world they use something similar to ki as a means to keep the balance between magic users and nonmagic users. Power of the body vs. power of the mind, as it were.
Actually, the myrmidon's in my world also have this thing called "reading the flow," where they can sort of anticipate what a mage is going to do next and where the spell will go by "seeing," the flow of magic about the caster's body, but I really have no idea how to implement that here, nor have I really figured out how it works in the book either. Luckily the campaign's setting takes place well before the book and only a (relatively) short time after the myrmidons first appeared, so I guess I can just say that they haven't developed quite that far yet.

So yeah, let me know how this looks and what can be done to improve it. Thanks in advance.


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 not dissimilar to that of monks gives them the ability to channel their ki in order 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 nagaz never become myrmidons.

Other Classes- Myrmidons are usually friendly with other melee-based classes, particularly fighters and myrmidons, 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 annoying and 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 and also be used as decent scouts. 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 ki control.
Alignment- Generally Lawful Neutral
Hit Die- d10
Class Skills
The myrmidon’s class skills (and the key ability for each) are as follows: Craft (Weaponry) (Int), Knowledge (Local) (Int), Knowledge (Greography) (Int), Intimidate (Cha), Jump (Str), Heal (Wis), Profession (Military) (Wis), Concentration (Con), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magical Device (Cha)
Skill Points at First Level- (4 + Int modifier) x 4
Skill Points at Each Additional Modifier- 4 + 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 one exotic weapon of their choice, 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.

Sense Magic- Much of myrmidon training requires developing an ability to sense and anticipate magical auras. A myrmidon may use Detect Magic as a spell-like ability as a free action, using myrmidon levels in place of caster levels. At 10th level a myrmidon may automatically use Sense Magic as if he had been maintaining a Detect Magic spell for three rounds
Spell Hardened- At 1st level add your Wisdom modifier (if any, minimum of one) to all saving throws against spells and spell-like abilities.
Track- At 1st level a myrmidon gains the Track feat as a bonus feat.
Field Medic- On the battlefield, it is vital for a myrmidon to be able to provide emergency medical aid to badly wounded comrades. At 2nd level add +5 to all heal checks and heal 1d6 points of damage on a successful check.
Fast Movement- At 2nd level increase base land speed by 10 ft when not wearing heavy armor or carrying a heavy load
Endurance- At 2nd level a myrmidon automatically gains the Endurance Feat
Sword as My Shield- 3rd level. 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. Add a +3 parry bonus to AC when wielding a weapon with both hands. At 6th level increase this bonus to +6.
Bonus Feats-At 3rd level and every third level afterwards a myrmidon may choose an extra feat from the list of fighter feats as if he were a fighter of that level.
Mage Slayer- At 3rd level a Myrmidon automatically takes the Mage Slayer feat even if he does not fulfill the feat’s prerequisites.
Valiant Charge- At level 4, a Myrmidon may make a charge without taking a penalty to AC once per encounter. At level 8 he may do it twice an encounter, three times at level 12, and four times at level 16. At 12th level 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.
Disruption- At 4th level a myrmidon gains the ability to channel his ki into an enemy spellcaster through his weapon. Upon a successful attack the caster must make a successful Will Save or be unable to cast spells for 1d4 rounds + half the Myrmidon’s Wisdom modifier (min. 1). The DC is 10 + the myrmidon’s level + the myrmidon’s Wisdom mod (min. 1). This ability may only be used once per day at 4th level, 2/day at 7th level, and 3/day at 9th level
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.
Element Resistance- At 5th level a myrmidon gains resistance to cold 5, electricity, fire 5, acid 5, and sonic 5 if damage is dealt by a spell or spell-like ability.
Enchantment Expert- Myrmidons often utilize magical devices to defeat spellcasters. At 5th level a myrmidon gains +5 to all Use Magical Device Checks
Slay Enchantment- At 6th level a myrmidon learns how to use his ki to break enchantments. Upon a successful melee attack the blow can have the effect of a Dispel Magic spell (replacing caster level with myrmidon level), adding Wisdom modifier to the dispel check. At 12th level this ability’s effect becomes that of a greater dispel magic spell. This ability may be used 1/day at 6th level, 2/day at 10th level, and 3/day at 12th.
Blind Fighting- To counter the powers of invisibility, experienced myrmidons learn to focus their ki in order to fight without sight. At 6th level myrmidons gain the Blind Fight feat if they don’t have it already.
Woodland Stride- Starting at 7th level, a myrmidon may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker- At 8th level, a myrmidon can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Cleave Magic- At 8th level a myrmidon gains the Pierce Magical Protection feat even if he does not possess all the required requisites
Evasion- At 9th level, a myrmidon can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the myrmidon is wearing medium, light armor or no armor. A helpless myrmidon (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Fight Master- Every myrmidon has a weapon that they prefer over every other. At 10th level, a myrmidon gains Greater Weapon Focus or Greater Weapon Specialization to the weapon of his choice if he fulfills the prerequisites for it.
Channel Conviction- By channeling his ki into his favored weapon, a 10th level myrmidon’s weapon is treated as his alignment for the purpose of overcoming damage reduction.
Adrenaline- At 11th level a myrmidon gains the ability to control his adrenaline flow with his ki. Once per encounter a myrmidon may take a turn to make a Concentration check to increase his Strength and Dexterity by 6 for 1d6 rounds. Success on a DC of 15.
Survivor- At 12th level a myrmidon has learned to coordinate the strength of his mind with the strength of his body in order to become highly resistant to the deadliest spells. Add your Wisdom modifier (minimum of 1) to all Fortitude saves against instantly fatal or debilitating spells such as death touch, flesh to stone, phantasmal killer and symbol of death.
Shock Fang- The signature ability of the myrmidon, a 15th level myrmidon can fire a blast of concentrated ki from his favored weapon in a line up 15 ft + 3ft per Strength modifier (max of 15 extra feet) or until it hits something. The attack is made as if making a typical melee attack but using the myrmidon’s Wisdom modifier if it is higher, and damage is calculated in the same manner, but dealing force damage instead of the weapon’s usual melee damage + 1d12 extra damage. This attack can only be used against an opponent in a straight line from the user and within his line of sight, but can be fired into the air. If anything intercepts the shock fang before it reaches its target (for example, a caster’s familiar or an invisible barrier), it is treated as if the shock fang was made against the obstruction instead of the target, and against inanimate objects is considered a sunder attempt. A spellcaster struck by the shock fang casts spells at -1d4 spell levels (minimum of 1st level) and takes a -5 to Concentration checks for 1d6 rounds afterwards. Upon using this ability the myrmidon is fatigued for 1d4 rounds. If the Shock Fang is used in conjunction with any weapon other than a magic weapon or one made of adamantine it is destroyed. This ability can only be used 1/day at 15th level, 2/day at 17th level and 3/day at 20th level.
Weapon Master- 19th level. 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 add their Wisdom modifier to the secondary attack roll on critical hits.
Spell Eater- At 20th level a myrmidon’s ability to resist magic and his skill with ki has become so immense that, once per day, any damaging spell or spell-like ability must make a Will Save (DC 10 + myrmidon’s level) or the spell fails to do damage and the myrmidon gains temporary hitpoints equal to half the damage the myrmidon would have taken.

