"As long as there's someone to cut, you will have my aid." -Karel, The Sword Demon
Some warriors hone their skills by mastering a single melee weapon. Through intense meditation and personal sacrifice, they unlock powerful supernatural abilities in their weapons, which allow them to form a special bond with these weapons. To bond with the weapon of choice -- to use the weapon as naturally and without thought as any other limb -- is the goal of the Myrmidon.
BECOMING A MYRMIDON
To gain the special abilities of the Myrmidon class, a character must use her weapon of choice. Once chosen, the weapon of choice cannot be changed. This does not mean that, if her weapon of choice is the longsword, she can use only the longsword she owned when she first became a Myrmidon. The only material requirement for the class is that she craft a weapon she uses herself. If she uses a weapon that she did not craft herself, or was not her weapon of choice, she can use none of the special abilities of the prestige class.
Base Attack Bonus:
Craft (Weaponsmithing) 8 ranks, Intimidate 8 ranks, Concentration 4 ranks.
Weapon Focus, Weapon Specialization Feat, Dodge, Mobility, Interference
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), andTumble (Dex).
Skills Points at Each Level:
4 + Int modifier
|Level||BAB||Fort Save||Ref Save||Will Save||Special|
| Dodge, Bonded weapon, Masterful Skill|
| Increased Multiplier 1/day|
|Increased Multiplier 2/day|
|Increased Multiplier 3/day|
|Increased Multiplier 4/day|
|Whirlwind Defense, Increased Multiplier 5/day|
: A Myrmidon gains no additional proficiencies.
The Myrmidon can form a special bond with a single melee weapon. The weapon must be the same type as her weapon of choice. The weapon must be a masterwork melee weapon (without any magic or psionic enhancements) that she crafted herself. As a Myrmidon gains experience, she can sacrifice an amount of experience points (XP) to awaken supernatural abilities within her bonded weapon, granting it enhancement bonus and special abilities as a magic weapon. This sacrifice cannot exceed the XP that she has gained since she last gained a level.
At any time, a Myrmidon can spend time meditating to awaken the abilities in her bonded weapon. This requires a total sacrifice of XP equal to X2
*100, where X is equal to the total bonus of the current enhancement bonus of the weapon plus the desired enhancement bonus she intends to awaken. A Myrmidon must meet the required minimum level and must meditate 8 hours a day for a number of days in a row equal to the total XP sacrificed divided by 100.
A weapon can't have an enhancement bonus higher than +5. Special abilities can be added from either Table 7-5: Melee Weapon Special Abilities in the Expanded Psionics Handbook, Table 7-14: Melee Weapon Special Abilities in the Dungeon Master's Guide, and additional sources at your DM's discretion.
If a bonded weapon is destroyed by accident or on purpose, the Myrmidon must attempt a Fortitude save (DC 10 + the weapon's equivalent enhancement bonus as shown on Table 1). If the saving throw fails, the Myrmidon must sacrifice an additional 500 XP upon awakening her next bonded weapon. A successful saving throw reduces the loss to 0 XP. A Myrmidon's experience can never go below 0 as a result of a bonded weapon's destruction. A Myrmidon can have only one bonded weapon at a time.
After a Myrmidon scores a hit with her weapon of choice, she may choose to not roll dice to determine damage, and instead maximize the damage dealt. When the Myrmidon makes a successful critical hit, only the base damage from the weapon is maximized; roll normally for the extra damage from the critical hit. A Myrmidon can use this ability for free a number of times per day equal to her Myrmidon level. She may make an additional use of this ability per day by making a concentration check against the target’s AC.
A Myrmidon can select a number of targets for her Dodge feat equal to her Dexterity modifier. In addition, the dodge bonus granted by her Dodge feat is equal to 3/4 of her base attack bonus, to a maximum of twice her Myrmidon level. A myrmidon gains the benefits of this ability only if she is wearing light or no armor.
Once per day at second level, a Myrmidon can increase the critical damage multiplier of her weapon of choice by one. To use this ability, declare its use before rolling any damage dice. A Myrmidon gains an additional use per day at 4th, 6th, 8th, and 10th levels of this prestige class.
The Myrmidon gains the Weapon Mastery (PHB II) feat for her chosen weapon as a bonus feat. Additionally, double the static benefits of all feats she possesses that have Weapon Focus as a prerequisite, or are weapon focus. Only feats for her chosen weapon receive this benefit.
The Myrmidon gains the Accidents Happen
feat as a bonus feat. Additionally, you may have the attack made be an attempt to disarm, grapple, or trip you, or an attack of opportunity that you provoked.
The Myrmidon gains the Improved Critical feat as a bonus feat. Additionally, add an additional +2 to her weapon of choice's threat range for critical hits, applied AFTER the effects of the Improved Critical feat.
The Myrmidon gains the Whirlwind Attack feat as a bonus feat. Additionally, she can make a whirlwind attack as a standard action rather than a full attack action.
The Myrmidon gains the Whirling Defense
feat as a bonus feat. Additionally, the armor class bonus provided by this feat is increased by an additional +2.