Myrmidon

Classes AllowedFighter, Paladin
Ability Score RequirementsStrength 12
Constitution 12
Prime RequisitesStrength
Races AllowedAny
Alignments AllowedAny
The Myrmidon is the ultimate soldier. Soldiering is his life. He may be a high-ranking officer or a career sergeant; he may belong to one nation's armed forces or may be a mercenary. To the campaign and the adventuring party, he brings discipline and a useful understanding of military tactics; he's often rigid and contemptuous of rugged individualists or characters who don't like to take orders, so he can cause a lot of friction in an adventuring party, too.   When first created, the Myrmidon's player must decide whether his character is part of a standing army or a mercenary unit. If he's part of a standing army, he's employed as a soldier or officer in the army of a nation, large region, city guard, or even palace/castle guard. If he's part of a mercenary unit, he belongs to a group of freelance soldiers who hire themselves to just about anyone who can pay; or may be a personal bodyguard. The DM will have the deciding vote in what sort of force the Myrmidon belongs to; if, for instance, the DM doesn't want to have an all-military campaign, he'll probably insist that the Myrmidon be a mercenary, currently employed by a player-character or NPC important to the current story.   However, in the course of the campaign, the Myrmidon's employment can change, once or several times. He may start out as a mercenary bodyguard; later in the campaign, he may find himself commanding a small mercenary force in a border war; later still, he may accept a commission in the king's army and find himself a regular officer.   The choice of whether the character is of a non-commissioned rank (such as recruit, private, or sergeant) or an officer's rank (such as captain) is entirely up to the DM, who'll make his choice based on what works best in his campaign's current storyline.

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.

Notable Myrmidons


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