NeoSeraphi
2011-05-29, 11:29 PM
"I wasn't impressed with your skills, no. What impressed me was beyond that. You possess things a true warrior needs. Creativity. Intelligence. The ability to put things into perspective. These are the talents that will protect you on your journey." - Master Piandao, a legendary Myrmidon, to his disciple.
(Author's Note: This class is not supposed to be balanced against the monk, the fighter, the barbarian, the samurai, or any of the other classes like rogue. It is meant to compete with on an even level, sorcerers, favored souls, and other Tier 2 classes. In order for a melee class to do this, it must exceed what people normally think about when they consider "balance" in a melee class. Please keep this in mind when you PEACH)
The myrmidon is a warrior who exceeds in many things, battle only being one of the few. A myrmidon can turn any situation into an advantage, and uses his terrain to help him trip his opponents up. A myrmidon is a master of all forms of battle, and is unmatched in the ways of the sword.
Abilities: Strength is important for a myrmidon, more than other fighters, as it allows him to perform various tactics in battle and helps him survive out of battle, in addition to the normal bonuses to hit and damage. Dexterity and Constitution are both important so the myrmidon can dodge and attack with his ranged weapons easily, and not worry about falling in combat.
HD: d12
Skill Points: 6+Int per level (x4 at 1st level)
Class Skills: Balance, Bluff, Concentration, Climb, Craft, Disable Device, Escape Artist, Forgery, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device
{table] Level | BAB | Fort | Ref | Will | Special
1 | +1 | +2 | +2 | +2 | Battle Mastery, Weapon Mastery, Armor Mastery, Shield Mastery, Skill Mastery, Stamina Mastery
2 | +2 | +3 | +3 | +3 | Evasion, Mettle, Uncanny Dodge
3 | +3 | +3 | +3 | +3 | Critical Mastery, Terrain Mastery
4 | +4 | +4 |+4 | +4 | Charge Mastery, Steed Mastery
5 | +5 | +4 | +4 | +4 | Improved Battle Mastery, Improved Uncanny Dodge
6 | +6 | +5 | +5 | +5 | Opportunity Mastery, Defense Mastery
7 | +7 | +5 | +5 | +5 | Melee Mastery, Ranged Mastery
8 | +8 | +6 | +6 | +6 | Death Mastery, Resistance Mastery
9 | +9 | +6 | +6 | +6 | Morale Mastery, Competence Mastery
10 | +10 | +7 | +7 | +7 | Circumstance Mastery, Luck Mastery
11 | +11 | +7 | +7 | +7 | Improved Evasion, Improved Mettle
12 | +12 | +8 | +8 | +8 | Insight Mastery, Size Mastery
13 | +13 | +8 | +8 | +8 | Command Mastery, Dispel Mastery
14 | +14 | +9 | +9 | +9 | Perfect Battle Mastery
15 | +15 | +9 | +9 | +9 | Improved Charge Mastery, Improved Steed Mastery
16 | +16 | +10 | +10 | +10 | Improved Critical Mastery, Improved Death Mastery
17 | +17 | +10 | +10 | +10 | Improved Dispel Mastery
18 | +18 | +11 | +11 | +11 | Fortitude Mastery, Reflex Mastery, Will Mastery
19 | +19 | +11 | +11 | +11 | Strength Mastery, Dexterity Mastery, Constitution Mastery
20 | +20 | +12 | +12 | +12 | Master Myrmidon [/table]
Class Features:
Weapon and Armor Proficiency: Myrmidons are proficient with all simple and martial weapons, with all types of armor, and with shields.
Battle Mastery : A myrmidon is not a one-trick pony, at all. A myrmidon never provokes attacks of opportunity for any of the "Special Attacks" listed in the section of Chapter 8 of the Player's Handbook of the same name (Feinting in Combat, Grappling, Bull Rushing, etc).
Weapon Mastery : It doesn't matter what race invented it. It doesn't matter if it's got hooks or spearheads. It doesn't matter if it's bludgeoning or slashing, a double weapon or a reach weapon or a bow. If it can kill, a myrmidon can figure it out with ease. A myrmidon receives proficiency with ALL exotic weapons from all source material. He may use any of these weapons in any way they can be used, regardless of Strength requirements (Such as the bastard sword or the Dwarven waraxe needing 13 Str to be used as one-handed weapons). In addition, the myrmidon receives a +1 bonus on all attack rolls with manufactured weapons, and a +2 bonus on weapon damage rolls.
Armor Mastery : Yes, the Battle Plate is dwarven-made and very heavy. That's nice. Just show the myrmidon how to strap it on and he'll be on his way. A myrmidon receives proficiency with ALL Exotic armor from all source material. He gains a +1 bonus to his armor bonus to AC while wearing any kind of armor, and can move in any kind of armor freely without penalty. (He may also run and sleep in all kinds of armor without risking fatigue)
Shield Mastery : Come on. It's a shield. So what if it's heavy. You put it in the way and the weapon chinks on it. Big deal. The myrmidon receives proficiency with ALL shields from all source material, including exotic shields and tower shields. He receives no attack penalty for fighting with a tower shield, nor does he treat any shield as having a maximum Dexterity bonus to his AC. When wielding a shield, he receives a +1 shield bonus to AC, and ignores any movement restrictions of the shield.
