Devout Myrmidon

Devout Myrmidon

Some gods inspire such piety and devotion as to cause people to set out upon the path of the Paladin. Others offer power and reward to those who would be Blackguards. Yet all of the gods’ churches, even the Panthiest Church of the Taldaran Empire, have some martial wing to their faith. Even Kukka’s faithful can choose, however rarely, to hone their talents as guards and protectors, using their bodies as shield and sacrifice in the service of their deity. The most focused of these are Devout Myrmidons.

Trained to be effective combatants, the reasons Myrmidons enter the fray are as varied as the gods themselves. Myrmidons of Forstorelse or Mod believe they serve as the gods’ direct physical instruments, while those of Kauppias often charge heavily for their service, enriching the temple to which they belong. Whatever the reason, the Myrmidon is granted special powers to function more effectively in the thick of battle.

Requirements

BAB: +7

Diplomacy, Intimidate, or Physical Intimidation: 10 ranks.

Feats: Power Attack, Cleave

Spells: Ability to cast 1st level Divine spells.

Special Abilities: Ability to Turn or Rebuke Undead,

Hit Die: d8

Class Skills: Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Physical Intimidation (Str), Scry (Int, exclusive skill), Sense Motive (Wis), Spellcraft (Int) Skill pts: 2 + Int Modifier

Special Features:

Weapon and Armor Proficiency: The Myrmidon gains no additional armor or weapon proficiencies.

Spells per day: The Myrmidon continues to gain abilities as a divine spellcaster. For every level of Myrmidon gained, the character gains new divine spells as if she had gained a level in her prior divine spellcasting class. The Myrmidon does not gain any other benefits of her former class, however, such improved ability to turn or rebuke undead or improvements to a paladin’s mount.

Favor of the Divine (SU): Beginning at 1st level, the Myrmidon gains a minor blessing from his chosen deity. The exact form of the blessing varies, and can be found on the table below.

Blush of the Rose: Rare though they are, Myrmidons of Kukka are given the ability to heal a target up to 1 hit point per Myrmidon level. This ability can be used once per day.

Commanding Presence: Servants of Forstorelse add their Devout Myrmidon level to any Intimidate or Physical Intimidation check used to keep subordinates in line.

Concealing Gloom: Followers of Varjo add their Devout Myrmidon level to all Hide and Move Silently checks for purposes of ambushing a victim.

Danger Sense: Myrmidons of Evighet gain a slight inkling into the workings of fate. As a result, the character may add their Myrmidon level to any Spot or Listen check to avoid surprise.

Destructive Strike: Myrmidons of the Worldbreaker (Korinthar*) add their Devout Myrmidon level to the damage of every blow.

Dominion of the Dead: Devout Myrmidons in the service of Sslira* gain an additional Rebuke/Control attempt per day. This ability cannot be used to fuel any Myrmidon abilities, and is not used up by Rejuvenation.

Everybody’s a Critic: Myrmidons of Duralion (though none are known to exist) gain a bonus equal to their Myrmidon level for saves to resist all charm, sleep, and mind-affecting effects, such as Dominate Person.

Fires of the Hearth: Servants of Tuli are able to use fire to heal. By meditating for fifteen minutes (Concentration check, DC 25 – Myrmidon Levels) the Myrmidon may step into a controlled fire, sit down, and continue meditating. At the end of every hour, the Myrmidon heals 1 point of damage per Myrmidon level. Every hour, the Myrmidon must make another Concentration check at the original DC + 1 per hour spent to continue. If the Myrmidon does not exit the fire in the next round, they take normal fire damage. This ability can be used once per day.

Fortune’s Touch: As a servant of Kauppias, the Devout Myrmidon is blessed with an improved ability to negotiate, whether for bargains or lives. The Devout Myrmidon adds their Myrmidon level to any Diplomacy, Bluff, or Sense Motive roll involved in negotiation. This bonus only applies for checks the Myrmidon does not have to default on.

