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Where the psychic spends her days studying unlocking the mysteries of the mind, others choose to use their internal power to augment their physical form. These myrmidons use their psionic potential as a way to improve their natural abilities, becoming fierce and deadly in their chosen path.

The myrmidon is an archetype of the psychic class.

Weapon and Armor Proficiency

The myrmidon is proficient with all martial weapons and light, medium, and heavy armor as well as all shields (except tower shields).

This ability replaces the psychic’s starting armor proficiencies.

Martial Prowess

A myrmidon’s base attack bonus increases by one step (from 3/4 BAB to Full BAB). Also increases myrmidon’s hit dice from d8 to d10.

This ability replaces telekinetic hurl.

Chain of Personal Superiority (Ex)

At 2nd level, a myrmidon learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a myrmidon can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A myrmidon can use this power three times per day. Activating this power is a free action. At 10th level, the insight bonus to Strength and Constitution improves to +4.

This ability replaces partition mind and inconstant position.

Chain of Defensive Posture (Ex)

At 2nd level, a myrmidon learns the second principle of warfare for the individual combatant: the ability to avoid the enemy’s counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a myrmidon can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A myrmidon can use this power three times per day. Activating this power is a free action. At 12th level, the insight bonus to Armor Class improves to +4.

This ability replaces split brain I and split brain II.

Warrior Talents

At 2nd level and every two psychic levels thereafter, a myrmidon can select a warrior talent in place of a psychic talent.

These abilities may replace psychic talents.

Call Weaponry (Su)

At 3rd level, a myrmidon can call a weapon “from thin air” into his waiting hand (actually, it is a real weapon hailing from another location in space and time). He doesn’t have to see or know of a weapon to call it—in fact, he can’t call a specific weapon; he just specifies the kind. If he calls a projectile weapon, it comes with 3d6 non-magical bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If he relinquishes his grip on the weapon he called for 2 or more consecutive rounds, it automatically returns to wherever it originated. Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome. For every 2 points from his phrenic pool the myrmidon spends, this ability improves the weapon’s enhancement bonus on attack rolls and damage rolls by 1.

This ability replaces a phrenic amplification gained at 3rd level.

Enduring Body (Ex)

At 3rd level, a myrmidon learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The spirit of the ideal body transforms a myrmidon, granting him damage reduction 1/–. At 9th level, his damage reduction improves to 2/–. At 15th level, his damage reduction improves to 3/–.

This ability replaces mind blast.

Warrior’s Path (Ex)

At 4th level, a myrmidon chooses a path to adhere to (listed below). When first taking a path, he can use the Trance and Maneuver associated with his chosen path. Presented below are some of the possible different warrior paths that a myrmidon may choose.

Archer Path: The myrmidon’s focus is on ranged combat rather than wading into the thick of things. A myrmidon wielding a bow or crossbow counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool, he gains a +1 competence bonus on attack rolls made with a ranged or thrown weapon (natural weapons do not count for this benefit). This bonus increases by 1 every four psychic levels thereafter.
  • Maneuver: Beginning at 4th level, the myrmidon can spend 1 point in his phrenic pool and makes a ranged trip attack as a standard action. If his target is flying, they are instead staggered for one round. At 7th level and every four psychic levels thereafter, he gains a +1 bonus to his CMB when using this maneuver.

Ascetic Path: The myrmidon has studied with the mystics of the ancient temples, sat silent embracing the solitude and isolation, so as to become more in tune with his body and mind, merging them into a single, dangerous warrior. A myrmidon fighting with unarmed strikes counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool and wearing no or light armor, he gains gain a +1 competence bonus to his AC and saves. This bonus increases by 1 every four psychic levels thereafter.
  • Maneuver: Beginning at 4th level, as an immediate action, the myrmidon can spend 1 point in his phrenic pool to gain a +2 dodge bonus to his AC until the beginning of his next turn. This bonus increases by +1 for every five psychic levels he has. In addition, if he did this in response to an attack and that attack misses him, he may take a 5-foot step as part of this action.

Brawling Path: The myrmidon brings the combat right into the face of his enemy. His abilities allow him to overpower enemies and bring them to bear, either to bring justice to them, or to finish them when they are worn down. A myrmidon fighting with unarmed strikes counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool, each time he makes a successful grapple check, he can deal damage to that enemy equal to his Intelligence modifier.
  • Maneuver: Beginning at 4th level, as a swift action the myrmidon can spend 1 point in his phrenic pool to cause an enemy he is grappling to take 2d6 non-lethal damage. For every two psychic levels he gains thereafter, the damage increases by 1d6.

Dervish Path: The myrmidon is a whirlwind in combat. His blades strike out faster than the eye can perceive, sending enemies reeling from his twin-bladed attacks. A myrmidon wielding light blade weapons counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool, he gains a +1 competence bonus on attack rolls made when he wields two weapons. This bonus increases by 1 every four psychic levels thereafter.
  • Maneuver: Beginning at 4th level, the myrmidon can spend 1 point in his phrenic pool as part of a full attack when he fights with two weapons to take a 5-foot step between his attacks, even if he has already taken a 5-foot step, but not if he has moved normally (such as by using hustle). At 8th level and every five psychic levels thereafter, he gains one additional 5-foot step, but each of these 5-foot steps must be made after an attack in his full attack.

