Myrmidon

The Rock and the Hard Place

ArmsmanCavalier

“You! Get behind me! The rest of you, make peace with your destruction!”

~ Axyl vir Galleon, Mercan Myrmidon

True strength lies in the ability to protect the most vulnerable. True defenders stand in harm’s way to secure those who cannot defend themselves. Since their inception, the Myrmidon has stood as a pillar of communal support and a shield against overwhelming oppression. With incredible strength and durability, those foolish enough to aggress pay in blood and pain.

In hybridizing the Armsman and Cavalier Base Classes, the Myrmidon is an unmovable bulwark on the battlefield, more than capable of dishing out just as much punishment as they can withstand. The trademarks of a Myrmidon are their near-impenetrable defenses while inflicting incredible damage on those foolish enough to attack. The Myrmidon deflects and counters incoming Melee Attacks, inflicts Damage on attackers that get through their protection, and brutally executes defeated opponents.

Historically Speaking

The Myrmidon is another creation of necessity brought into existence by the Nexus. During the joint invasion of Kronin by the Corporations of Axis and the Armistician Empire, civilian security forces and advanced operatives such as Tempests and Helions, while influential within their niche, were not well equipped for the onslaught of a long war of attrition. The lands without borders needed a way to establish a front line. Enter the Nexus solution: the Myrmidon. The Vocatiary began drafting the most challenging, empathetic Krones into an elite defensive force. Armed and trained to clash with the heavy Melee Forces of the Armistician Empire, the Myrmidons wedged an immovable obstacle in the invasion’s warpath. Most famously, the Krone Myrmidons held an Axian war machine, the Yggdranaut, over the Canyon-spanning Central Access Bridge before its ultimate catastrophic collapse.

The Modern Myrmidon

The performance of the original Myrmidons in the Nexus War left an impact on the Empire veterans that returned home to Armistice. The combat methodology dominated the flourishing Arena Circuits, reaping the praises of celebrity and fame amongst professional fighters and soldiers throughout the Oversalt. Their techniques' efficacy has even been desired at many highly exalted security organizations. A modern Myrmidon often seeks work within organized security or military force but frequently finds employment with adventuring Companies for their skills as peerless guards, experienced tacticians, and dauntless leaders. A Myrmidon often grows into a career as an officer, bodyguard, or security commander. Unscrupulous Myrmidons are brash ruffians that throw their weight around to intimidate and impose, with deadly repercussions for any that stand against them.

Class Features

The Myrmidon's Class Features focus on deflecting and countering Melee Attacks, taking incredible amounts of punishment, and executing a weakened enemy. The Myrmidon Class benefits from having high Grit, Power, Skill, and Charm Attributes.

Vitals

Hit Points Per Rank: +10

Action Points Per Rank: +2

Equipment Training

Weapons: Blade, Greatblade, Hammer, Polearm, Thrown, Warhammer

Armor: Heavy Armor, Plate Armor, Heavy Shield, Light Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Myrmidon Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Athletics/Tact

They gain a bonus to Class Ability Checks equivalent to half (½) of their Myrmidon Rank. An additional Class Ability from the following list is chosen at Myrmidon Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Culture, Deception, Drive, Intimidation, Perception

Myrmidon Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Myrmidons benefit most from a high Grit Attribute, enhancing their Class Features such as Heft, pumping up their pool of Hit Points and Total Essence, and increasing their overall survivability. Myrmidon players can also benefit from high Power and Skill Attributes, enhancing Class Features such as Coat of Harms, Melee Attacks and Damage, Ranged Attacks, Maneuvers, Initiative, Speed, Inventory Space, and any Athletics, Acrobatics, Drive, and Stealth Ability Checks. Myrmidon players can also benefit from a high Charm Attribute, allowing them to assume the role of the Company face, enhancing Class Features such as Greatest of All Time, providing a bonus to their Healing Modifier, and benefiting their Culture, Deception, Intimidation, and Tact Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Grit (+2), Power (+1), Will (+1)—Greatest of All Time, Phalanx

Rank Two (2). Pick (+1), Skill (+1)