Skill Mastery : Yes. You practiced at running, so you're REALLY good at it. The myrmidon understands. He also understands that his legs are totally cut from climbing all day, so a bit of running isn't that much of a problem. The myrmidon uses a special rule when making opposed Strength and Dexterity checks: if his Strength or Dexterity score is higher than his opponent's, he automatically succeeds the check, without needing to roll. When rolling for initiative, the Myrmidon counts his roll as 1 higher than the person who has less Dexterity than him and rolled highest.
(For example, a myrmidon watches everyone roll initiative. The monster got a 20 and has 22 Dexterity. The mage got a 17 and has 16 Dexterity, and the rogue got a 19 and has 18 Dexterity. The myrmidon's Dexterity score is 19, so he treats his Initiative roll as being 20, though he didn't actually roll, because he is naturally faster than the rogue and the mage, but not the monster.)
This rule applies to initiative checks as well as Special Combat maneuvers such as Trip and Grapple, or an opposed Strength check to break down a door being braced by a person on the other side (though in that situation, the myrmidon would need to roll his own Strength check to see if he could take the door down by himself, ignoring the impact the weaker opponent has on the door by bracing it).
Additionally, the myrmidon is always treated as if he has an Armor Check penalty of 0, regardless of his encumbrance, armor and shield.
Stamina Mastery : The myrmidon is the ultimate soldier. It takes more than a few stabs of a blade to bring him down. The myrmidon is treated as always rolling max HP when he gains a level in the myrmidon class. (This applies to his first level as well)
Evasion: As the monk ability, but it works in any kind of armor
Mettle: As the hexblade ability
Uncanny Dodge: As the barbarian ability
Critical Mastery: A myrmidon is a master of striking where it counts. Rather than weakly stabbing an exposed hole in the opponent's defense as a rogue does, a myrmidon cuts it up. If a myrmidon catches his target flat-footed or when the target would otherwise be denied their Dexterity bonus to AC (regardless of whether they actually have a Dexterity bonus to AC or not) or if they attack an opponent who is currently flanked, they automatically threaten a critical hit. This ability is prevented by Uncanny Dodge and Improved Uncanny Dodge as Sneak Attack is, though if the myrmidon's Intelligence score exceeds the target with Improved Uncanny Dodge's Wisdom AND Dexterity scores, (not combined, just higher than both of them), the Improved Uncanny Dodge is not sufficient to prevent the myrmidon's ability from working, as he has outsmarted their instinctive defense.
Terrain Mastery: A myrmidon is a master of using his surroundings to his advantage. He ignores the penalties for traveling through difficult terrain, and may even charge through it, though he may only move up to his movement speed instead of up to twice his movement speed if he charges through it. Additionally, if the myrmidon is engaging an opponent, he may use a swift action to assume an aggressive, tactical stance. Until the beginning of his next turn, the opponent he is engaging treats all area he threatens as difficult terrain. (To engage an opponent, the myrmidon must be within arm's reach [that means, reach for a creature of his size, so within 5 feet for a Medium myrmidon] and must use his standard or full round action to declare a melee attack against the opponent he is engaging. The ability works whether his attack actually hits or not)
Charge Mastery: A round lasts six seconds. A myrmidon can cause a lot of pain in six seconds. A myrmidon does not count his allies when he determines whether he has a straight line to his enemy to charge (though he cannot end the charge in a space occupied by an ally), and may attack during the charge with a single thrown weapon before he reaches his attack target. The focus required for this feat means that the myrmidon may only attack the target of his charge with his thrown weapon. At the end of his charge, if the myrmidon did not attack his target with a thrown weapon, he may instead perform a full attack action. (If he has attacked with a thrown weapon, he may still attack the target with a standard attack action).
Steed Mastery: A myrmidon does not permit distraction in battle. Once per day, a myrmidon may perform a Handle Animal check with an animal who is large enough to serve the myrmidon as a mount. The DC for the check is equal to 10 + the animal's HD +its Constitution modifier. If the animal's attitude towards the myrmidon is friendly or helpful, the DC decreases by 10. If the animal's attitude towards the myrmidon is unfriendly or hostile, the DC increases by 10. If the myrmidon succeeds, he automatically succeeds all Ride checks while riding the mount for the next 8 hours.