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-
{table=head]Skill|Ranks|Ability|Armor Check Penalty[B]
Concentration|2|Con|n/a
Craft (Weaponry)|1|Int|n/a
Heal|3|Wis|n/a
Intimidate|2|Cha|n/a
Jump|2|Str|- 4
Spot|3|Wis|n/a
Use Magic Device|3|Cha|n/a
Move Silently(cc)|1|Dex|- 4
Swim(cc)|1|Str|- 8[/table]


Feat- 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|
+0|
+0|
+2|Sense Magic, Spell Hardened, Track

2nd|
+2|
+0|
+0|
+3|Field Medic, Fast Movement, Endurance

3rd|
+3|
+1|
+1|
+3|Sword as My Shield, Bonus Feat, Mage Slayer

4th|
+4|
+1|
+1|
+4|Valiant Charge x1, Disruption 1/day

5th|
+5|
+2|
+2|
+4|Unencumbered, Elemental Resistance, Enchantment Expert

6th|
+6/+1|
+2|
+2|
+5|Sword as My Shield +6, Slay Enchantment, Blind fighting

7th|
+7/+2|
+3|
+3|
+5|Woodland Stride, Disruption 2/day

8th|
+8/+3|
+3|
+3|
+6|Valiant Charge x2, Swift Tracker, Cleave Magic

9th|
+9/+4|
+4|
+4|
+6|Bonus Feat, Evasion, Disruption 3/day

10th|
+10/+5|
+4|
+4|
+7|Fight Master, Channel Conviction, Sense Magic (impr)

