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| ArchypCosh03-28-07, 03:22 AM | Myrmidon Version 0.28 Change Log 3/28/07 - Modified Way of the Wind and Blade Technique to allow cross style abilities at a single tier lower instead of two. - Attempted to clarify the One as Two Blade Technique style with increased usage of quotes. 3/30/07 - Added a picture to the top. - Added Whirling Winds at 9th level. - Added the wacky flavor stuff to the bottom. - Fixed some typos. - Modified Light as Air; it's both better and worse now. - Modified my flavor quotes, since I forgot to attribute them AND otakutaylor came up with a much better one for the Myrmidons in the World section. 4/1/07 - Fixed Light as Air to not allow Two-Handed weapons. - Added a multiclassing restriction. http://img341.imageshack.us/img341/3061/speedprincebybluefleyyb2.jpg (http://imageshack.us) A Potential Myrmidon, by Bluefley (http://bluefley.deviantart.com/) “I’ve heard the wind’s whispers. Have you?” - Shaiya Wolfgang, Myrmidon Myrmidons are fighters who revere the wind. Its uncontrolled movement, darting this way and that, is what inspires those who take up the mantle of the Myrmidon. They learn to move in unexpected ways like a darting breeze, unleash the deadly fury of a whirling tornado, and how to skim effortlessly across the landscape like a zephyr. The greatest lesson to be taught, though, is how quickly wind is capable of moving. Myrmidons learn to wield their blades with the speed of a hurricane: some may choose to strike in single violent bursts, while others hone the ability to strike so quickly their blades can barely be seen. The most powerful Myrmidons can even utilize the primal elemental energy of wind and call forth nearly infinite speed from this untapped energy. MAKING A MYRMIDON Myrmidons have the following in-game attributes: Abilities: Myrmidons get the most out of Dexterity, as they can apply it to the attack bonus of any light or one-handed simple weapons or any light martial weapons. Constitution is always a good choice, to bolster both their low Fortitude save and low Hit Dice for a warrior class. Wisdom helps shore up their poor Will Save. Strength increases the damage they deal, but isn’t strictly necessary with the wide array of special techniques available to Myrmidons. Races: The most common Myrmidons are humans, as the fast-pace of the Myrmidon’s combat style applies well to their frenetic lives. Elves, due to their natural grace, are also often Myrmidons. Dwarves, who tend to live underground, are rarely called to be Myrmidons, though they aren’t unknown. Alignment: Myrmidons favor chaotic alignments, but even the most disciplined warrior can learn to increase their speed through rigorous training. Starting Gold: 5d4 x 10 gp ( 125 gp ) Starting Age: As a Fighter. Class Skills The Myrmidon’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Tumble (Dex) Skills at 1st Level : (4 + Int modifier)x4 Skills at Each Additional Level : 4 + Int modifier Hit Dice: d8 Table 1.1 – The Myrmidon Level BAB Fort Ref Will Abilities 1 +0 +0 +2 +0 Zephyr Step (10 ft.), Light as Air, Way of the Wind 2 +1 +0 +3 +0 Flashing Steel 3 +2 +1 +3 +1 Blade Technique 4 +3 +1 +4 +1 Zephyr Step (20 ft.), Fast Movement +10 ft. 5 +3 +1 +4 +1 Way of the Wind 6 +4 +2 +5 +2 Blade Technique 7 +5 +2 +5 +2 Zephyr Step (2/enc) 8 +6 +2 +6 +2 Two Cuts as One, Fast Movement +10 ft. 9 +6 +3 +6 +3 Blade Technique, Whirling Winds 10 +7 +3 +7 +3 Zephyr Step (30 ft.), Way of the Wind 11 +8 +3 +7 +3 Lightning Steel 12 +9 +4 +8 +4 Blade Tech, Fast Movement +10 ft. 13 +9 +4 +8 +4 Zephyr Step (40 ft.) 14 +10 +4 +9 +4 Precision 15 +11 +5 +9 +5 Blade Technique, Way of the Wind 16 +12 +5 +10 +5 Zephyr Step (3/enc), Fast Movement +10 ft. 17 +12 +5 +10 +5 Impossible Reflexes 18 +13 +6 +11 +6 Blade Technique 19 +14 +6 +11 +6 Zephyr Step (50 ft.) 20 +15 +6 +12 +6 Hyperanimation, Way of the Wind, Fast Movement +10 ft. Weapon and Armor Proficiencies: A Myrmidon is proficient in all simple and martial weapons. She is also proficient in light armor. Zephyr Step (Su) – The first thing a Myrmidon learns is to move faster than the eye can follow. At 1st level, she can use a swift action to instantly move up to a distance as shown in Table 1.1. This ability can be used once per encounter and is recharged by five minutes of exercise. You gain an additional use of Zephyr Step per encounter at levels 7 and 16. Light as Air (Ex) – A 1st level Myrmidon also learns how to use the air around her to boost her agility. Your Dexterity bonus to armor is now equal to 1.5 times your Dex modifier. In addition, you gain the benefits of the Weapon Finesse feat for a chosen one-handed or light weapon. Way of the Wind (Su) – The last thing a Myrmidon learns at 1st level is how to manipulate the air in order to increase her mobility on the battlefield. Each Myrmidon picks a focus based on their chosen