Improved Battle Mastery: The myrmidon is now more adept at using his techniques to aid him in combat. The myrmidon gains the following feats as bonus feats. He need not meet the prerequisites: Improved Aid Another, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, Improved Sunder, Improved Trip. He also adds the bonus that he gets from the check (usually +4) to his Strength or Dexterity when determining if he even need make the opposed roll when using his Skill Mastery ability. (For example, if a myrmidon with 22 Str was trying to Grapple a tiger [Str 23], he would need to roll the opposed Grapple check without Improved Battle Mastery, because his Str was too low. But if the myrmidon has Improved Battle Mastery, his Str for this ability is treated as 26, so the tiger automatically fails all Grapple checks against him).
Additionally, the myrmidon may feint in combat as a swift action, and automatically succeeds all Aid Another checks to help an ally with a Strength or Dexterity check or skill check.
Improved Uncanny Dodge: As the barbarian ability of the same name, except if the myrmidon is attacked by a rogue four or more levels higher than him, and his Dexterity or his Wisdom score is higher than the rogue's Intelligence score, the rogue fails to flank him, as his instinctive defense is just too quick for the rogue to successfully plan against.
Opportunity Mastery: A myrmidon is skilled with his battle plans, and quick with his sword. The myrmidon may make unlimited attacks of opportunity per round, though he may only make one attack of opportunity per round against each creature. Additionally, if he makes an attack of opportunity against an opponent who treats his threatened area as difficult terrain via his Terrain Mastery ability, the myrmidon automatically threatens a critical. Finally, if the myrmidon threatens a mage, that mage cannot use the "Cast Defensively" option.
Defense Mastery: A myrmidon may slack on his offense in order to make sure that next attack misses him. When the myrmidon makes an attack roll, he may subtract any number from all attack rolls he makes this turn, up to his Base Attack Bonus. If he does, he gains the penalty he took on his attack roll as a bonus to his AC for the round. Also, if he took at least a -6 penalty, any attack against him provokes an attack of opportunity.
Melee Mastery: A myrmidon may attack with grace or he may swing his blade wildly in an attempt to end his opponent in one blow. A myrmidon may take a penalty to his attack roll, up to his Base Attack Bonus. If he does, he gains a bonus on his damage rolls that depends on the type of weapon he is using. If the weapon is a light weapon, he gains the penalty he took as a bonus to damage with it. If the weapon is a one-handed weapon, or a double weapon used in one hand, he gains twice the penalty as a bonus to damage with it. If the weapon he is holding is a two-handed weapon, or a one-handed or double weapon held in both hands, he gains a bonus equal to three times the penalty he took to damage. If he took at least a -6 penalty, he may make an additional attack this round at his highest attack bonus (with the penalty he took).
Ranged Mastery: A myrmidon does not miss. When a myrmidon makes a ranged attack roll, he may take a penalty to his AC, up to his Base Attack Bonus. If he does, he gains that amount as a bonus to every ranged attack roll he makes, until the beginning of his next turn. The penalty to his AC also lasts to the beginning of his next turn. If the myrmidon took at least a -6 penalty, he receives half of the penalty rounded down as a bonus on his ranged weapon damage rolls until the beginning of his next turn as well.
Death Mastery: The myrmidon is a warrior. And warriors do not take prisoners. The myrmidon may now wield a weapon that is one size category larger than any weapon he could wield without penalty. Additionally, his critical threat range is doubled (this stacks with abilities such as Keen Edge and Improved Critical) and his critical multiplier is increased by 1.
Resistance Mastery: The myrmidon does not allow spells or poisons to slow him down. He may enlist the aid of his allies or simply buy a scroll himself, but he will get his money's worth. If the myrmidon receives a resistance bonus to his saving throws, that bonus is doubled and if the effect or ability giving the resistance bonus has a duration, the duration is doubled.
Morale Mastery: The myrmidon hears tales of his exploits sung by the bard and it inspires him. Standing next to his paladin friend, he truly feels no fear. If the myrmidon receives a morale bonus of any kind, that bonus is doubled and if the effect or ability giving the morale bonus has a duration, that duration is doubled.
Competence Mastery: The myrmidon isn't a big stupid fighter. He figured out every weapon, he figured out every type of armor. He can figure out a skill check or how to make a better attack roll. If the myrmidon receives a competence bonus of any kind, that bonus is doubled and if the source has a duration, that duration is doubled.
Circumstance Mastery: The myrmidon knows how to balance an advantage even further in his favor. If the myrmidon receives a circumstance bonus from any source, that bonus is doubled and if the source has a duration, that duration is doubled.
Luck Mastery: When the gods and Fate smile down on the myrmidon, they give him a little extra. If the myrmidon receives a luck bonus of any kind, that bonus is doubled and if the source has a duration, that duration is doubled.
Improved Evasion: As the monk ability, except it works in all kinds of armor.
Improved Mettle: As Mettle, but take only the partial effect on a successful saving throw.
Insight Mastery: When someone or something gives a myrmidon advice, he pays close attention. If a myrmidon receives an insight bonus of any kind, double that bonus and if the source has a duration, that duration is doubled.