Greenwood’s Gift: When fighting within a forest (it must be an actual, substantive forest, a copse of trees in a wide-open area, or a park in a city, does not suffice), devotees of Skogen gain effective concealment of 10% per Myrmidon level.

Hunter’s Eye: Myrmidons of Elain gain the ability to use the Survival skill for tracking, as if they had the Track feat (if they do not already possess it), and may add their Myrmidon level to any Survival check for tracking.

Imperator’s Will: Followers of Aria gain a bonus of +2 on all rolls while within the bounds of the Taldaran Empire.

Numbing Warmth: Servants of Talvi* add their Devout Myrmidon level to all saves to resist attack, environmental and spell damage from cold-based attacks and effects. Cold-based attacks that give no save (such as the Frost weapon enchantment) are not affected.

Oops: Myrmidons of Lognare gain the ability to make Trip Attacks without drawing an Attack of Opportunity, as per the Improved Trip feat if they do not already possess it. In addition, followers of Lognare add their Devout Myrmidon level to all trip attempts, commonly followed by laughter and open mockery of their fallen foe.

Purity of Purpose: Devotees of Kunnia remain conscious and functioning beyond 0 hit points, to a limit of their current Myrmidon level. Thus, a 3rd level Devout Myrmidon would remain able to fight at 0,-1, and –2 hp, and be considered Disabled at –3 hp. Devout Myrmidons below 10th level still die at –10 hp, and continue to lose 1hp/level while conscious at negative hp. At 10th level, the Myrmidon is considered Disabled at –10 hp, and any strenuous action results in death.

Slippery as an Eel: Devout Myrmidons of Frihet add their Myrmidon level to any Reflex saves, Strength checks, or Escape Artist checks to avoid or escape Entangle effects.

Smooth as Silk: Myrmidons of Hemlig add their Myrmidon level to all Bluff checks made as part of a combat action, whether to set up a feint, lose pursuit or (unlikely as it might be) to draw foes away from another victim.

Storm’s Grace: Followers of Skadia add their Devout Myrmidon level to all saves to resist environmental, attack, and spell damage from electrical effects. Electrical effects with no save (such as the Shock weapon enchantment) are unaffected by this ability.

True Leader: Myrmidons of Aurinko gain no benefit for themselves from their patron’s blessing. Instead, all those fighting beside the Myrmidon add a bonus equal to the follower of Aurinko’s Myrmidon level to all saves.

Victor’s Stamina: Servants of Mod add their Myrmidon level to all Fortitude saves for purposes of resisting hostile magic and poisons.

Waterbourne: Myrmidons of Valtameri add their Myrmidon level to all Swim checks and saves to resist drowning.

Will of Stone: Followers of Kivi add their Myrmidon level to all Will saves for purposes of resisting hostile magic and poisons.

Divine Strike (SU): At 2nd level, by sacrificing one Turn or Rebuke Undead attempt as a free action, the Myrmidon can invoke Kauppias’s power in the form of a Sacred (or Profane, if the cleric Rebukes undead) Bonus to Attack and Damage equal to the higher of his Wisdom or Charisma bonuses. This bonus applies only to armed and unarmed melee attacks, and lasts 1 round for every Myrmidon level the character possesses. This bonus can be split up among the cleric’s companions, but once allocated, remains set for the duration of the use, and no uneven bonuses (ie: +1 attack/+0 damage) may be allocated.

Example: Marcia is a 3rd level Myrmidon with a Charisma of 20. She, Justin (a fighter) and Harry (a wizard) encounter a group of monsters, and Marcia invokes her Divine Strike ability. She now has 5 points of Sacred Bonus to Attack and Damage (+5/+5) to allocate between her party. Reasoning Harry is least likely to need such a boost, she grants Justin a +2/+2 bonus, and retains the other 3 points for herself. These bonuses will last 3 rounds, at which time, she can spend another Turning attempt to invoke the ability again.

Divine Armor (SU): Beginning at 4th level, the Myrmidon may, as a standard action, invoke the power of Kauppias to shelter him from the blows of his enemies. For the duration of the combat, the Myrmidon receives the damage reduction special ability equal to the higher of his Wisdom or Charisma modifiers - this reduction is ignored by + I weapons or greater. Using this ability expends one of the Myrmidon’s turn (or rebuke) undead attempts for the day.