Rank Three (3). Grit (+1), Charm (+1)—Bladed Defense

Rank Four (4). Pick (+1), Focus (+1)

Rank Five (5). Power (+1), Grit (+1), Charm (+1)—Heft

Rank Six (6). Pick (+1), Skill (+1)

Rank Seven (7). Grit (+1), Charm (+1)—Coat of Harms

Rank Eight (8). Pick (+1), Focus (+1)

Rank Nine (9). Focus (+1), Charm (+1)

Rank Ten (10). Grit (+2), Power (+1), Skill (+1), Charm (+1)—Judgment

Greatest of All Time

Beginning at Myrmidon Rank One (1), the Myrmidon becomes an intimidating and imposing opponent in battle. Whenever the Myrmidon inflicts Weapon Damage with a Melee Attack against an opponent susceptible to the Taunt Miscognition, that opponent suffers a Break Miscognition penalty to their next Attack roll equivalent to half (½) of the Myrmidon’s Charm Attribute. A Force Save against the Attack roll negates the Miscognition.

Phalanx

Beginning at Myrmidon Rank One (1), in response to a comrade protected by Provide Cover becoming the target of a Melee Attack, the Myrmidon can attempt to Parry with a Melee Attack as a Reaction. The Myrmidon’s Parrying inflicts their Weapon Damage to adjacent attackers. Additionally, the Myrmidon can deliver Wounds as a part of a Melee Parry.

Bladed Defense

Beginning at Myrmidon Rank Three (3), the Myrmidon gains a Precision Enhancement bonus equivalent to half (½) of their Grit Attribute to any Attack and Damage Rolls made as part of a Reaction, Parry, or counter. When dual wielding with a Shield, a Myrmidon’s Off-handed Attacks register as an automatic success if following up a successful Melee Attack made that turn against the same target.

Heft

Beginning at Myrmidon Rank Five (5), during combat, the Myrmidon receives a Barrier Enhancement bonus to their Damage Resistance (+2) against all Damage Types every time they are targeted for an Attack by a unique opponent. The Myrmidon can stack this bonus a number of times equivalent to half (½) of their Grit Attribute. Once combat ends, Heft fades to zero (0).

Coat of Harms

Once at Myrmidon Rank Seven (7), in response to suffering Hit Point Damage, the Myrmidon can unleash a ring of Slash Damage equivalent to the sum of their Power and Skill Attributes, striking any adjacent targets as a Free, Immediate Action. Coat of Harms cannot be avoided and bypasses all forms of Damage Resistance.

Judgment

As a Master Myrmidon, at Myrmidon Rank Ten (10), as a Physical Impact, the Myrmidon can execute an incapacitated, unconscious, or otherwise defenseless opponent. The Myrmidon consults a moral or logical authority while determining the fate of the defeated. Once their conclusion has been reached, they execute their adversary, delivering instant death and preventing the body from being revived, regenerated, or resurrected. A Force Save negates the instant kill.

Myrmidon Perks

Defenseless Whelp

Prerequisite: Greatest Of All Time

Your Greatest Of All Time penalty also applies to your Target's Physical Armor.

Swift Reprisals

Prerequisite: Phalanx

Your Wounds inflicted as a part of Phalanx no longer expend a Daily Use of Wound.

Follow Through

Prerequisite: Bladed Defense

Whenever you score a Critical Hit with your Main-hand Weapon Attack while wielding a Shield in your Off-hand, your Off-hand Attack is now an Automatic Critical.

Muscle Mass

Prerequisite: Heft

Increase your Damage Resistance Capacity of Heft to your Full Grit Attribute

Band Of Thorns

Prerequisite: Coat Of Harms

Your Coat Of Harms will now trigger anytime you are the Target of a Melee Weapon Attack.

Sealed Fate

Prerequisite: Judgement

The Target of your Judgement suffers a minus Ten(-10) penalty to their Save Attempt. 

Myrmidon Heroics

Shield Crash

Prerequisite: Myrmidon(Rank 1) 

AP Cost: 10

Action Type: Rapid Action

Range: Adjacent

As a Rapid Action, you can attempt a lightning-quick Off-hand Melee Weapon Attack against an Adjacent Target using an equipped Shield. If successful, in addition to your normal Weapon Damage, your Target suffers 1D8 Crush Damage for every Two(2) Points of your Power Attribute.