Size Mastery: The myrmidon quickly adapts to new and improved muscles. If the myrmidon receives a Size bonus to an ability score or to an opposed check, that bonus is doubled. Also, if the myrmidon receives a Size penalty to AC, attack rolls, an ability score or a skill check, that penalty is halved, rounded down, to a minimum of 0. If the source of the Size bonus/penalty has a duration, that duration is doubled.
Command Mastery: It's a scroll. You read it and crazy stuff happens. Big deal. As long as the myrmidon has max ranks in Use Magic Device or Use Psionic Device (whichever is appropriate), he automatically succeeds all Use Magic Device/Use Psionic Device checks to activate a magic item requiring a command such as a scroll, wand, power stone or dorje, but only if the item is activating a spell that would be available to a wizard/cleric/psion of his myrmidon level. (For example, a 15th level myrmidon with 18 ranks in the Use Magic Device skill would automatically succeed all UMD checks to activate a scroll that had a spell of 8th level or lower)
Dispel Mastery: A myrmidon is no fool. He understands that the giant dragon and the black pudding aren't the real threats, its the wizard who controls them. A myrmidon may, once per encounter, make a targeted greater dispel magic check on any opponent he successfully strikes with a melee weapon. His caster level for this check is treated as his character level.
Perfect Battle Mastery: A myrmidon has mastered his options in battle. He now receives a bonus on all Special Attack checks equal to his myrmidon level (This bonus only applies if he actually has to make the check, ie, against an opponent with superior Strength or Dexterity)
Improved Charge Mastery: A myrmidon may now attempt an automatic Bull Rush as a free action against an opponent he successfully attacked at the end of a charge. If he succeeds this Bull Rush, he may not move with the target. If he auto-succeeds the Bull Rush by means of his Skill Mastery ability, the target is also knocked prone.
Improved Steed Mastery: A myrmidon can wield deadly momentum in battle. If the myrmidon initiates a mounted charge, after his attack, his mount may make a single attack (typically a hoof). If the mount's attack hits, it deals double damage.
Improved Critical Mastery: A myrmidon is now a deadly force when he catches an opponent off-guard. When using his Critical Mastery ability, a myrmidon adds his Intelligence modifier to his critical confirmation roll, and if he successfully attacks a flat-footed opponent (but NOT a flanked opponent) with a melee slashing weapon, he treats his weapon as if it had the vorpal quality and he just rolled a natural 20.
Improved Death Mastery: A myrmidon deals lethal force behind even the simplest strike. The myrmidon now adds his full Strength modifier to damage rolls with a light weapon, 1 1/2 times his Strength modifier to weapon damage rolls with a one-handed weapon, and twice his Strength modifier to weapon damage rolls with a two-handed weapon or a one-handed weapon held in two hands.
Improved Dispel Mastery: In the face of the myrmidon, all magic must fall. Once per day, as a free action, the myrmidon may project an anti-magic aura, as the spell, centered on him. The ability lasts for one round per class level.
Fortitude Mastery: The myrmidon is tougher than even the snakes who bite him. If a myrmidon is forced to make a Fortitude save by an attack whose save DC uses the attacker's Constitution modifier as bonus, and the myrmidon's Constitution score is higher than the attacker's Constitution score, the myrmidon automatically succeeds his saving throw.
Reflex Mastery: The myrmidon is faster than an archer or whip-lasher can see. If the myrmidon is forced to make a Reflex save by an attack whose save DC uses the attacker's Dexterity modifier as a bonus (this is mostly homebrew material, I admit), and the myrmidon's Dexterity score is higher than the attacker's Dexterity score, the myrmidon automatically succeeds his saving throw.
Will Mastery: The myrmidon's mind is tougher than the clerics and druids trying to poison it. If the myrmidon is forced to make a Will save by an attack or spell whose save DC uses the attacker's Wisdom modifier as a bonus, and the myrmidon's Wisdom score is higher than the attacker's Wisdom score, the myrmidon automatically succeeds his saving throw.
Strength Mastery: The myrmidon has now become the ultimate warrior. Whenever he would add his Strength bonus to any skill-check, opposed roll, attack roll, or damage roll, or when it would be examined by his Skill Mastery ability, treat his Strength score as double what it actually is.
Dexterity Mastery:The myrmidon has now become the ultimate warrior. Whenever he would add his Dexterity bonus to any skill-check, opposed roll, attack roll, or damage roll, or when it would be examined by his Skill Mastery or Reflex Mastery abilities, treat his Dexterity score as double what it actually is.
Constitution Mastery:The myrmidon has now become the ultimate warrior. Whenever he would add his Constitution bonus to any skill-check, opposed roll, or hit points, or when it would be examined for his Fortitude Mastery ability, treat his Constitution score as double what it actually is.
Master Myrmidon: Combat has become irrelevant for the ultimate warrior. He now treats all his damage rolls as if they were the maximum possible result, and his critical threat range/multiplier for any weapon becomes 15-20/x4. (This ability supercedes his Death Mastery ability, but stacks with Improved Critical or any other ability that would improve a critical threat range or multiplier)
So what do you all think? How can I make this class balanced against Tier 2? Please comment and help me out.
