Difference between revisions of "Myrmidon"

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You are an elite, heavily armored shock trooper, filling your allies with renewed vigor and your enemies with dread. On a continent infested with hordes of beastmen and tribes of barbarians, you’re a rare breed: a trained, professional soldier.
 
You are an elite, heavily armored shock trooper, filling your allies with renewed vigor and your enemies with dread. On a continent infested with hordes of beastmen and tribes of barbarians, you’re a rare breed: a trained, professional soldier.
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=== D&D 5th Edition ===
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<b>Skill Bonuses (1st level):</b> You are trained in Animal Handling and Medicine. You know how to handle mounts in battle, and you’ve learned how to deal with typical battle eld injuries.
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<b>Inspiring Example (1st level):</b> When you hit with a melee or ranged weapon attack, you can use a bonus action to inspire each ally within 30 feet of you. Until the beginning of your next turn, inspired creatures add 1d4 to attack rolls, ability checks, and saving throws.  You can use Inspiring Example once, and then you must rest to regain the ability.
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<b>Patrol Leader (6th level):</b> You gain the ability to summon a raid (see Followers), which takes the form of soldiers from your century temporarily placed under your command to garrison your home base or patrol in whatever area you are operating in. Your followers are equivalent to guards.
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<b>Centurion (10th level):</b> You become commander of your myrmidon century. Your gain a company of legionaries (see page 79). At 15th level, your followers improve to veterans. In addition, once per three years you can call an army to your banner. You are expected to keep your century employed, either as mercenaries or in the service of your home city; they can handle routine duties while you are away.
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=== Pathfinder ===
  
 
<b>Skill Bonuses (1st level):</b> You gain a +2 bonus to Profession (soldier) and Ride skill checks, and a +2 bonus on Heal checks made to apply first aid.
 
<b>Skill Bonuses (1st level):</b> You gain a +2 bonus to Profession (soldier) and Ride skill checks, and a +2 bonus on Heal checks made to apply first aid.

Latest revision as of 07:52, 16 February 2017

Thule has fewer standing armies than most fantasy settings; the city-states can defend their walls and project force a few days away from their gates, but marching armies haven’t been seen on Thule since the Lomar-Droum war sixty years ago, and there haven’t been truly massive legions since the Atlanteans invaded the Inner Sea more than five hundred years ago. Atlantis is no more, and the Atlantean holdings on Thule are dwindling, but you are part of one of Atlantis’s great gifts to Thule: the Myrmidons, heavily armored elite troops. Each myrmidon “century” had its own fighting styles and legendary history, and the Atlanteans’ enemies on Thule were so impressed that they started training “myrmidon” units of their own and adopting at least some of the Atlantean trappings. Now the phrase “myrmidon” means “elite trooper” and doesn’t necessarily indicate an Atlantean heritage. You are an elite trooper in one of Thule’s organized militar- ies (even if you’re on detached duty to enable indepen- dent adventuring). Those who see your raised weapon or heavy armor know they’re facing the best of the best.

Key Identity: Atlantean, human (Dhari or Kalay), fighter, warlord.

Myrmidon Benefits

You’re a warrior through and through, capable of striding purposefully straight into danger. Fearless and cunning, you’re capable of great things on the battlefield, but teamwork and discipline are your big- gest assets. Your mere presence as a myrmidon makes others fight better, because you inspire them to be as brave and disciplined as you are. In time, the myrmidon “century” (80–100 troopers) you’re affiliated with may grant you an honor guard of lower-level myrmidons to command as you see fit.

Myrmidon In the World

Within the larger military force you associate with, you’re regarded as elite, so other soldiers treat you with respect bordering on awe, or with jealousy. The civil- ians of your city-state are impressed as well, even if they only know the myrmidons from military parades, not military action. Conversely, you are hated and feared by the rank- and-file members of enemy armies, who would love to retreat and fight another day (if they’re frightened of you) or take your head as a trophy (if they’re feeling brave). That heavy armor and that purposeful march forward attracts attention on the battlefield, and atten- tion from the enemy army is what you’ll certainly get.