Shield of Faith (SP): At 6th level, as a standard action, the Myrmidon may call upon the power of his god to shield him from harmful magic. For one hour after this ability is activated, the Myrmidon receives spell resistance equal to 10 + the higher of his Charisma or Wisdom modifiers. Using this ability expends one of the Myrmidon’s turn (or rebuke) undead attempts for the day.

Rejuvenation (SP): Once a Myrmidon attains 8th level, as a full-round action, he may call upon divine power to completely restore his health. Using this ability restores all hit points, removes any disease or poison from the character's body, restores lost limbs and otherwise returns the Myrmidon’s physical being to a pristine state. Rejuvenation does not remove penalties incurred by negative levels, whether the result of magic items, energy drain, or other causes. This ability expends all of a Myrmidon’s turn (or rebuke) undead attempts for the day and may be used only once every thirty days.

Wrath of God (SU): At 10th level, the Myrmidon can call down a manifestation of this deity’s ire upon those who seek to thwart the god’s will. These manifestations vary by deity, much like the Blessing of the Divine.

Assassin’s Strike: If a 10th level Myrmidon in the service of Hemlig is able to engage a foe in single combat for three consecutive rounds (this includes not being targeted by ranged attacks and spells from other opponents), the Myrmidon may take a full-round action to make a single attack. If this attack is successful, the target must make an immediate Fort save, DC 10 + damage + the higher of the Myrmidon’s Wisdom and Charisma mods. Success on this save indicates normal damage, while a failure results in instant death. This ability can be used following a feint (but not after the use of the Quicker Than the Eye feat), and Myrmidons with rogue levels who successfully feint or otherwise deny the target his dexterity mod can apply sneak damage normally.

Blinding Light: Once per day, followers of Forstorelse may spend a full-round action to invoke their goddess’s power and potency as one of the Lights of Arol, releasing a massive flash of brilliant silver light. Any foes of the Myrmidon within 60’ must immediately make a Fortitude save against a DC of 20 + the better of the Myrmidon’s Wisdom and Charisma modifiers, or be permanently blinding by the burning light destroying their eyes. This blindness cannot be restored by ‘Cure Blindness/Deafness’ as the eyes themselves are destroyed, however a Heal, Healing Circle, or Mass Heal spell can restore the victim’s vision. Worshippers of Hemlig and Varjo, and the three Primordials are also considered Shaken for a number of rounds equal to the Myrmidon’s Charisma modifier, even if they successfully make the save, and demons, and other extraplanar servants of Varjo and her minions (Hemlig, Korinthar*, Sslira*, and Talvi*) who fail the Fort save suffer an additional point of damage per point of the Myrmidon’s Wisdom modifier.

Blood of Heroes: Once a Devout Myrmidon of Kunnia attains 10th level, her bonuses from Divine Armor and Shield of Faith are doubled. However, the Myrmidon has at her disposal a much more potent ability, albeit a more costly one: In combat, the Myrmidon can opt to sacrifice herself in battle against a particularly powerful foe (she MUST tell the DM she intends this in advance), ensuring that the next blow struck upon her by that foe will be fatal. As a result, however, all of that enemy’s natural and magical defenses, including Damage Reduction, Spell Resistance, defensive or stat-boosting magics (such as Mage Armor, Bull’s Strength, Headbands of Intellect, etc), and armor (armor, shields, bracers of armor, natural armor) simply fails. All attacks are considered touch attacks for purposes of hitting that foe, and any weapon striking the target is considered to be under the effect of a Bless Weapon spell (this supercedes any Keen or Vorpal enchantments present).

Cheat Death: Upon dying, a Devout Mymidon of Sslira* who has reached 10th level in the class rises again in 3 nights as a Death Knight. Death Knight Myrmidons who are later slain/destroyed do not get to Cheat Death again.