(Author's Note: This class is not supposed to be balanced against the monk, the fighter, the barbarian, the samurai, or any of the other classes like rogue. It is meant to compete with on an even level, sorcerers, favored souls, and other Tier 2 classes. In order for a melee class to do this, it must exceed what people normally think about when they consider "balance" in a melee class. Please keep this in mind when you PEACH)
The myrmidon is a warrior who exceeds in many things, battle only being one of the few. A myrmidon can turn any situation into an advantage, and uses his terrain to help him trip his opponents up. A myrmidon is a master of all forms of battle, and is unmatched in the ways of the sword.
Abilities: Strength is important for a myrmidon, more than other fighters, as it allows him to perform various tactics in battle and helps him survive out of battle, in addition to the normal bonuses to hit and damage. Dexterity and Constitution are both important so the myrmidon can dodge and attack with his ranged weapons easily, and not worry about falling in combat.
HD: d12
Skill Points: 6+Int per level (x4 at 1st level)
Class Skills: Balance, Bluff, Concentration, Climb, Craft, Disable Device, Escape Artist, Forgery, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device
{table] Level | BAB | Fort | Ref | Will | Special
1 | +1 | +2 | +2 | +2 | Battle Mastery, Weapon Mastery, Armor Mastery, Shield Mastery, Skill Mastery, Stamina Mastery
2 | +2 | +3 | +3 | +3 | Evasion, Mettle, Uncanny Dodge
3 | +3 | +3 | +3 | +3 | Critical Mastery, Terrain Mastery
4 | +4 | +4 |+4 | +4 | Charge Mastery, Steed Mastery
5 | +5 | +4 | +4 | +4 | Improved Battle Mastery, Improved Uncanny Dodge
6 | +6 | +5 | +5 | +5 | Opportunity Mastery, Defense Mastery
7 | +7 | +5 | +5 | +5 | Melee Mastery, Ranged Mastery
8 | +8 | +6 | +6 | +6 | Death Mastery, Resistance Mastery
9 | +9 | +6 | +6 | +6 | Morale Mastery, Competence Mastery
10 | +10 | +7 | +7 | +7 | Circumstance Mastery, Luck Mastery
11 | +11 | +7 | +7 | +7 | Improved Evasion, Improved Mettle
12 | +12 | +8 | +8 | +8 | Insight Mastery, Size Mastery
13 | +13 | +8 | +8 | +8 | Command Mastery, Dispel Mastery
14 | +14 | +9 | +9 | +9 | Perfect Battle Mastery
15 | +15 | +9 | +9 | +9 | Improved Charge Mastery, Improved Steed Mastery
16 | +16 | +10 | +10 | +10 | Improved Critical Mastery, Improved Death Mastery
17 | +17 | +10 | +10 | +10 | Improved Dispel Mastery
18 | +18 | +11 | +11 | +11 | Fortitude Mastery, Reflex Mastery, Will Mastery
19 | +19 | +11 | +11 | +11 | Strength Mastery, Dexterity Mastery, Constitution Mastery
20 | +20 | +12 | +12 | +12 | Master Myrmidon [/table]
Class Features:
Weapon and Armor Proficiency: Myrmidons are proficient with all simple and martial weapons, with all types of armor, and with shields.
Battle Mastery : A myrmidon is not a one-trick pony, at all. A myrmidon never provokes attacks of opportunity for any of the "Special Attacks" listed in the section of Chapter 8 of the Player's Handbook of the same name (Feinting in Combat, Grappling, Bull Rushing, etc).
Weapon Mastery : It doesn't matter what race invented it. It doesn't matter if it's got hooks or spearheads. It doesn't matter if it's bludgeoning or slashing, a double weapon or a reach weapon or a bow. If it can kill, a myrmidon can figure it out with ease. A myrmidon receives proficiency with ALL exotic weapons from all source material. He may use any of these weapons in any way they can be used, regardless of Strength requirements (Such as the bastard sword or the Dwarven waraxe needing 13 Str to be used as one-handed weapons). In addition, the myrmidon receives a +1 bonus on all attack rolls with manufactured weapons, and a +2 bonus on weapon damage rolls.
Armor Mastery : Yes, the Battle Plate is dwarven-made and very heavy. That's nice. Just show the myrmidon how to strap it on and he'll be on his way. A myrmidon receives proficiency with ALL Exotic armor from all source material. He gains a +1 bonus to his armor bonus to AC while wearing any kind of armor, and can move in any kind of armor freely without penalty. (He may also run and sleep in all kinds of armor without risking fatigue)
Shield Mastery : Come on. It's a shield. So what if it's heavy. You put it in the way and the weapon chinks on it. Big deal. The myrmidon receives proficiency with ALL shields from all source material, including exotic shields and tower shields. He receives no attack penalty for fighting with a tower shield, nor does he treat any shield as having a maximum Dexterity bonus to his AC. When wielding a shield, he receives a +1 shield bonus to AC, and ignores any movement restrictions of the shield.
