Crunk-gore
2006-11-14, 11:37 PM
I'd appreciate any comments, fixes, or criticism you have to offer. Thanks in advance.
Myrmidon
Alignment: Any
Hit Die: d8
Class Skills
The myrmidon’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (weapon drill) (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4
Skill Points at Each Additional Level: 6 + Int modifier
Table: The Myrmidon
{table]LV|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+0|Keen Strike +1; Weapon Focus
2nd|+2|+0|+3|+0|Increase Crit Multiplier; Keen Focus
3rd|+3|+1|+3|+1|Keen Insight (+2)
4th|+4|+1|+4|+1|Ignore Fortification 10%
5th|+5|+1|+4|+1|Keen Strike +2
6th|+6/+1|+2|+5|+2|--
7th|+7/+2|+2|+5|+2|--
8th|+8/+3|+2|+6|+2|Ignore Fortification 20%
9th|+9/+4|+3|+6|+3|Keen Strike +3
10th|+10/+5|+3|+7|+3|Wounding Strike
11th|+11/+6/+1|+3|+7|+3|--
12th|+12/+7/+2|+4|+8|+4|Ignore Fortification 30%; Increase Crit Multiplier
13th|+13/+8/+3|+4|+8|+4|Keen Strike +4; Keen Insight (standard action)
14th|+14/+9/+4|+4|+9|+4|--
15th|+15/+10/+5|+5|+9|+5|--
16th|+16/+11/+6/+1|+5|+10|+5|Ignore Fortification 40%
17th|+17/+12/+7/+2|+5|+10|+5|Keen Strike +5; Vorpal Strike
18th|+18/+13/+8/+3|+6|+11|+6|Keen Insight (+3)
19th|+19/+14/+9/+4|+6|+11|+6|--
20th|+20/+15/+10/+5|+6|+12|+6|Ignore Fortification 50%[/table]
Class Features
All of the following are class features of the myrmidon.
Weapon and Armor Proficiency: A myrmidon is proficient with all simple and martial weapons that are either light or one-handed, and with light armor and bucklers.
Keen Strike (Ex): A myrmidon’s fighting prowess and accuracy allows him to strike at the weak points of both objects and creatures with more ease than other fighters. A myrmidon must declare which attacks he designates to be keen strikes before attacking.
At 1st level a myrmidon can attack with a weapon as though it were keened (the threat range of his weapon is doubled), for a number of times per day equal to his Dexterity bonus +1, for one attack. A myrmidon can only use this ability with his favored weapon.
At 5th level, the number of times a myrmidon can use Keen Strike per day becomes equal to his Dexterity bonus +2.
At 9th level, the number of times a myrmidon can use Keen Strike per day becomes equal to his Dexterity bonus +3.
At 13th level, the number of times a myrmidon can use Keen Strike per day becomes equal to his Dexterity bonus +4.
At 17th level, the number of times a myrmidon can use Keen Strike per day becomes equal to his Dexterity bonus +5.
Favored Weapon: At 1st level, The Myrmidon chooses one weapon he's proficient with. He gains the Weapon Focus feat for that weapon. A myrmidon may chose to change his favored weapon, but doing so takes 1 day of dedicated practice with the new weapon.
Increase Crit Multiplier (Ex): The critical multiplier on a myrmidon’s weapon is increased by 1 (i.e. x2 becomes x3, x3 becomes x4, etc.). This can only be applied to a single weapon of the myrmidon’s choice, which must also be the type of weapon that he has the Weapon Focus feat for. A myrmidon can stack the effects of the Increase Crit Multiplier ability he gains at 2nd level with the one he gains at 12th level on the same weapon, or he can split them between two weapons, if he so desires.
A myrmidon can change the target of this ability to a different weapon (which must also be a weapon that he has Weapon Focus for) by practicing for 1 hour with the new weapon for each instance of this ability that he desires to change.