Competitive Fire: Beginning at 10th level, every 10 points of damage a Devout Myrmidon of Mod suffers grants the Myrmidon an immediate +1 Bonus to Strength and Constitution. These bonuses are removed as the Myrmidon heals.

Corrupting Flame: Once per week, 10th level followers of Korinthar* may use a breath weapon that extends in a 30’ line, 5’ wide and 5’ high, to envelop any targets in the affected area in unholy fire. Those engulfed must make a Fort save (DC 20 + the Myrmidon’s Wisdom Modifier) or take 10d6 points of damage for each of the next 1d4 rounds. This Fort save is rolled only once, and a successful save halves the damage. At the same time, the victims must make a Will save (DC 20 + the Myrmidon’s Charisma Modifier) or suffer long-term effects. Those who make the save are unaffected. Characters who fail this Will save find themselves subject to dark dreams and temptations, which grow stronger the longer the character is afflicted. Every week, the victim can make another Will save at the original DC to throw off the effects. The effects can also be cured via a Remove Curse spell, cast by a cleric of 18th level or higher. Those who do not will eventually succumb to these dreams and temptations, falling to the service of the Pyre themselves.

Electrical Storm: Once each day, servants of Skadia may spend a full-round action to begin a massive electrical discharge. This discharge lasts for a number of rounds equal to the Myrmidon’s Wisdom modifer, and encompasses an area in a 20 foot radius around the Myrmidon. All foes of the Myrmidon within the affected area take electrical damage equal to 10 + the Myrmidon’s Charisma modifier each round. Worshippers of Skadia allied with the Myrmidon within this area are healed this amount each round. Non-worshippers of Skadia who are not foes of the Myrmidon are not affected.

Final Rest: Once per month, a Devout Myrmidon of Evighet can designate one foe to be laid to Final Rest. If the Myrmidon delivers the killing blow against this opponent, that creature cannot be restored to life, even by Ressurection, Reincarnation, Wish, or Miracle spells. The creature’s soul has been delivered straight to Evighet, and the lesser deities cannot retrieve it. The only exception to this is True Ressurection or Miracle cast by a priest of Evighet. In that situation, the spell functions normally, as the All-Father is, obviously, capable of returning a soul in his keeping.

Firestorm: As a full-round action, a Devout Myrmidon of Tuli can call down a pillar of flame upon a target location of her choice. This ability is identical to the spell Flamestrike, but the spell inflicts 10 +  in d8 of damage, which only strikes foes of the Myrmidon. Half of this damage is considered Holy, and so cannot be resisted with elemental resistances. As well, elemental vulnerability to fire only doubles 1/2 of the damage. A reflex save (DC 20 + the Myrmidon’s Charisma modifier) halves the damage.

Fool in the Rain: As a full-round action, a Myrmidon in the service of Kauppias can call down a hail of metallic particles. This ability functions identically to the Ice Storm for purposes of range and area of effect, and provokes an attack of opportunity. This ability is considered a 9th level spell, DC to resist based on the higher of the Myrmidon’s Wisdom or Charisma modifiers. All creatures in the affected area take d8 of damage. A successful reflex save halves this damage. The particles are actually copper pieces of local coinage, which can be recognized with a Spot check at a DC of 25 (though attempting this increases the DC on the reflex save by 5). The coins/projectiles do not persist more than a few seconds on the ground after the ability is used. The Myrmidon may only use this ability once per day.

Hysteria: Followers of Lognare, as a full-round action, may inflict upon a single target a more potent form of the spell Hideous Laughter. The effect is the same, incapacitating the foe for a number of rounds equal to the higher of the Myrmidon’s Wisdom or Charisma modifiers. This effect is resisted with a Will save (DC 20 + The Myrmidon’s Charisma modifier), but on a successful save, the target is still affected with distracting feelings of mirth and levity, and suffers a –2 on all rolls for the duration of the effect. This ability may be used once per day.