Skill Mastery : Yes. You practiced at running, so you're REALLY good at it. The myrmidon understands. He also understands that his legs are totally cut from climbing all day, so a bit of running isn't that much of a problem. The myrmidon uses a special rule when making opposed Strength and Dexterity checks: if his Strength or Dexterity score is higher than his opponent's, he automatically succeeds the check, without needing to roll. When rolling for initiative, the Myrmidon counts his roll as 1 higher than the person who has less Dexterity than him and rolled highest.
(For example, a myrmidon watches everyone roll initiative. The monster got a 20 and has 22 Dexterity. The mage got a 17 and has 16 Dexterity, and the rogue got a 19 and has 18 Dexterity. The myrmidon's Dexterity score is 19, so he treats his Initiative roll as being 20, though he didn't actually roll, because he is naturally faster than the rogue and the mage, but not the monster.)
This rule applies to initiative checks as well as Special Combat maneuvers such as Trip and Grapple, or an opposed Strength check to break down a door being braced by a person on the other side (though in that situation, the myrmidon would need to roll his own Strength check to see if he could take the door down by himself, ignoring the impact the weaker opponent has on the door by bracing it).
Additionally, the myrmidon is always treated as if he has an Armor Check penalty of 0, regardless of his encumbrance, armor and shield.
Stamina Mastery : The myrmidon is the ultimate soldier. It takes more than a few stabs of a blade to bring him down. The myrmidon is treated as always rolling max HP when he gains a level in the myrmidon class. (This applies to his first level as well)
Evasion: As the monk ability, but it works in any kind of armor
Mettle: As the hexblade ability
Uncanny Dodge: As the barbarian ability
Critical Mastery: A myrmidon is a master of striking where it counts. Rather than weakly stabbing an exposed hole in the opponent's defense as a rogue does, a myrmidon cuts it up. If a myrmidon catches his target flat-footed or when the target would otherwise be denied their Dexterity bonus to AC (regardless of whether they actually have a Dexterity bonus to AC or not) or if they attack an opponent who is currently flanked, they automatically threaten a critical hit. This ability is prevented by Uncanny Dodge and Improved Uncanny Dodge as Sneak Attack is, though if the myrmidon's Intelligence score exceeds the target with Improved Uncanny Dodge's Wisdom AND Dexterity scores, (not combined, just higher than both of them), the Improved Uncanny Dodge is not sufficient to prevent the myrmidon's ability from working, as he has outsmarted their instinctive defense.
Terrain Mastery: A myrmidon is a master of using his surroundings to his advantage. He ignores the penalties for traveling through difficult terrain, and may even charge through it, though he may only move up to his movement speed instead of up to twice his movement speed if he charges through it. Additionally, if the myrmidon is engaging an opponent, he may use a swift action to assume an aggressive, tactical stance. Until the beginning of his next turn, the opponent he is engaging treats all area he threatens as difficult terrain. (To engage an opponent, the myrmidon must be within arm's reach [that means, reach for a creature of his size, so within 5 feet for a Medium myrmidon] and must use his standard or full round action to declare a melee attack against the opponent he is engaging. The ability works whether his attack actually hits or not)
Charge Mastery: A round lasts six seconds. A myrmidon can cause a lot of pain in six seconds. A myrmidon does not count his allies when he determines whether he has a straight line to his enemy to charge (though he cannot end the charge in a space occupied by an ally), and may attack during the charge with a single thrown weapon before he reaches his attack target. The focus required for this feat means that the myrmidon may only attack the target of his charge with his thrown weapon. At the end of his charge, if the myrmidon did not attack his target with a thrown weapon, he may instead perform a full attack action. (If he has attacked with a thrown weapon, he may still attack the target with a standard attack action).
Steed Mastery: A myrmidon does not permit distraction in battle. Once per day, a myrmidon may perform a Handle Animal check with an animal who is large enough to serve the myrmidon as a mount. The DC for the check is equal to 10 + the animal's HD +its Constitution modifier. If the animal's attitude towards the myrmidon is friendly or helpful, the DC decreases by 10. If the animal's attitude towards the myrmidon is unfriendly or hostile, the DC increases by 10. If the myrmidon succeeds, he automatically succeeds all Ride checks while riding the mount for the next 8 hours.
Improved Battle Mastery: The myrmidon is now more adept at using his techniques to aid him in combat. The myrmidon gains the following feats as bonus feats. He need not meet the prerequisites: Improved Aid Another, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, Improved Sunder, Improved Trip. He also adds the bonus that he gets from the check (usually +4) to his Strength or Dexterity when determining if he even need make the opposed roll when using his Skill Mastery ability. (For example, if a myrmidon with 22 Str was trying to Grapple a tiger [Str 23], he would need to roll the opposed Grapple check without Improved Battle Mastery, because his Str was too low. But if the myrmidon has Improved Battle Mastery, his Str for this ability is treated as 26, so the tiger automatically fails all Grapple checks against him).