11th|
+11/+6/+1|
+5|
+5|
+7|Adrenaline

12th|
+12/+7/+2|
+5|
+5|
+8|Bonus Feat, Valiant Charge x3, Survivor

13th|
+13/+8/+3|
+6|
+6|
+8|

14th|
+14/+9/+4|
+6|
+6|
+9|

15th|
+15/+10/+5|
+7|
+7|
+9|Bonus Feat, Shock Fang 1/day

16th|
+16/+11/+6/+1|
+7|
+7|
+10|Valiant Charge x4

17th|
+17/+12/+7/+2|
+8|
+8|
+10|Shock Fang 2/day

18th|
+18/+13/+8/+3|
+8|
+8|
+11|Bonus Feat

19th|
+19/+14/+9/+4|
+9|
+9|
+11|Weapon Master

20th|
+20/+15/+10/+5|
+9|
+9|
+12|Spell Eater, Shock Fang 3/day[/table]

awa
2011-05-06, 06:47 PM
it will eat any non tob warrior alive
as its purely martial abbilities are far supperior
its skills and saves are abit weird i dont know if thats dilibereate but they dont follow the normal pattern.
if you are not using tob a problem i see is this class is so dramaticaly better than regular martial charecters theirs no reason to play them. for the tob classes this isnt as big a deal becuase by their design you can do a buch of diffrent things they are very versitile. Your class has a specific story role and pigon holes charecters into a certain fighting style.

Slayer Lord
2011-05-06, 08:27 PM
Like I said, I realize that it's unbalanced and I need help fine-tuning it.

And how exactly is the stat progression weird?

NineThePuma
2011-05-07, 02:23 AM
Your skills have a typo:



Skill Points at First Level- (4 + Int modifier) x 4
Skill Points at Each Additional Modifier- 3 + Int modifier

Your saves are weird because there is a 'Good Save' and a 'Bad Save' in 3.5, and your class has saves that are neither.

awa
2011-05-07, 09:54 AM
part of the problem is the classes in the phb are unbalanced a class balanced against fighters and barbarians will not be able to fight wizards and a class that can fight wizards will blow fighter and barbarians out of the water.
so with out making even more hombrew classes to fix the problem (making some kind of improved fighter, ranger and barbarian) you cant really fulfill your mission statement warrior who fights wizards but is still balanced with other martial classes.

The bigger problem then not being balanced with fighters is because of this classes very specific fluff role it makes it harder to says re fluff this class as just a veteran warrior who fought his way to the top through grit and determination he has to be a member of this special order if he wants to be effective.

also they should get balance as a skill they are very vulnerable to a very low level spell.

Slayer Lord
2011-05-07, 11:11 PM
Your skills have a typo:

Your saves are weird because there is a 'Good Save' and a 'Bad Save' in 3.5, and your class has saves that are neither.

Hehe, thanks for pointing that out.
Hmm yes you're right.




part of the problem is the classes in the phb are unbalanced a class balanced against fighters and barbarians will not be able to fight wizards and a class that can fight wizards will blow fighter and barbarians out of the water.
so with out making even more hombrew classes to fix the problem (making some kind of improved fighter, ranger and barbarian) you cant really fulfill your mission statement warrior who fights wizards but is still balanced with other martial classes.

The bigger problem then not being balanced with fighters is because of this classes very specific fluff role it makes it harder to says re fluff this class as just a veteran warrior who fought his way to the top through grit and determination he has to be a member of this special order if he wants to be effective.

also they should get balance as a skill they are very vulnerable to a very low level spell.


Hmmm, so you're saying that there's no way this guy can be balanced against other warriors and still be a good mage killer? And that other party, about refluffing the class...are you saying it would work better as a prestige class or am I missing the point of what you're saying entirerly?

NineThePuma
2011-05-07, 11:22 PM
Basically.

If you wanted to, however, it's possible to make someone that is VERY hard for an arcanist to pin down. Mix Favored Enemy style skill and offense boosts with a Paladin's save boosting. Focus on having a high touch AC and stuff.

It's POSSIBLE to build a Mage Slayer. It's hard though.

awa
2011-05-08, 12:05 AM
it would work well as a prestige class.
but what i meant about refluffing is this class has a very specific role in your campaign world and its abilities reflect that. If some one wants to be a competent martial character they basically have to be part of this organization.
the class does not lend its self to reflufing or using different fighting styles.

yes characters balanced against fighters and barbarians cant face high level wizards in a fair fight. see tier system to get an idea of what im talking about. particularly the explanations of the tier and why the classes were placed in the tiers.

its possible to make a melee mage slayer assuming they don't pull out any cheese. shape change, gate and other spells are basically i win.