Light of Truth: Once per day, devotees of Aurinko may invoke the god’s power in a brilliant flash of golden that extends out some 60’. Any foes within this area must make a Will save vs a DC of 20 + the Myrmidon’s Wisdom or Charisma modifier (whichever is higher) or be immediately affected as if by a Glitterdust spell, giving enemies a +2 modifier on attack rolls. In addition, any foes in the effected area lose all all concealment bonuses, and any invisible foes immediately become visible, regardless of success or failure on the save. Creatures with a vulnerability to sunlight (such as vampires) take damage as if exposed to direct sunlight for 1 round per level the Character has in Devout Myrmidon (unless they leave the 60’ area), and undead and extraplanar servants of Varjo, Hemlig, or the Primordials must make an additional Fort save at the same DC or be destroyed. Those who make the save are unharmed (unless susceptible to sunlight). Using this ability is a full-round action.

Might of the Mountainlord: Once per day, as a full-round action, a servant of Kivi can create massive, localized tremors that cause the very earth to open up beneath the feet of their foes. Any enemies within 30’ of the Myrmidon must make a Reflex save (DC 20 + the Myrmidon’s Wisdom Modifier) to avoid slipping into these shallow rifts. The rifts close up again immediately, immobilizing anyone caught within, and dealing 1d12 pts of damage every round as the earth and rock tries to return to its proper form. A Strength or Escape Artist check (DC 25 + Myrmidon’s Charisma modifier) is required for a victim to extricate himself. Attempting to pull a victim free requires a Strength check (DC 15 + Myrmidon’s Charisma modifier). The damaging pressure lasts for 10 rounds, after which those still trapped remain trapped until they can escape, but they take no additional damage.

Peace of Slumber: Once per day, as a full-round action, a Myrmidon of Kukka can act to spare one foe by placing them in a magical slumber. The target must make a Will save against a DC equal to 20 + the total of the Myrmidon’s Wisdom and Charisma modifiers, or fall asleep for 12 hours. However, such mercy is not without its price. If anyone should harm the target while it is asleep, or while it is held captive afterward (if the target is taken prisoner, for example), the Myrmidon and all within 60’ take 1d10 pts of damage per point of the total of the Myrmidon’s Wisdom and Charisma modifiers. There is no saving throw against this damage, and so it is in the Myrmidon’s interests to ensure the target is not harmed. If the target makes the original saving throw, there are no negative side effects to dispatching that target, nor does the target take damage from this ability.

Prison of Ice: As a full round action, a 10th level Myrmidon of Talvi* can encase a single target in a shell of ice. This effectively entangles the target, leaving them unable to move, but also leaves them protected from most external damage sources. A successful Reflex save, DC 20 + the Myrmidon’s Charisma modifier avoids the encasing ice, and once encased, a Strength or Escape Artist check, DC 25, can escape the entombment. Every round the target remains trapped, he takes 1d6 pts of cold damage. This effect lasts until the ice melts or is destroyed. The ice has a hardness of 10, and takes 50 points of damage to shatter, or 25 points of fire or heat damage to melt. This ability can be used once per day.

Red in Tooth and Claw: Once a Myrmidon of Elain reaches 10th level, they no longer need such trappings of artifice as weapons. Instead, the Myrmidon is able to manifest six-inch long spiritual claws from her fingertips, which she uses as slashing and piercing weapons as through she were proficient, and using these claws does not provoke an Attack of Opportunity. These claws do 1d8 points of damage if used as a one-handed attack (in which case, the claws on the Myrmidon’s off-hand are considered a light weapon if the Myrmidon wishes to fight as though with two weapons) or 1d12 if used in a 2-handed rake. Strength is applied as normal for 1- or 2-handed attacks. However, the Myrmidon can apply a number of enchantment effects to her claws, up to a total of the higher of her Wisdom and Charisma modifiers (or +10 if the higher of these modifiers exceeds +10), though no more than a +5 Enhancement bonus can be applied. Elemental effects are highly uncommon, and the Myrmidon must select the specific package for her claws upon reaching 10th level. If her Wisdom or Charisma modifiers change after this point, the enchantments on her claws may be re-configured, with DM approval.