Additionally, the myrmidon may feint in combat as a swift action, and automatically succeeds all Aid Another checks to help an ally with a Strength or Dexterity check or skill check.
Improved Uncanny Dodge: As the barbarian ability of the same name, except if the myrmidon is attacked by a rogue four or more levels higher than him, and his Dexterity or his Wisdom score is higher than the rogue's Intelligence score, the rogue fails to flank him, as his instinctive defense is just too quick for the rogue to successfully plan against.
Opportunity Mastery: A myrmidon is skilled with his battle plans, and quick with his sword. The myrmidon may make unlimited attacks of opportunity per round, though he may only make one attack of opportunity per round against each creature. Additionally, if he makes an attack of opportunity against an opponent who treats his threatened area as difficult terrain via his Terrain Mastery ability, the myrmidon automatically threatens a critical. Finally, if the myrmidon threatens a mage, that mage cannot use the "Cast Defensively" option.
Defense Mastery: A myrmidon may slack on his offense in order to make sure that next attack misses him. When the myrmidon makes an attack roll, he may subtract any number from all attack rolls he makes this turn, up to his Base Attack Bonus. If he does, he gains the penalty he took on his attack roll as a bonus to his AC for the round. Also, if he took at least a -6 penalty, any attack against him provokes an attack of opportunity.
Melee Mastery: A myrmidon may attack with grace or he may swing his blade wildly in an attempt to end his opponent in one blow. A myrmidon may take a penalty to his attack roll, up to his Base Attack Bonus. If he does, he gains a bonus on his damage rolls that depends on the type of weapon he is using. If the weapon is a light weapon, he gains the penalty he took as a bonus to damage with it. If the weapon is a one-handed weapon, or a double weapon used in one hand, he gains twice the penalty as a bonus to damage with it. If the weapon he is holding is a two-handed weapon, or a one-handed or double weapon held in both hands, he gains a bonus equal to three times the penalty he took to damage. If he took at least a -6 penalty, he may make an additional attack this round at his highest attack bonus (with the penalty he took).
Ranged Mastery: A myrmidon does not miss. When a myrmidon makes a ranged attack roll, he may take a penalty to his AC, up to his Base Attack Bonus. If he does, he gains that amount as a bonus to every ranged attack roll he makes, until the beginning of his next turn. The penalty to his AC also lasts to the beginning of his next turn. If the myrmidon took at least a -6 penalty, he receives half of the penalty rounded down as a bonus on his ranged weapon damage rolls until the beginning of his next turn as well.
Death Mastery: The myrmidon is a warrior. And warriors do not take prisoners. The myrmidon may now wield a weapon that is one size category larger than any weapon he could wield without penalty. Additionally, his critical threat range is doubled (this stacks with abilities such as Keen Edge and Improved Critical) and his critical multiplier is increased by 1.
Resistance Mastery: The myrmidon does not allow spells or poisons to slow him down. He may enlist the aid of his allies or simply buy a scroll himself, but he will get his money's worth. If the myrmidon receives a resistance bonus to his saving throws, that bonus is doubled and if the effect or ability giving the resistance bonus has a duration, the duration is doubled.
Morale Mastery: The myrmidon hears tales of his exploits sung by the bard and it inspires him. Standing next to his paladin friend, he truly feels no fear. If the myrmidon receives a morale bonus of any kind, that bonus is doubled and if the effect or ability giving the morale bonus has a duration, that duration is doubled.
Competence Mastery: The myrmidon isn't a big stupid fighter. He figured out every weapon, he figured out every type of armor. He can figure out a skill check or how to make a better attack roll. If the myrmidon receives a competence bonus of any kind, that bonus is doubled and if the source has a duration, that duration is doubled.
Circumstance Mastery: The myrmidon knows how to balance an advantage even further in his favor. If the myrmidon receives a circumstance bonus from any source, that bonus is doubled and if the source has a duration, that duration is doubled.
Luck Mastery: When the gods and Fate smile down on the myrmidon, they give him a little extra. If the myrmidon receives a luck bonus of any kind, that bonus is doubled and if the source has a duration, that duration is doubled.
Improved Evasion: As the monk ability, except it works in all kinds of armor.
Improved Mettle: As Mettle, but take only the partial effect on a successful saving throw.
Insight Mastery: When someone or something gives a myrmidon advice, he pays close attention. If a myrmidon receives an insight bonus of any kind, double that bonus and if the source has a duration, that duration is doubled.
Size Mastery: The myrmidon quickly adapts to new and improved muscles. If the myrmidon receives a Size bonus to an ability score or to an opposed check, that bonus is doubled. Also, if the myrmidon receives a Size penalty to AC, attack rolls, an ability score or a skill check, that penalty is halved, rounded down, to a minimum of 0. If the source of the Size bonus/penalty has a duration, that duration is doubled.
