Myrmidon
Classes Allowed | Fighter, Paladin |
---|---|
Ability Score Requirements | Strength 12 Constitution 12 |
Prime Requisites | Strength |
Races Allowed | Any |
Alignments Allowed | Any |
Role
In the campaign's culture, the Myrmidon is a career soldier. In times of war, they're heroes to the nation. In times of peace, the common folk often look on them as parasites, living off taxes but providing no useful service. Mercenaries are often looked on as bandits and predators. Regardless of the public's opinion, though, the Myrmidon and the standing army are necessary to the defense of the nation, and so there are always Myrmidons to be found.Advantages
- Myrmidons receive a bonus weapon proficiency slot at 1st level. This proficiency slot can only be used to become Skilled in one of the following weapons: Battleaxe, bow (composite longbow, composite shortbow, or longbow), Crossbow (heavy or light), Lance (choice), Polearm (choice), Spear, or Sword (Choice).
- The Myrmidon is usually in the employ of some powerful patron. The DM will have to decide what immediate benefits this grants him; they vary with the type of employer he is working for.
- For instance, if he is working for a wealthy nobleman, he won't have to spend any money for room and board and will enjoy an upper-class existence.
- If he is part of a standing army, he may be immune to prosecution by the civilian authorities (though he can certainly face court martial for misdeeds).
Disadvantages
- The Myrmidon is instantly recognizable by his military demeanor, erect posture, disciplined mannerisms, etc. (There are plenty of soldiers and mercenaries who aren't Myrmidons who aren't so distinctive.) Because he is distinctive, the Myrmidon is easily remembered and described by witnesses to his adventures; this makes it easier for the enemy to identify him and follow his trail if he's trying to escape or travel through dangerous territory.
- The Myrmidon's strong sense of duty can compel them to undertake dangerous missions or protect allies at great personal risk, even when strategically unwise. They must roll 3d6 vs. his Wisdom to avoid accepting dangerous quests or stepping into harm's way to protect an ally.
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