Keen Focus (Ex): A myrmidon gets a bonus equal to his Wisdom bonus to all attack rolls made to confirm a critical hit. Additionally, creatures and constructs with immunity to criticals are instead treated as having 100% fortification whenever a myrmidon attacks with his favored weapon.
Keen Insight (Ex): A 3rd level myrmidon can study his target for one round in order to gain a +2 insight bonus for attack and threat range on his next attack. The myrmidon loses this bonus if the next target he attacks is not the one he studied. In addition, if the myrmidon studies more than one target before attacking, the bonus he receives against the target he studied most recently takes dominance and he loses all other bonuses from this ability he had prior.
A myrmidon only receives these bonuses if he attacks with his favored weapon.
If a myrmidon makes a keen strike after studying his target, his weapon’s threat range is doubled before the threat range bonus from Keen Insight is added
At 13th level, the time it takes for a myrmidon to study his target is reduced to a standard action. This essentially means that a myrmidon can study his opponent and move in the same round.
At 18th level, the insight bonus a myrmidon receives from studying his target increases to 3.
Ignore Fortification (Ex): At 4th level, a myrmidon is able to ignore 10% of the fortification that his targets have whenever he attacks. This applies to the 100% fortification that creatures and constructs with immunity to criticals are treated as having due to the Keen Focus ability. If such creatures or constructs are wearing fortified armor, they are treated as having over 100% fortification.
At 8th level, a myrmidon is able to ignore 20% of the fortification that his targets have whenever he attacks.
At 12th level, a myrmidon is able to ignore 30% of the fortification that his targets have whenever he attacks.
At 16th level, a myrmidon is able to ignore 40% of the fortification that his targets have whenever he attacks.
At 20th level, a myrmidon is able to ignore 50% of the fortification that his targets have whenever he attacks.
Wounding Strike (Ex): A 10th level myrmidon can give up a single use of his Keen Strike ability for the day in order to try to deal a more wounding blow to his opponent. On his next attack (which must be with a weapon that he has the Weapon Focus feat for), his weapon is treated as having the wounding special ability. A myrmidon cannot make a keen strike on the same attack that he designates as being a wounding strike. A myrmidon must declare which attacks he designates to be wounding strikes before attacking.
Vorpal Strike (Ex): A 17th level myrmidon can give up a single use of his Keen Strike ability for day in order to make his weapon more likely to slay his opponent in a single blow. On his next attack (which must be with a weapon that he has the Weapon Focus feat for), his weapon is treated as having the vorpal descriptor. A myrmidon cannot make a keen strike or wounding strike on the same attack that he designates a vorpal strike. A myrmidon must declare which attacks he designates to be vorpal strikes before attacking.
---------------------------------------------------------------
During the alpha-version of this class, I had made an ability called Climactic Clash. Thing is, I could not figure out an appropriate level to place it at. Now, I reconfigured it to keep up with the edits I have already made to the class, but I am still unsure about how its mechanics should work and where I should add it in (assuming if I should add it in at all), so I posted it below to get your feedback.
Climactic Clash (Ex): As a full-round action, a myrmidon can initiate a climactic clash using his favored weapon. When doing so, a myrmidon gains an extra attack at his highest base attack bonus in addition to his other attacks, but takes a -4 on all attack rolls. However, his favored weapon’s threat range is increased by 2, cumulatively, for every successful attack roll he makes during a climactic clash (determine each critical after all attacks have been made, and resolve them accordingly).
A myrmidon cannot initiate a climactic clash if he had attacked during his previous turn; however, a myrmidon can study a target using his Keen Insight ability then initiate a climactic clash during the following turn. In addition, initiating a climactic clash requires you to give up 2 uses of your Keen Strike ability for the day.
Any increases to threat range granted from a climactic clash cannot be doubled by such means as using a keen weapon as your favored weapon, the Improved Critical feat, and the Keen Strike ability. Instead, these bonuses are applied after the weapon’s threat range has been doubled.