Command Mastery: It's a scroll. You read it and crazy stuff happens. Big deal. As long as the myrmidon has max ranks in Use Magic Device or Use Psionic Device (whichever is appropriate), he automatically succeeds all Use Magic Device/Use Psionic Device checks to activate a magic item requiring a command such as a scroll, wand, power stone or dorje, but only if the item is activating a spell that would be available to a wizard/cleric/psion of his myrmidon level. (For example, a 15th level myrmidon with 18 ranks in the Use Magic Device skill would automatically succeed all UMD checks to activate a scroll that had a spell of 8th level or lower)
Dispel Mastery: A myrmidon is no fool. He understands that the giant dragon and the black pudding aren't the real threats, its the wizard who controls them. A myrmidon may, once per encounter, make a targeted greater dispel magic check on any opponent he successfully strikes with a melee weapon. His caster level for this check is treated as his character level.
Perfect Battle Mastery: A myrmidon has mastered his options in battle. He now receives a bonus on all Special Attack checks equal to his myrmidon level (This bonus only applies if he actually has to make the check, ie, against an opponent with superior Strength or Dexterity)
Improved Charge Mastery: A myrmidon may now attempt an automatic Bull Rush as a free action against an opponent he successfully attacked at the end of a charge. If he succeeds this Bull Rush, he may not move with the target. If he auto-succeeds the Bull Rush by means of his Skill Mastery ability, the target is also knocked prone.
Improved Steed Mastery: A myrmidon can wield deadly momentum in battle. If the myrmidon initiates a mounted charge, after his attack, his mount may make a single attack (typically a hoof). If the mount's attack hits, it deals double damage.
Improved Critical Mastery: A myrmidon is now a deadly force when he catches an opponent off-guard. When using his Critical Mastery ability, a myrmidon adds his Intelligence modifier to his critical confirmation roll, and if he successfully attacks a flat-footed opponent (but NOT a flanked opponent) with a melee slashing weapon, he treats his weapon as if it had the vorpal quality and he just rolled a natural 20.
Improved Death Mastery: A myrmidon deals lethal force behind even the simplest strike. The myrmidon now adds his full Strength modifier to damage rolls with a light weapon, 1 1/2 times his Strength modifier to weapon damage rolls with a one-handed weapon, and twice his Strength modifier to weapon damage rolls with a two-handed weapon or a one-handed weapon held in two hands.
Improved Dispel Mastery: In the face of the myrmidon, all magic must fall. Once per day, as a free action, the myrmidon may project an anti-magic aura, as the spell, centered on him. The ability lasts for one round per class level.
Fortitude Mastery: The myrmidon is tougher than even the snakes who bite him. If a myrmidon is forced to make a Fortitude save by an attack whose save DC uses the attacker's Constitution modifier as bonus, and the myrmidon's Constitution score is higher than the attacker's Constitution score, the myrmidon automatically succeeds his saving throw.
Reflex Mastery: The myrmidon is faster than an archer or whip-lasher can see. If the myrmidon is forced to make a Reflex save by an attack whose save DC uses the attacker's Dexterity modifier as a bonus (this is mostly homebrew material, I admit), and the myrmidon's Dexterity score is higher than the attacker's Dexterity score, the myrmidon automatically succeeds his saving throw.
Will Mastery: The myrmidon's mind is tougher than the clerics and druids trying to poison it. If the myrmidon is forced to make a Will save by an attack or spell whose save DC uses the attacker's Wisdom modifier as a bonus, and the myrmidon's Wisdom score is higher than the attacker's Wisdom score, the myrmidon automatically succeeds his saving throw.
Strength Mastery: The myrmidon has now become the ultimate warrior. Whenever he would add his Strength bonus to any skill-check, opposed roll, attack roll, or damage roll, or when it would be examined by his Skill Mastery ability, treat his Strength score as double what it actually is.
Dexterity Mastery:The myrmidon has now become the ultimate warrior. Whenever he would add his Dexterity bonus to any skill-check, opposed roll, attack roll, or damage roll, or when it would be examined by his Skill Mastery or Reflex Mastery abilities, treat his Dexterity score as double what it actually is.
Constitution Mastery:The myrmidon has now become the ultimate warrior. Whenever he would add his Constitution bonus to any skill-check, opposed roll, or hit points, or when it would be examined for his Fortitude Mastery ability, treat his Constitution score as double what it actually is.
Master Myrmidon: Combat has become irrelevant for the ultimate warrior. He now treats all his damage rolls as if they were the maximum possible result, and his critical threat range/multiplier for any weapon becomes 15-20/x4. (This ability supercedes his Death Mastery ability, but stacks with Improved Critical or any other ability that would improve a critical threat range or multiplier)
So what do you all think? How can I make this class balanced against Tier 2? Please comment and help me out.