Myrmidon
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Prerequistes: Melee Combat, Base attack bonus +1.
XP Cost: 500

Myrmidon are the elite heavy infantry of most armies in Galadran. They specialize in advancing in loose formation, then closing formation when in range of ranged attack. In this closed formation, they defend each other with interlocking shields in a "tortoise shell" formation that aloows them to act as a wedge to break enemy formation, or as a defensive wall against enemy assault.

Starting Ability

If you are carrying any shield larger than a buckler, you may enter "Phalanx Stance" as a move action. You may exit Phalanx Stance as a free action, but not during the same round as you entered the stance.

While in Phalanx Stance:

  • You may not shield bash, unless you have the Improved Shield Bash feat.
  • You may not use any skills that are affected by armor check penalties, even if you are using a shield that incurs none.
  • You receive a -4 penalty on attack rolls with slashing and bludgeoning melee weapons, and a -2 on attack rolls with ranged and piercing weapons.
  • Any allies adjacent to you but not in front of where you are facing may add your shield bonus to their AC against attacks coming from the direction you are facing. If they have a shield of their own, the bonuses stack. However, they must incur a -2 penalty on all attack rolls with slashing and bludgeoning melee weapons and a -1 penalty on all attack rolls with ranged and piercing weapons to do this. If you are using a tower shield, your allies also gain a cover bonus when choosing to add your shield bonus. You receive no penalty to your own shield bonus.

You may not benefit allies who are a larger size category than you.

Phalanx Stance is automatically disabled if you are rendered prone or forced to use a skill that is affected by armor check penalties. Phalanx Stance is also disabled if you are hit with a successful bull rush or overrun attack or if you are forced to make a Reflex save (for any reason), but in these instances you can maintain your Phalanx Stance with a DC 15 Concentration check.

If both you and an ally have this ability and are standing adjacent to one another, you both receive each others' Shield bonuses. If you are standing in the middle of two allies who both have the Phalanx Combat feat, you can gain shield bonuses from both of them (normal Phalanx Combat restrictions still apply of course). You can receive the shield bonuses of up to three allies.

Likewise, the penalties stack as well. If both you and an ally have the Phalanx Combat ability and are covering one another, the normal attack roll penalties stack for a total of -6 with slashing and bludgeoning melee weapons and -3 with ranged and piercing weapons. If you are standing in the middle of two allies who both have the Phalanx Combat ability, you can gain shield bonuses from both of them, but you will also receive attack roll penalties from both. You can receive the shield bonuses of up to three allies, in which case you will receive attack roll penalties from all three.

Abilities

Clear and Present Danger
XP Cost: 540
Opponents within your reach provoke attacks of opportunity from you when they make a melee attack against any other target. If your attack of opportunity hits, you may choose to have it deal no damage. If you do, the opponent takes a penalty on his upcoming attack roll equal to the amount of damage the attack of opportunity would have dealt.

Defensive Bulwark
XP Cost: 810
An opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain.

Shield Ally
XP Cost: 1,620
As an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Shield Ward
XP Cost: 1,080
You can use your shield to defend yourself against large bursts. This has no effect with bucklers. With a light shield he gets a +2 bonus to his Reflex saves against area affect spells or abilities. With a large shield he is considered to have evasion against such affects along with a +2 to Reflex saves. With a tower shield he is considered to be around a corner along on a successful save, along with the the benefits of a large shield.

Stalwart Defender
XP Cost: 1,350
If you successfully hit and damage an opponent with an attack of opportunity while the opponent is moving through your threatened area, he must immediately stop moving and cannot move further that round.

Vigilant Defense
XP Cost: 1,350
If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatics check DC to avoid your attacks of opportunity increases by an amount equal to your Hit Dice.

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