Mockery

Prerequisite: Myrmidon(Rank 2) 

AP Cost: 20

Action Type: Rapid Action

Range: Line Of Sight

Effect Duration: Rounds

As a Rapid Action, you can hurl an insulting challenge to a Target that can perceive and understand you within your Line of Sight, inflicting the Taunt Miscognition for the Effect Duration. 

Honor Guard

Prerequisite: Myrmidon(Rank 3) 

AP Cost: 30

Action Type: Phalanx

As a part of your Phalanx Class Feature, your successful Melee Parry inflicts both your Main-hand and Off-hand Weapon Damage as though struck by a Dual Wield Attack. In addition to your normal Weapon Damages, your Target suffers 1D6 Slash Damage for every Two(2) Points of your Power Attribute and 1D6 Crush Damage for every Two(2) Points of your Grit Attribute. 

Posture Balance

Prerequisite: Myrmidon(Rank 4) 

AP Cost: 40

Action Type: Ritual(One Hour) 

As a Ritual during a Rest Period, you can spend One(1) Hour practicing ambidextrous striking patterns. Whenever you successfully land a Main-hand and Off-hand Weapon Attack on the same Target in a single Turn, you can compile your Weapon Damage into a single Source before calculating Damage Resistance until your next Rest Period. 

Unmovable

Prerequisite: Myrmidon(Rank 5) 

AP Cost: 50

Action Type: Reaction

As a Reaction to being in the Path of Travel of a Charging Creature, you can staunchly stand your ground to halt your Target. Then, you can attempt a Parry against your Target’s Attack Roll or Physical Impact to meet your Target head-on with an incredible shield bash. If successful, your Target’s movement is halted, and they suffer your Off-hand Weapon Damage and an additional 1D10 Crush Damage for every Point of your Grit Attribute. 

Stalwart

Prerequisite: Myrmidon(Rank 6) 

AP Cost: 60

Action Type: Move Action

Effect Duration: Rounds

As a Move Action, you can apply your bonus from your Heft Class Feature to your Physical and Force Armors for the Effect Duration.

Warcharge

Prerequisite: Myrmidon(Rank 7) 

AP Cost: 70

Action Type: Full Action

Range: Double(2*) Speed(Charge)

Effect Duration: Rounds

As a Full Action, while mounted on your Steed, you can rally your Steed to sprint forward in a straight line up to Twice(2*) its Speed as a tumultuous Charge, trampling all Targets within its Path of Travel for 1D10 for every Point of your Grit Attribute and knocking them Prone. At any point during the Charge, you can dismount from your Steed to challenge any that can perceive and understand you, inflicting the Taunted Miscognition for the Effect Duration. Targets within your Steed’s Path of Travel can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Forced Movement Effect. Targets challenged by you can try a Force Impact against your Physical Impact to Negate the MIscognition.

Thorned Laurels

Prerequisite: Myrmidon(Rank 8) 

AP Cost: 80

Action Type: Full Action

Range: Adjacent(Radius)

Effect Duration: Minutes

As a Full Action, for the Effect Duration, when triggered, your Coat Of Harms Class Feature will instead Damage all Adjacent Targets.

The Hard Place

Prerequisite: Myrmidon(Rank 9) 

AP Cost: 90

Action Type: Standard Action

Range: Adjacent

As a Standard Action while Adjacent to a solid surface, you can attempt a contested Maneuver against an Adjacent Target. If successful, you can reposition your Target between yourself and the solid surface while smashing your Target under your body weight, inflicting 1D10 Crush Damage for every Point of your Power and Grit Attributes. Then, as a Move Action, you can follow up The Hard Place with a second contested Maneuver to initiate a Grapple on the Target. 

Merciless

Prerequisite: Myrmidon(Rank 10) 

AP Cost: 100

Action Type: Judgment

You can attempt your Judgment Class Feature against any Target without regard to their status.