style and gains one of the following ability sets. A Myrmidon may choose to substitute any of her chosen style’s abilities for an ability from a different column at least one tier lower. Example: Shaiya just reached level 10 in the Myrmidon class. She is dedicated to the path of Zephyr Step, but decides that she might like a little more power to her charges. She can choose to substitute Tailwind, which is two tiers lower than 10th level, or Darting Breeze, which is one tier lower, for Tornado Step, which she would normally gain at level 10. Flight Charging Zephyr Step 1 Cushion of Air Tailwind Breeze Step 5 Updraft Darting Breeze Zephyr Slip 10 Cloud Wings Backdraft Tornado Step 15 Sustaining Winds Bolstering Winds Whispering Wind 20 Mastery of the Sky Free as the Wind Air Slide Flight – Those who choose the path of flight learn to manipulate wind around their bodies and eventually gain the ability to soar through the air. Cushion of Air - Reduce falling damage by 1d6 per 4 levels of Myrmidon. Updraft - Increase Jump checks by 1 per Myrmidon level; can make a Run action while flying. Cloud Wings - Gain flight (average maneuverability) at a speed of 30 ft. Sustaining Winds - Grant flight to all nearby allies for limited periods of time. Increase flight speed by 10'. Mastery of the Sky - Improve maneuverability to perfect. Increase flight speed by 10'. Charging – Those who choose the path of charging use wind to push them along the ground at greater speeds. The masters of this path can use a powerful burst of air to charge even flying enemies. Tailwind - When charging, you can move up to three times your move speed. When Running, you can move up to five times your move speed (six if you have the Run feat). Increase land speed by 5'. Darting Breeze - You don't need to charge in a straight line. Increase land speed by 5'. Backdraft - As an immediate action, you can take a move action in any direction. This ability can only be used once every 4 rounds. Increase land speed by 10'. Bolstering Winds - Grant 20’ of bonus movement speed to your allies. Increase land speed by 10'. Free as the Wind - When making a charge, you may move in any direction, including into the air. You maintain your height until the end of your next turn, then fall. Increase your land speed by 10'. Zephyr Step – Those who choose the path of Zephyr Step gain more focused control over their minor teleportation powers. A master of the Zephyr Step can use it more often than the other styles and can even step in response to enemy actions. Breeze Step - Increase Zephyr Step distance by 20 ft. Zephyr Slip - Can use Zephyr Step as an immediate action once per encounter. Gain an additional use of Zephyr Step per encounter. Tornado Step - Increase Zephyr Step distance by 20 ft. Whispering Wind - Grant all allies use of Zephyr Step once per encounter. Gain an additional use of Zephyr Step per encounter. Hurricane Step - Increase Zephyr Step distance by 20 ft. Gain an additional use of Zephyr Step and Zephyr Slip per encounter. Flashing Steel (Ex) – Myrmidons of 2nd level learn to move their weapons with the speed of a tornado. As part of a full attack action, you may choose to gain an additional attack at your highest Base Attack Bonus; all attacks made until the beginning of your next turn take a -2 penalty. This ability doesn't stack with other sources of additional attacks, such as Flurry of Blows or the haste spell and can only be used if you are using a weapon that Light as Air applies to. Blade Techniques- At third level, a Myrmidon begins to apply her mastery of air to her actual weapon techniques in combat. As with Way of the Wind, a Myrmidon can choose an ability from a non-chosen style at least two tiers lower in place of any of her Blade Techniques. Iaido Mobility One as Two 3 - Quicksilver Mobile Style One Blade as Two 6 - Cleaver Shot Momentum Bulwark of Steel 9 - Razor Draw Zephyr Strike One Blade as Three 12 - Counter Draw Thousand Blades Twinned Slice 15 - Mutable Iai Zephyr Dance Rending Strikes 18 - Unstoppable Force Dervish of Steel One Blade as All Iaido – The iaido style mimics the power of a hurricane in single powerful blows. All practitioners of this style learn the iaido cut; when drawing a weapon, you may make a single attack against a target you threaten as a free action. This ability can only be used once every three rounds. You may apply a single iaido bonus ability to this cut as described below. Quicksilver– Target is considered flat-footed when making an iaido cut. Cleaver Shot – Your iaido cut initiates a bull rush attempt with a strength bonus equal to the damage you deal. Razor Draw – Your iaido cut is resolved as a touch attack. Counter Draw – You can draw your weapon as an immediate action. This can be done even when you are flat-footed. Mutable Iai – You may combine any two Iaido abilities into a single action. Unstoppable Force – Your iaido cut ignores damage reduction and increases your weapon’s critical multiplier by two. If this strike hits, it is considered a critical hit. Mobility – The style of mobility revolves around staying in motion at all times during combat. Mobile Style – You may make a free 5-ft. step at any point during a full-attack action. This 5-ft. step does not count against your single 5-ft. step action per round. Momentum – Deal an additional 1d4 damage per 10 ft. you moved since your last attack action on your first attack this round. This damage caps at 10d4 bonus damage. Zephyr Strike – When using Zephyr Step, you may make a free attack action against a target you threaten after Stepping. Thousand Blades – You may make a full attack at the end of a charge. Zephyr Dance – You may expend two uses of Zephyr Step to make a Zephyr Strike against all targets within Zephyr Step range. You may only use this ability once per encounter. After using Zephyr Dance, you become Exhausted until the end of combat. Dervish of Steel – You are considered charging when you use Zephyr Strike or Zephyr Dance. One as Two – A practitioner of the One as Two style of techniques learns to strike with the speed of a tornado. They slowly gain the abilities of two-weapon fighting when wielding only a single weapon that you can apply Light as Air to. One Blade as Two – Gain a single "off-hand" attack at your highest base attack bonus. This attack and all others made in this round take a -2 penalty. Bulwark of Steel – Gain a +2 shield bonus to AC while wielding a single weapon. One Blade as Three - Gain an additional "off-hand" attack at your highest base attack bonus – 5. This attack and all others made in this round take a -1 penalty. Twinned Slice – You may make an "off-hand" attack as part of a standard attack at no penalty. Rending Strikes – If you hit with both a main and “off-hand” attack, deal an additional base main hand weapon damage + 1.5xStr damage. One Blade as All – Gain an additional "off-hand" attack at your highest base attack bonus – 10. There are no penalties for using this ability. Two Cuts as One (Ex) – An 8th level Myrmidon’s speed increases to the point that she can make two strikes in the time that most warriors can only make one. She can attack twice as a standard action with a -5 penalty. Whirling Winds (Su) - A Myrmidon learns to enhance the strength of her strikes by coating her blade in a sheath of wind once she reaches 9th level. Each attack she makes deals 1 additional sonic damage. If the weapon she wields can already deal sonic damage, increase the sonic damage dice by one step instead. Lightning Steel (Ex) - Myrmidons of 11th level have perfected the art of striking with the speed of a hurricane. As part of a full attack action, you may choose to gain another additional attack at your highest Base Attack Bonus; all attacks made until the beginning of your next turn take a -2 penalty. If you choose to make only a single additional attack, as with Flashing Steel, the attack penalty is reduced to -1. This ability stacks with Flashing Steel, but doesn't stack with other sources of additional attacks, such as Flurry of Blows or the haste spell and can only be used if you are using a weapon that Light as Air applies to. Precision (Ex) – A 14th level Myrmidon begins to exert greater control over her movements. Reduce the penalties of attacks made with Two Cuts as One by 3 and Lightning Steel by 1. Impossible Reflexes (Ex) – At 17th level, the Myrmidon becomes a near personification of a darting winds. She can use one swift or immediate action per round without it counting against your limit of one swift/immediate action. Hyperanimation (Su) – A myrmidon who has reached 20th level learns to tap into the primal forces of wind. Once per day, she may sacrifice her very wellbeing to enter a state of hyperanimation. While hyperanimated, her agility increases nearly a hundredfold; no mere mortal can possibly keep up with this incarnation of pure speed. She gains two benefits from being hyperanimated: vastly increased mobility, and a greater number of attacks. Mobility – Her base land speed increases by ten times, her Zephyr Step distance doubles, and she can make a single Zephyr Step as a free action each round. This Step doesn’t count against her limit per encounters, though you may still choose to use a regular Zephyr Step while hyperanimated. These free Zephyr Steps cannot be used as part of a Zephyr Strike, though normal Zephyr Steps can be. In addition, movement through threatened areas doesn’t provoke attacks of opportunity as normal. Attacks – The number of attacks in all attack actions double; if she has the Two as One Blade Techniques, both the number of main hand and off-hand attacks double. You may not use Zephyr Dance while under the effects of hyperanimation. Hyperanimation lasts for a single round. If the Myrmidon