Personalising the Myrmidon

Many myrmidon centuries no longer adhere to the Atlantean standard of 100 troopers per unit; some have more and others have less. The home base of your cen- tury and its typical duties determine what you’re doing when you aren’t adventuring. Three examples follow.

Century XII of Katagia

A group of myrmidons that can trace its organizational heritage back 600 years to when it first set foot on Thule, Century XII acts as an honor guard for high-ranking nobles in Katagia. They’re also the organization responsible for carrying out executions ordered by the throne. This has earned them more enemies than the average myrmi- dons. Century XII is down to about 50 myrmidons, plus another 20 who are only marginally of useful fighting age. They’re eager to recruit more members, but their initiation tests are fierce.

Silver Gauntlets of Lomar

This century is native to Thule, but its myrmidons are no less disciplined for it. The Silver Gauntlets were instrumental in Lomar’s victory over Droum and continue to send out period- ic patrols in that direction. In addition to patrolling the countryside, the Silver Gauntlets act as a training cadre for Lomar’s more ordinary military units. Per- haps unusual among both myrmidons and the Lomar military in general, if you can shake hands with the Silver Gauntlet recruiter, all debts enforceable by Lomari law are forgiven and all arrest warrants sus- pended. Thus many try to join the Silver Gauntlets to turn around their lives, but the brutal tests that accompany membership have many scurrying back to the city to pay their bills or turn themselves in.

Century III of Droum

Thule’s oldest century, this group can trace its history back 900 years. It has exactly 100 troopers under its banners ... but about one in five is actually an intelligent undead. (Even death doesn’t end their duty to serve their century faithfully and well.) Droum’s top generals know this, but neither the rank-and-file army nor the civilian populace is aware. The people see the myrmidons only when they’re parading through the city in full helmets and heavy gloves, so it’s relatively straight- forward for Century III to keep its secret. The cen- tury’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead.

Role Benefits

You are an elite, heavily armored shock trooper, filling your allies with renewed vigor and your enemies with dread. On a continent infested with hordes of beastmen and tribes of barbarians, you’re a rare breed: a trained, professional soldier.

D&D 5th Edition

Skill Bonuses (1st level): You are trained in Animal Handling and Medicine. You know how to handle mounts in battle, and you’ve learned how to deal with typical battle eld injuries.

Inspiring Example (1st level): When you hit with a melee or ranged weapon attack, you can use a bonus action to inspire each ally within 30 feet of you. Until the beginning of your next turn, inspired creatures add 1d4 to attack rolls, ability checks, and saving throws. You can use Inspiring Example once, and then you must rest to regain the ability.

Patrol Leader (6th level): You gain the ability to summon a raid (see Followers), which takes the form of soldiers from your century temporarily placed under your command to garrison your home base or patrol in whatever area you are operating in. Your followers are equivalent to guards.

Centurion (10th level): You become commander of your myrmidon century. Your gain a company of legionaries (see page 79). At 15th level, your followers improve to veterans. In addition, once per three years you can call an army to your banner. You are expected to keep your century employed, either as mercenaries or in the service of your home city; they can handle routine duties while you are away.

Pathfinder

Skill Bonuses (1st level): You gain a +2 bonus to Profession (soldier) and Ride skill checks, and a +2 bonus on Heal checks made to apply first aid.

Inspiring Action (1st level): You can spend a hero point as a swift on your turn to grant each ally within 30 feet a +2 morale bonus to attack rolls, skill checks, and saving throws for 1 round.

Hero points you spend to perform an inspiring action are not permanently expended, and are regained at the end of the day.

Indomitable Defense (6th level): By taking a minor action to invoke this feature, you can gain a +1 bonus to all defenses for each adjacent ally. This bonus lasts until the end of your next turn.

Honor Guard (10th level): High Command has seen fit to assign you some myrmidons of your own. You gain a company of guard followers (see Followers, under narrative benefits). They’ll follow any orders that aren’t obviously suicidal, though they’re really more useful for guarding your camp and delivering messages and treasure back to civilization while you continue to adventure. Your myrmidon century pays for your honor guard’s gear and wages, and you can replace fallen myrmidons when you reach a new level. In addition, once per three years you can call an army to your banner.