Chapter 1 - Class - Character Kits - Warrior Kits
Myrmidon
The Myrmidon is the ultimate soldier. Soldiering is his life. He may be
a high-ranking officer or a career sergeant; he may belong to one nation's armed forces or
may be a mercenary. To the campaign and the adventuring party, he brings discipline and
a useful understanding of military tactics; he's often rigid and contemptuous of rugged
individualists or characters who don't like to take orders, so he can cause a lot of friction
in an adventuring party, too.
When first created, the Myrmidon's player must decide whether his character is part
of a standing army or a mercenary unit. If he's part of a standing army, he's employed as a
soldier or officer in the army of a nation, large region, city guard, or even palace/castle
guard. If he's part of a mercenary unit, he belongs to a group of freelance soldiers who
hire themselves to just about anyone who can pay; or may be a personal bodyguard. The
DM will have the deciding vote in what sort of force the Myrmidon belongs to; if, for
instance, the DM doesn't want to have an all-military campaign, he'll probably insist that
the Myrmidon be a mercenary, currently employed by a player-character or NPC
important to the current story.
However, in the course of the campaign, the Myrmidon's employment can change,
once or several times. He may start out as a mercenary bodyguard; later in the campaign,
he may find himself commanding a small mercenary force in a border war; later still, he
may accept a commission in the king's army and find himself a regular officer.
The choice of whether the character is of a non-commissioned rank (such as recruit,
private, or sergeant) or an officer's rank (such as captain) is entirely up to the DM, who'll
make his choice based on what works best in his campaign's current storyline.
To be a Myrmidon, the character must have scores of at least 12 in Strength and
Constitution.
Role: - In the campaign's culture, the Myrmidon is a career soldier. In times of war,
they're heroes to the nation. In times of peace, the common folk often look on them as
parasites, living off taxes but providing no useful service. Mercenaries are often looked
on as bandits and predators. Regardless of the public's opinion, though, the Myrmidon
and the standing army are necessary to the defense of the nation, and so there are always
Myrmidons to be found.
Secondary Skills: - If you're using the Secondary Skills rules, the Myrmidon may
choose his Secondary Skill, but must choose it from the following list: Armorer,
Bowyer/Fletcher, Forester, Groom, Hunter, Leather worker, Navigator, Sailor, Scribe,
Teamster/Freighter, Weaponsmith.
Weapon Proficiencies: - The Myrmidon may spend his Weapon Proficiency slots any
way he chooses.
Nonweapon Proficiencies: - Bonus Proficiencies: Ancient History (specifically
Military History), Fire-Building. Recommended: (General) Animal Handling, Cooking,
Heraldry, Riding (Land-based), Seamanship, Swimming, Weather Sense, (Priest, double
slots unless Paladin) Reading/Writing, (Rogue, double slots) Disguise, (Warrior)
Armorer, Blind-Fighting, Bowyer/Fletcher, Charioteering, Endurance, Navigation, SetSnares, Survival, Tracking, Weaponsmithing, (Wizard, double slots unless Ranger), Reading/Writing.
Equipment: - The Myrmidon may spend his starting gold on whatever sort of arms,
armor, and equipment he chooses. If, when he's first created, it is agreed that he'll be part
of a specific military force with specific equipment requirements, he's required to buy
that equipment, but the DM must give him extra gold in the amount of half that cost.
Special Benefits: - The Myrmidon has two advantages of note:
- First, he gets a free Weapon Specialization. He must choose it from the following group: Battle axe, Bow (composite long bow, composite short bow, or long bow), Crossbow (heavy crossbow or light crossbow), Lance (choice), Polearm (choice), Spear, Sword (choice).
- Second, the Myrmidon is usually in the employ of some powerful patron. The DM will have to decide what immediate benefits this grants him; they vary with the type of employer he is working for. For instance, if he's working for a wealthy nobleman, he won't have to spend any money for room and board and will enjoy an upper-class existence. Or, if he's part of a standing army, he may be immune to prosecution by the civilian authorities (though he can certainly face court martial for misdeeds).
Special Hindrances: - The Myrmidon is instantly recognizable by his military
demeanor, erect posture, disciplined mannerisms, etc. (There are plenty of soldiers and
mercenaries who aren't Myrmidons who aren't so distinctive.) Because he is distinctive,
the Myrmidon is easily remembered and described by witnesses to his adventures; this
makes it easier for the enemy to identify him and follow his trail if he's trying to escape
or travel through dangerous territory.
A second hindrance is his employer. Naturally, his employer makes many demands
on the Myrmidon. If the Myrmidon is a bodyguard, he must accompany his employer just
about everywhere, regardless of any personal goals or interests the Myrmidon has. If the
Myrmidon is a common soldier, he's subject to the orders of his officers. If the Myrmidon
is a military officer, he's subject to the orders of his superiors or the local ruler, and bears
the added stress of having to look out for his men whenever they're engaged in military
action.
Wealth Options: - The Myrmidon receives the standard 5d4x10 gp starting gold.
Races: - Depending on the way the DM has set the campaign up, any demihuman race
can have Myrmidons. Mercenary Myrmidon demihumans will be travelling mostly in
human-occupied lands, while Myrmidon demihumans in standing armies will usually
stick to their own race's territories . . . although some special ones (i.e., the player characters) will often find themselves sent out on special quests and adventures all over the campaign world.