wishes to maintain the effects for additional rounds, she takes lethal damage equal to one-third her total hit points + 3 as her muscles rip and tear. Regardless of whether or not she has enough life to spare, she cannot maintain Hyperanimation for more than 3 additional rounds. When Hyperanimation ends, the Myrmidon is dazed for one round and nauseated for an additional two rounds. She is also fatigued until she can rest for at least an hour; this fatigue cannot be magically cured or resisted, even in the Myrmidon is immune to fatigue. MULTICLASSING If a Myrmidon ever takes levels in another class, she may never again progress as a Myrmidons, though she keeps all of the abilities gained thus far. PLAYING A MYRMIDON Myrmidons are front-line warriors, but they need to rely on their extreme mobility and speed to stay alive. They gain both various styles of movement and a specialized set of techniques with their weapons, so be sure to focus on the style of agile warrior that fits you best. A straight-up fight with a barbarian or fighter won't end well, so leverage all of your abilities to keep the fight on the move. Religion: Myrmidons are as fickle as the breeze that inspires and strengthens them. Many choose to follow the teachings of Obad-Hai or nature deities, but they are just as likely to promote the agenda of Heironeous or Erythnul. Other Classes: Myrmidons find the closest kinship with Rogues and Monks, who both rely on their agility in and out of combat. Though they enjoy having one on their team, the raging strength of the Barbarian is somewhat off-putting to Myrmidons. Fighters continually surprise Myrmidons with their versatility, and are welcome company. Bards are similarly free-spirited, and the spontaneous magics of the sorcerer are appealing. Myrmidons tend to distrust Wizards for their tendency to spend time cooped up with an arcane tome instead of enjoying the outdoors. Combat: Depending on your chosen Way of the Wind and Blade Techniques, your choice of combat tactics will vary widely. Regardless, use your Zephyr Step to quickly advance or retreat; being able to retreat quickly after a full-attack is a powerful ability. Straight up slugfests will probably go poorly for you, so make sure to keep moving; your chosen Way of the Wind will provide alternate escape routes, so make sure you know what it is you can do. MYRMIDONS IN THE WORLD "A myrmidon, yes... I've seen one's blade in action, or should I say after its action. Even MY keen eyes couldn't follow that blade." - Aramil Leafbow, Elven Weaponmaster Under Construction **************************************** ***************** Feel free to rip it to shreds, especially if something looks remarkably broken. I'll add the fluff sometime soon, just wanted the basic mechanics up for critique. |
| Nausicaa03-28-07, 04:19 AM | I like it very much but i've got some issues: 1) I don't like the name "myrmidon".. they were in fact not so fast but strong, as their ant-ish origin says.. I suggest to change the name, but if you like it this is null ^^ 2) Why don't you give him full atk? 4+int skills, d8, i understand the class features are very good, but i think you should definitely give him a full attack bonus 3) Class features are really good, as i just wrote. I've nothing to say about them. Good also that you kept the Tome of Battle format for the Zephyr Step (1/encounter instead of x/day is definitely more useful). But can't you give him the ability to switch from one Way of the Wind to another more easily? Or, can't you make it able to substitute an ability from another school but only one step lower? 4) I think you should definitely give him some bonuses to damage: momentum is one of the few, i think you should make it add dex to damage (maybe at level 8-9) 5) Can you explain better this: One as Two – A practitioner of the One as Two style of techniques learns to strike with the speed of a tornado. They slowly gain the abilities of two-weapon fighting when wielding a single weapon that you can apply Light as Air to. I can't understan if you need two weapons, or if you can make an extra attack with the same hand, but it says "off hand"... However, i like very much this class, and i'm going to write here more, if you like it |