Spelleater: Servants of Valtameri may opt to sacrifice their next action in order to absorb incoming spell energy. When an offensive spell is cast that will effect the Myrmidon (including area effect spells whose area the character is within), the Myrmidon may opt to ‘eat’ the spell. When attempting this, the Myrmidon must make a Concentration check equal to save DC of the incoming spell (or what the save DC would be if the spell allowed saves, in the case of those that do not) and if successful, the spell is negated. If the Concentration check is failed, however, the Myrmidon takes damage equal to the final rolled total multiplies by 1.5, and cannot attempt to save vs that spell. You cannot attempt to avoid energies you are trying to draw into yourself, after all. Negated spell energy can be held for a number of rounds equal to the Myrmidon’s Wisdom modifier, and released at any time during that duration. Spell energy may be released in two ways: as a healing ray that cures 1d8 pts of damage to a single target per spell level of stored energy released (thus, a fireball would provide 3d8 of healing), or as a damaging area-effect, dealing 1d6+1 pts of damage per spell level released to everything within 20’ of the myrmidon. This damage can be resisted with a successful Reflex save (DC 20 + the Myrmidon’s Wisdom bonus).

Subjugation of the Infidel: Once per month, 10th level Myrmidons of Aria may spend a full action to invoke the power of their goddess as Mother of Empire. This is usually done with a clearly spoken verbal invocation that can be heard across the battlefield and ends with the demand for the unbelievers to repent and lay down their arms. At this point, all foes within 60’ of the Myrmidon must make a Will save (DC 15 + the Myrmidon’s Charisma modifier) or be overwhelmed with sudden zealotry for the cause of Aria. These ‘new believers’ will lay down their arms at the Myrmidon’s command, and if they strongly outnumber their remaining companions, will even fight for the Myrmidon against their former allies. Those who make the save are unaffected. Character who fail this saving throw will return to their senses after 24 hours.

Surprise Strike: Once per day, 10th level Myrmidons of Frihet can spend a full-round action to channel their god’s power across a 30’ radius. For 1 full round following (ie: Until the Myrmidon’s next action), all foes within that radius are denied their dexterity modifiers to Armor Class (and thus, any Dodge bonuses) while all allies within the same area do an additional 1d6 of sneak attack damage on any successful melee attack. This damage die stacks with any sneak attack dice a character already possesses.

Uncreation: Once per month, Myrmidons of Varjo who have reached this final level of devotion may attempt an act of supreme devotion: Uncreation. As a full-round action, the Myrmidon creates around herself the equivalent of a Sphere of Annihilation with a radius of 40’. Everything within that radius - friend, foe, bystander, animals, plants, even the very earth, water, and sky must make a Fortitude Save vs a DC of 15 + the total of the Myrmidon’s Wisdom and Charisma modifiers, including the Myrmidon herself. Anything that fails this save simply ceases to exist, as though it had never been. Those killed in this manner (save the Myrmidon herself, whose soul is immediately devoured by Varjo) can be restored via a True Ressurection, True Reincarnation, or Miracle spell, but unless the caster is a Cleric of Evighet, the spell has only a 50% chance of functioning (though additional castings may work).

Unknown (oooh!): No Myrmidons of Duralion are known to exist. Even fewer have progressed far enough for anyone to know what the ultimate power of these devotees is.

Veil of Death: As a full-round action, a Myrmidon in the service of Skogen may cause a concealing green fog similar to the spell Obscuring Mist to arise around his position in a 30’ radius. This fog provides the Myrmidon, and any allied worshippers of Skogen, 100% concealment from their foes. Allied non-worshippers and non-aligned bystanders within the area of effect gain a 50% concealment modifier, while foes of the Myrmidon gain no concealment whatsoever from the mists. Instead, opponents of the Myrmidon find the greenish fog to be a caustic gas, burning the insides of their lungs for 1d3 pts of Constitution damager per round. A successful Fortitude save (DC 20 + the Myrmidon’s Wisdom modifier) negates this damage, but must be made each round. The fog persists for 1 round per Myrmidon level the character possesses.