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ARCHER
A myrmaton archer has a heavy crossbow at the end of one arm, and a normal hand on the other to load it. While the archer role is active, the myrmaton gains Point-Blank Shot, Precise Shot, Rapid Reload (heavy crossbow), and Weapon Focus (heavy crossbow) as bonus feats, as well as a +3 racial bonus to all Reflex saves. In a setting where firearms are widely distributed, the crossbow can be replaced by a double pistol (if only early firearms are available) or a revolver (if advanced firearms are common), changing the chosen weapons for Rapid Reload and Weapon Focus to the specific weapon.
Fort +1, Ref +4, Will +1
Ranged heavy crossbow +5 (1d10/19-20)
Feats Iron Will, Point-Blank Shot, Precise Shot, Rapid Reload (heavy crossbow), Skill Focus (Profession (soldier)), Weapon Focus (heavy crossbow)
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GUARDIAN
A myrmaton guardian has a sword or axe blade at the end of one arm, while the other ends in a mechanism that projects a circular plane of force. While this role is active, the myrmaton gains a +4 racial bonus to CMD, a +3 racial bonus to all Fortitude saves, and a shield of force that protects against Magic Missile spells and touch attacks. The shield of force can be used to make a shield bash that knocks enemies back, at the expense of its defensive benefits. The myrmaton also replaces its slam attack with its blade arm, which functions as either a bastard sword or a dwarven waraxe, and it gains Weapon Focus in its blade arm as a bonus feat. The myrmaton guardian has no hands, however, so it cannot hold or wield objects.
AC 20, touch 14, flat-footed 20 (+6 natural, +4 shield)
Fort +4, Ref +1, Will +1
Immune construct traits, Magic Missile spells; Resist electricity 10
Melee bastard sword +7 (1d10+2/19-20) OR dwarven waraxe +7 (1d10+2/x3), or shield +6 (1d6+2 force + bull rush)
Base Atk +4; CMB +6; CMD 20
Feats Iron Will, Skill Focus (Profession (soldier)), Weapon Focus (bastard sword OR dwarven waraxe)
SQ effusion of force, versatile army
Effusion of Force (Ex): When used to bash an enemy, damage dealt by a myrmaton guardian's shield is force damage. In addition, an enemy struck by the shield may be pushed back, treating the attack roll as a bull rush check. A guardian that uses a shield bash loses its Magic Missile immunity and shield bonus to AC until the start of its next turn.
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MAGE
A myrmaton mage has a scepter tipped with a sizable crystal at the end of one arm, and a normal hand on the other. Both arms are engraved with runes and sigils of arcane significance. While this role is active, the myrmaton gains a +8 racial bonus to Spellcraft and Use Magic Device checks, and it can use those skills untrained. It also gains a +3 racial bonus to all Will saves, several spell-like abilities, and the ability to shed magical light that partially disrupts invisibility. The save DCs for a myrmaton mage's spell-like abilities are based on its Intelligence.
Aura unnatural light
Fort +1, Ref +1, Will +4
Spell-Like Abilities (CL 4th; DCs are Int-based)
At will — Burning Hands (DC 13), Detect Magic, Flare (DC 12), Magic Weapon
1/hour — Dispel Magic (CL 6th), Levitate, Resist Energy, Slow (DC 15)
Skills Intimidate +2, Knowledge (engineering) +6, Perception +2, Profession (soldier) +5, Spellcraft +10, Use Magic Device +6; Racial Modifiers +8 Spellcraft, +8 Use Magic Device
Unnatural Light (Su): At will, a myrmaton mage's scepter hand can shed light as a torch. Invisible creatures and objects within the radius of this light (normally 40 ft.) have the air around them shimmer and waver, reducing their benefits from invisibility to those of regular concealment. Activating or deactivating this ability is a free action.
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MENDER
A myrmaton mender has one normal hand, and the other arm ends in a collection of scalpels, stitching needles, welders, bandage-dispensers, and the like. While this role is active, the myrmaton gains a +10 racial bonus to Heal checks and Craft checks to repair, a +3 racial bonus to all Fortitude saves, and the ability to perform rapid feats of juryrigging and field medicine.
Fort +4, Ref +1, Will +1
Skills Craft (any) +2 (+12 to repair), Heal +8, Intimidate +2, Knowledge (engineering) +6, Perception +2, Profession (soldier) +5; Racial Modifiers +10 Craft to repair, +10 Heal
SQ patch work, versatile army
Patch Work (Ex): As a full-round action, a myrmaton mender can cure a construct or living creature of 2d8 damage, cure 1d4+1 points of ability damage to a physical ability (Str, Dex, or Con), or restore 1 point of ability drain to a physical ability. With 1 minute of work, the mender can reattach a severed body part, restore functionality to a disabled body part (including another myrmaton's set of arms), or duplicate the effects of a Mending spell (CL 7th). The mender must be able to touch the target to use this ability, and it cannot target itself. No creature can benefit from Patch Work more than once per hour.
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WORKER
A myrmaton worker has two forearms emerging from each elbow, for a total of four usable hands. While this role is active, these extra hands grant the myrmaton a +4 bonus to CMD to resist grapple maneuvers, a +3 racial bonus to all Reflex saves, and a +8 racial bonus to Craft, Disable Device, Sleight of Hand, and Swim checks. The myrmaton also gains a climb speed of 20 ft., adds the grab quality to its slam attack, and can use Disable Device and Sleight of Hand skills untrained.
Fort +1, Ref +4, Will +1
Speed 30 ft., climb 20 ft.
Melee slam +7 (1d4+2 + grab)
Base Atk +4; CMB +6 (+10 grapple); CMD 16 (20 grapple)
Skills Climb +10, Craft (any) +10, Disable Device +8, Intimidate +2, Knowledge (engineering) +6, Perception +2, Profession (soldier) +5, Sleight of Hand +8, Swim +10; Racial Modifiers +8 Climb, +8 Craft, +8 Disable Device, +8 Sleight of Hand, +8 Swim
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COMMANDER
A myrmaton commander's arms are littered with lenses and slits that detect sights, sounds, and scents in its surroundings at all times. While this role is active, the myrmaton gains blindsense out to 30 ft., a +3 racial bonus to Will saves, a +4 bonus to Initiative, and a +8 racial bonus to Perception and Sense Motive checks. It also gains abilities that allow it to direct other myrmata in battle.
Init +4; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +10
Aura coordinated assault
Fort +1, Ref +1, Will +4
Skills Intimidate +2, Knowledge (engineering) +6, Perception +10, Profession (soldier) +5, Sense Motive +6; Racial Modifiers +8 Perception, +8 Sense Motive
SQ tactical oversight, versatile army
Coordinated Assault (Ex): Allied myrmata within 100 ft. that the commander can see gain a +2 bonus to attack a flanked enemy, an additional +2 bonus to AC when using cover, and increase the bonus they provide with Aid Another actions by +2. These bonuses do not stack with those provided by another creature's Coordinated Assault.
Tactical Oversight (Ex): With a standard action, a commander can give another myrmaton added attention and direction. Until the start of the commander's next turn, the target's actions do not provoke attacks of opportunity. During this time, the target can reroll any one attack roll, saving throw, skill check, ability check, or caster level check.