The Myrmidon
While most people see demonspawn as vile abberations and twisted freaks of nature, a certain select few see them as inspiration. Seeking to channel their "inner demonspawn", these warriors are fierce and savage fighters, prone to violent rages or reckless frenzy on the battlefield. Where soldiers and demon hunters are trained to fight, a myrmidon fights with instinct and passion. As they grow in power, their ability to mimic various types of demonspawn increases. The myrmidon's affinity with demonspawn often leaves them on the fringes of society, though some also chose to live normal lives.

Alignment: Any non-lawful
Hit die: d12
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Table: The Myrmidon
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Fast movement, rage/frenzy
2nd +2 +3 +0 +0 Uncanny dodge, demon power
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Demon power
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Trap sense +2, demon power
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Demon power
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—, demon power
11th +11/+6/+1 +7 +3 +3 Greater rage/frenzy
12th +12/+7/+2 +8 +4 +4 Demon powertrap sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Indomitable will, Demon power
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, demon power
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage/frenzy
18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6, demon power
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage/frenzy, demon power

Class Skills

The myrmidon’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the myrmidon.

Weapon and Armor Proficiency

A myrmidon is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)

A myrmidon’s land speed is faster than normal by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the myrmidon’s speed because of any load carried or armor worn.

Rage/Frenzy (Ex)

At first level, a myrmidon must choose to be either a rage myrmidon or a frenzy myrmidon. Once the choice has been made, it cannot be changed. This choice affects only whether the myrmidon enters a rage or a frenzy, not any other skills or feats available to the character.

In a rage, a myrmidon temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the myrmidon’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.)

In a frenzy, a myrmidon temporarily gains a +4 bonus to strength, and a +2 dodge bonus to Armor Class and on Reflex saves. While in a frenzy, the myrmidon may make one extra attack in a round at his highest base attack bonus, but all attacks made that round, including attacks of opportunity, take a -2 penalty to hit.

While raging or frenzying, a myrmidon cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

Starting at 1st level, a myrmidon can rage or frenzy for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage or frenzy for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a myrmidon can rage or frenzy each day. A myrmidon can enter a rage or frenzy as a free action. The total number of rounds of rage or frenzy each day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

A myrmidon can end his rage or frenzy as a free action and is fatigued afterwards for a number of rounds equal to 2 times the number of rounds spent in the rage or frenzy. A myrmidon cannot enter a new rage or frenzy while fatigued or exhausted but can otherwise enter rage or frenzy multiple times during a single encounter or combat. If a myrmidon falls unconscious, his rage immediately ends, placing him in peril of death.

Uncanny Dodge (Ex)

At 2nd level, a myrmidon retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a myrmidon already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Demon Power

Starting at 2nd level, a myrmidon can channel his rage or frenzy in different ways to evoke the powers of demonspawn. The myrmidon gains a demon power at 2nd level, and another demon power every two myrmidon levels thereafter. A myrmidon only gains the benefits of demon powers while in a rage or frenzy, and some powers require the myrmidon to take an action first. Unless otherwise noted, the myrmidon cannot take the same demon power more than once.

A list of all demon powers can be found here: Demon Powers

Trap Sense (Ex)

Starting at 3rd level, a myrmidon gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three myrmidon levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a myrmidon can no longer be flanked. This defense denies a freelancer the ability to sneak attack the myrmidon by flanking him, unless the attacker has at least four more freelancer levels than the target has myrmidon levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a freelancer must be to flank the character.

Damage Reduction (Ex)

At 7th level, a myrmidon gains Damage Reduction. Subtract 1 from the damage the myrmidon takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three myrmidon levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage/Frenzy (Ex)

At 11th level, a rage myrmidon’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

A frenzy myrmidon's bonus to Strength during his rage increases to +6, and his dodge bonus to AC and Reflex saves increases to +3. The penalty to attack rolls remains at -2.

Indomitable Will (Ex)

While in a rage or frenzy, a myrmidon of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage/Frenzy (Ex)

At 17th level and higher, a myrmidon no longer becomes fatigued at the end of his rage or frenzy.

Mighty Rage/Frenzy (Ex)

At 20th level, a rage myrmidon’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2. A frenzy myrmidon's bonus to Strength increases to +8, and his dodge bonuses to AC and Reflex saves both increase to +4. The penalty to attack rolls remains at -2.

Ex-Myrmidons

A myrmidon who becomes lawful loses the ability to rage and cannot gain more levels as a myrmidon. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).