| ArchypCosh03-28-07, 01:19 PM | Thanks for the reply! Feedback is always appreciated. 1) I don't like the name "myrmidon".. they were in fact not so fast but strong, as their ant-ish origin says.. I suggest to change the name, but if you like it this is null ^^ The reason I chose the name Myrmidon is that they're the elite guard for one of the organizations in my campaign. However, I'm always open for suggestions, so if you think of something that sounds and/or fits better, I'd love to hear it. 2) Why don't you give him full atk? 4+int skills, d8, i understand the class features are very good, but i think you should definitely give him a full attack bonus The main reason I didn't go with Full BAB is that he gets a light weapon equivalent of Flurry of Blows. Something about getting 3 attacks (6 in Hyperanimation) at a full base attack bonus just struck me as wrong. 3) Class features are really good, as i just wrote. I've nothing to say about them. Good also that you kept the Tome of Battle format for the Zephyr Step (1/encounter instead of x/day is definitely more useful). But can't you give him the ability to switch from one Way of the Wind to another more easily? Or, can't you make it able to substitute an ability from another school but only one step lower? Yeah, I prefer per encounter as well. It gives them some staying power while still limiting the amount they can do at any given time. I wasn't sure about how well only one step lower would work, but on my second pass, looks like that should work fine. I'll change that right away. 4) I think you should definitely give him some bonuses to damage: momentum is one of the few, i think you should make it add dex to damage (maybe at level 8-9) I tried to put his bonuses to damage in the combat styles themselves. However, I might allow him to use Dexterity instead of Strength for damage with weapons that he can apply Light as Air to. Need to think about that though, since I don't want to make him solely dependent on Dex. 5) Can you explain better this: One as Two – A practitioner of the One as Two style of techniques learns to strike with the speed of a tornado. They slowly gain the abilities of two-weapon fighting when wielding a single weapon that you can apply Light as Air to. I can't understand if you need two weapons, or if you can make an extra attack with the same hand, but it says "off hand"... I was afraid that might cause problems. Basically, you do only need a single weapon. The idea is that when using a single weapon, you can act as though you were wielding two; hence, you get "off-hand" attacks. These are made with the single weapon, but can be used to gain the special abilities Rending Strike and Twinned Slice. So yes, it's only one weapon, but you act as if wielding two. I may have to change the terminology, so if you have any suggestions, I'd be happy to hear them. Feel free to comment more if you find other things confusing! |
| ArchypCosh03-30-07, 10:31 PM | Added a few new abilities, and a picture. Also began to add more flavory text to the bottom. Leave comments if you're so inclined. |
| otakutaylor03-30-07, 10:50 PM | "A myrmidon, yes... I've seen one's blade in action, or should I say after it's action. Even my keen eyes couldn't follow that blade." -Elven weaponsmaster. "Did it hurt? Did it HURT?! It felt like I was peirced by 13 different arrows before I realized I got hit with one blade!" - retired arena fighter explaining his last fight with a myrmidon. Just a few other flavor texts for you if you want them, these are always fun to think of. I dunno if Dnd needs another Light melee base class (swashbuckler gets close to covering most of that) but i'll admit this is very tempting alternative. |
| ArchypCosh03-30-07, 11:23 PM | That first quote is mighty good. I stole it, but credited you in the change history. I hope that's a fair trade. As far as comparisons go, I prefer to think of it more like a melee-focused scout myself. All the mobility and whatnot. Whether or not it's needed is a fine question, but hey, it's too late to worry about that now I suppose. :D |
| otakutaylor03-31-07, 02:59 PM | You were welcome to them, I'm honored you took it. You got a point with calling it a melee scout, since the scout class could technicly do melee, it's just not suited for melee as much as ranged, while this one is near pure melee. I do have a nitpick, now that i've thought of it. A myrmidon has a hand up in the magical equipment department. The ability to fight as if TWF and as flurry is very very cost effective compared to other classes. Monks have to choose between enchanted weapons that have poor damage (Kama d6's or whatever vs their 2d6 fists) or their fists, which only have so many means to enchant them. Compared to a ranger ( or other TWF ranger) the Myrmidon can focus all his money on a single weapon and armor set (maybe a emergency weapon, but that depends on the player) compared to spending a whole nother share of the PC's gold on a second weapon that's at least comparible to the first. Thus your myrmidon is better than the average monks flurry of blows, and with the Two as one style, better than the average TWFighter as well. Minus the ability to be fully disarmed or sundered in one attack instead of two that's pretty powerful. And he still gets light armor profeciency, which means he can still wear a normal +5 leather armor and get a relatively cheap and stackable +6 AC vs. a monk who needs to buy his own brand of Armor. You've got at least one abilitiy to help fight against that, the