Now, before you ask, I've adapted this class from the myrmidon base class seen often in Fire Emblem games...
Myrmidon
Alignment: Any
Hit Die: d8
Class Skills
The myrmidon’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (weapon drill) (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4
Skill Points at Each Additional Level: 6 + Int modifier
Table: The Myrmidon
{table]LV|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+0|Keen Strike +1; Weapon Focus
2nd|+2|+0|+3|+0|Increase Crit Multiplier; Keen Focus
3rd|+3|+1|+3|+1|Keen Insight (+2)
4th|+4|+1|+4|+1|Ignore Fortification 10%
5th|+5|+1|+4|+1|Keen Strike +2
6th|+6/+1|+2|+5|+2|--
7th|+7/+2|+2|+5|+2|--
8th|+8/+3|+2|+6|+2|Ignore Fortification 20%
9th|+9/+4|+3|+6|+3|Keen Strike +3
10th|+10/+5|+3|+7|+3|Wounding Strike
11th|+11/+6/+1|+3|+7|+3|--
12th|+12/+7/+2|+4|+8|+4|Ignore Fortification 30%; Increase Crit Multiplier
13th|+13/+8/+3|+4|+8|+4|Keen Strike +4; Keen Insight (standard action)
14th|+14/+9/+4|+4|+9|+4|--
15th|+15/+10/+5|+5|+9|+5|--
16th|+16/+11/+6/+1|+5|+10|+5|Ignore Fortification 40%
17th|+17/+12/+7/+2|+5|+10|+5|Keen Strike +5; Vorpal Strike
18th|+18/+13/+8/+3|+6|+11|+6|Keen Insight (+3)
19th|+19/+14/+9/+4|+6|+11|+6|--
20th|+20/+15/+10/+5|+6|+12|+6|Ignore Fortification 50%[/table]
Class Features
All of the following are class features of the myrmidon.
Weapon and Armor Proficiency: A myrmidon is proficient with all simple and martial weapons that are either light or one-handed, and with light armor and bucklers.
Keen Strike (Ex): A myrmidon’s fighting prowess and accuracy allows him to strike at the weak points of both objects and creatures with more ease than other fighters. A myrmidon must declare which attacks he designates to be keen strikes before attacking.
At 1st level a myrmidon can attack with a weapon as though it were keened (the threat range of his weapon is doubled), for a number of times per day equal to his Dexterity bonus +1, for one attack. A myrmidon can only use this ability with his favored weapon.
At 5th level, the number of times a myrmidon can use Keen Strike per day becomes equal to his Dexterity bonus +2.
At 9th level, the number of times a myrmidon can use Keen Strike per day becomes equal to his Dexterity bonus +3.
At 13th level, the number of times a myrmidon can use Keen Strike per day becomes equal to his Dexterity bonus +4.
At 17th level, the number of times a myrmidon can use Keen Strike per day becomes equal to his Dexterity bonus +5.
Favored Weapon: At 1st level, The Myrmidon chooses one weapon he's proficient with. He gains the Weapon Focus feat for that weapon. A myrmidon may chose to change his favored weapon, but doing so takes 1 day of dedicated practice with the new weapon.
Increase Crit Multiplier (Ex): The critical multiplier on a myrmidon’s weapon is increased by 1 (i.e. x2 becomes x3, x3 becomes x4, etc.). This can only be applied to a single weapon of the myrmidon’s choice, which must also be the type of weapon that he has the Weapon Focus feat for. A myrmidon can stack the effects of the Increase Crit Multiplier ability he gains at 2nd level with the one he gains at 12th level on the same weapon, or he can split them between two weapons, if he so desires.
A myrmidon can change the target of this ability to a different weapon (which must also be a weapon that he has Weapon Focus for) by practicing for 1 hour with the new weapon for each instance of this ability that he desires to change.