Whirling winds makes all but the oddest myrmidon weild a sonic or sonic burst weapon. While this makes them powerful, it also means his enemy knows what to defend against if he knows their coming and sonic isn't always the best choice, since it's rare to find enemies who are particularly weak against it. Also, just something simple, Myrmidon may be chaotic, but they seem pretty dedicated to a single style. Multiclassing (or likely dipping) from myrmidon can be particularly deadly. Unless i'm mistaken, taking say... 1 level of scout you gain an additional 1d6 and +1 ac on almost every atack a myrmidon makes. I'd suggest something like making it a restricted to sticking to the path class. (like monk) or having certain abilities disabled if you multiclass away from it (like paladin) Just my opinion, hope it helps. |
| ArchypCosh04-01-07, 03:24 PM | I do have a nitpick, now that i've thought of it. A myrmidon has a hand up in the magical equipment department. The ability to fight as if TWF and as flurry is very very cost effective compared to other classes. Monks have to choose between enchanted weapons that have poor damage (Kama d6's or whatever vs their 2d6 fists) or their fists, which only have so many means to enchant them. Compared to a ranger ( or other TWF ranger) the Myrmidon can focus all his money on a single weapon and armor set (maybe a emergency weapon, but that depends on the player) compared to spending a whole nother share of the PC's gold on a second weapon that's at least comparible to the first. Thus your myrmidon is better than the average monks flurry of blows, and with the Two as one style, better than the average TWFighter as well. Minus the ability to be fully disarmed or sundered in one attack instead of two that's pretty powerful. I agree somewhat with this assessment, but there were two main things I was thinking of when I did these abilities. 1) You can only use Flashing/Lightning Steel with a single weapon, the one that you choose Light as Air for. I just realized I was allowing Two-Handed weapons in there, which is probably a bit much, but the one-handed weapons available aren't that much stronger than the aforementioned Kama; also, I believe you get Unarmed Strike damage while wearing easily enchantable gauntlets. Finally, you can never fully remove the Flurry penalty, whereas Monks are done with that part by 11th level. 2) Two-weapon fighting isn't exactly the strongest feat chain ever unless you have some sort of bonus damage. 1 sonic damage per hit isn't enough to make it really powerful, so I see One as Two as giving you a bonus of three extra hits by level 20 without having a really big penalty. It is far cheaper than actual TWF, since it only requires a single weapon AND no feat expenditure. And he still gets light armor profeciency, which means he can still wear a normal +5 leather armor and get a relatively cheap and stackable +6 AC vs. a monk who needs to buy his own brand of Armor. Ah, I was comparing this part more to the Swordsage myself. Swordsage gets Wis and Dex to AC in light or no armor. While the Myrmidon is a little less MAD due to only needing Dex, the Swordsage applies his Wis to many other things as well. Again, I do believe Myrmidons will have a much higher AC than Monks but I'm not really balancing to Monks. You've got at least one abilitiy to help fight against that, the Whirling winds makes all but the oddest myrmidon weild a sonic or sonic burst weapon. While this makes them powerful, it also means his enemy knows what to defend against if he knows their coming and sonic isn't always the best choice, since it's rare to find enemies who are particularly weak against it. I hope that's a weakness and a benefit, pretty much the way you've put it. Sonic is the most reliable energy type, since so few creatures are immune to it; it also fits the Windery powers of the Myrmidon. However, very few creatures, if any, are actually weak to it and 1 sonic damage can be easily countered by Energy Resistance spells. Also, just something simple, Myrmidon may be chaotic, but they seem pretty dedicated to a single style. Multiclassing (or likely dipping) from myrmidon can be particularly deadly. Unless I'm mistaken, taking say... 1 level of scout you gain an additional 1d6 and +1 ac on almost every atack a myrmidon makes. I'd suggest something like making it a restricted to sticking to the path class. (like monk) or having certain abilities disabled if you multiclass away from it (like paladin) That's a fairly good point. I had considered the dangling fruit of Hyperanimation to be an ability you wouldn't want to give up, but dipping is always a potent choice. I think I'll add a multiclassing restriction. Just my opinion, hope it helps. Indeed it does. I like having to explain my rationale, it helps me see things (like having finessable Two-handers) that I might have underthought. |