Keen Focus (Ex): A myrmidon gets a bonus equal to his Wisdom bonus to all attack rolls made to confirm a critical hit. Additionally, creatures and constructs with immunity to criticals are instead treated as having 100% fortification whenever a myrmidon attacks with his favored weapon.
Keen Insight (Ex): A 3rd level myrmidon can study his target for one round in order to gain a +2 insight bonus for attack and threat range on his next attack. The myrmidon loses this bonus if the next target he attacks is not the one he studied. In addition, if the myrmidon studies more than one target before attacking, the bonus he receives against the target he studied most recently takes dominance and he loses all other bonuses from this ability he had prior.
A myrmidon only receives these bonuses if he attacks with his favored weapon.
If a myrmidon makes a keen strike after studying his target, his weapon’s threat range is doubled before the threat range bonus from Keen Insight is added
At 13th level, the time it takes for a myrmidon to study his target is reduced to a standard action. This essentially means that a myrmidon can study his opponent and move in the same round.
At 18th level, the insight bonus a myrmidon receives from studying his target increases to 3.
Ignore Fortification (Ex): At 4th level, a myrmidon is able to ignore 10% of the fortification that his targets have whenever he attacks. This applies to the 100% fortification that creatures and constructs with immunity to criticals are treated as having due to the Keen Focus ability. If such creatures or constructs are wearing fortified armor, they are treated as having over 100% fortification.
At 8th level, a myrmidon is able to ignore 20% of the fortification that his targets have whenever he attacks.
At 12th level, a myrmidon is able to ignore 30% of the fortification that his targets have whenever he attacks.
At 16th level, a myrmidon is able to ignore 40% of the fortification that his targets have whenever he attacks.
At 20th level, a myrmidon is able to ignore 50% of the fortification that his targets have whenever he attacks.
Wounding Strike (Ex): A 10th level myrmidon can give up a single use of his Keen Strike ability for the day in order to try to deal a more wounding blow to his opponent. On his next attack (which must be with a weapon that he has the Weapon Focus feat for), his weapon is treated as having the wounding special ability. A myrmidon cannot make a keen strike on the same attack that he designates as being a wounding strike. A myrmidon must declare which attacks he designates to be wounding strikes before attacking.
Vorpal Strike (Ex): A 17th level myrmidon can give up a single use of his Keen Strike ability for day in order to make his weapon more likely to slay his opponent in a single blow. On his next attack (which must be with a weapon that he has the Weapon Focus feat for), his weapon is treated as having the vorpal descriptor. A myrmidon cannot make a keen strike or wounding strike on the same attack that he designates a vorpal strike. A myrmidon must declare which attacks he designates to be vorpal strikes before attacking.
---------------------------------------------------------------
During the alpha-version of this class, I had made an ability called Climactic Clash. Thing is, I could not figure out an appropriate level to place it at. Now, I reconfigured it to keep up with the edits I have already made to the class, but I am still unsure about how its mechanics should work and where I should add it in (assuming if I should add it in at all), so I posted it below to get your feedback.
Climactic Clash (Ex): As a full-round action, a myrmidon can initiate a climactic clash using his favored weapon. When doing so, a myrmidon gains an extra attack at his highest base attack bonus in addition to his other attacks, but takes a -4 on all attack rolls. However, his favored weapon’s threat range is increased by 2, cumulatively, for every successful attack roll he makes during a climactic clash (determine each critical after all attacks have been made, and resolve them accordingly).
A myrmidon cannot initiate a climactic clash if he had attacked during his previous turn; however, a myrmidon can study a target using his Keen Insight ability then initiate a climactic clash during the following turn. In addition, initiating a climactic clash requires you to give up 2 uses of your Keen Strike ability for the day.
Any increases to threat range granted from a climactic clash cannot be doubled by such means as using a keen weapon as your favored weapon, the Improved Critical feat, and the Keen Strike ability. Instead, these bonuses are applied after the weapon’s threat range has been doubled.
Now, before you ask, I've adapted this class from the myrmidon base class seen often in Fire Emblem games...