Feral Warrior Path: The myrmidon is the beast incarnate. He channels his rage and power into physically transforming himself into the likeness of a monster. A myrmidon fighting with natural attacks counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool, he gains a +1 competence bonus to his attack rolls on attacks made with natural weapons. This bonus increases by 1 every four psychic levels he gains thereafter.
  • Maneuver: Beginning at 4th level, the myrmidon can spend 1 point in his phrenic pool when using the charge action. If he does, he can make one additional attack at the end of his charge instead of making a single melee attack, but each attack suffers a -2 penalty to the attack roll. In addition, he gains a +1 competence bonus to any damage rolls made as part of this action. This competence bonus increases by +1 for every four psychic levels he gains thereafter. At 20th level, when using the charge action, he can instead make a full attack at the end of the charge.

Gladiator Path: The myrmidon’s tactic is not to simply attack, but to maneuver his enemies into the most optimal position, forcibly if necessary. A myrmidon wielding a simple or martial weapon counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool, he gains a +1 competence bonus to his CMB and a +2 competence bonus to his CMD. These bonuses increase by 1 every four psychic levels thereafter.
  • Maneuver: Beginning at 4th level, the myrmidon can spend 1 point in his phrenic pool when using a combat maneuver to not provoke an attack of opportunity for using that combat maneuver. If he has a feat that already does this, such as Improved Bull Rush, his trance competence bonus on this specific maneuver check increases by 2 or he gains a +2 competence bonus on this check if he does not have the Gladiator trance active. Additionally at 8th level and every four psychic levels thereafter, the bonus he gains on this specific maneuver check increases by 1.

Interceptor Path: The myrmidon is adept at engaging enemies, guarding his allies, and blocking interlopers. Speed and maneuverability are not his only tools; he knows how stop a foe in his tracks. A myrmidon wielding a simple or martial weapon counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool, he gains a +1 competence bonus on attack and damage rolls made against any opponent that threatens any of his allies. This bonus increases by 1 every four psychic levels thereafter.
  • Maneuver: Beginning at 4th level, the myrmidon can spend 1 point in his phrenic pool as an immediate action when an enemy he threatens attacks one of his allies to make a single melee attack or bull rush attempt against that enemy. His attack or bull rush attempt is resolved before the enemy’s attack. If he made a melee attack and it is successful, the struck enemy takes a penalty equal to the competence bonus of the Interceptor trance on the attack and damage rolls of the attack that triggered this maneuver.

Mind Knight Path: The myrmidon has sworn an oath to his order, and in exchange, he has been trained in mystic techniques that allow him to summon a weapon from beyond time and space, while protecting himself with the power of his mind. A myrmidon wielding a weapon through the use of Call Weaponry counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool, he gains a +1 competence bonus to his initiative. In addition, when wielding a weapon he gains through call weaponry, he gains a +1 bonus to attack and damage rolls with that weapon. All of these bonuses increase by 1 for every four psychic levels he gains thereafter.
  • Maneuver: Beginning at 4th level, the myrmidon can spend 1 point in his phrenic pool as a standard action to make a melee attack against two creatures adjacent to him. For every five psychic levels he gains thereafter, he can make one additional attack against another enemy adjacent to him.

Survivor Path: The myrmidon is capable of surviving in harsh environments and enduring deadly assaults. He recognizes the power of his body’s ability to overcome even the deadliest of afflictions. A myrmidon wielding a simple or martial weapon counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool, he gains DR 2/-. This damage reduction improves by 1 every four psychic levels thereafter. In addition, he suffers no harm from being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. His equipment is likewise protected. This doesn’t provide any protection from fire or ice damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
  • Maneuver: Beginning at 4th level, the myrmidon can spend 1 point in his phrenic pool as an immediate action to be treated as having the Mettle ability until the beginning of his next turn. At 7th level and every four psychic levels beyond, he gains a +1 competence bonus to Will saves when using this maneuver. In addition, at 11th level, when using this maneuver, The myrmidon is treated as having the Improved Mettle ability.
    • Mettle (Ex): The myrmidon is able to resist effects with great willpower of fortitude. If he succeeds on a Fortitude or Will save against an effect with a partial effect on a successful save, he instead suffers no effects from the attack.
    • Improved Mettle (Ex): The myrmidon is incredibly resistant to effects that assault the body or mind. If he succeeds on a Fortitude or Will save against an effect with a partial effect on a successful save, he instead suffers no effects from the attack. If he fails the save, he instead suffers the partial effect.

Weaponmaster Path: The myrmidon becomes one with his weapon and wields it with vicious strokes, cleaving enemies as if wheat before a scythe. His weapon is an extension of his will and thus it is deadly. A myrmidon wielding a simple or martial weapon counts as his chosen weapon for warrior talents.

  • Trance: Beginning at 4th level, while the myrmidon has 1 point in his phrenic pool, he gains a +1 competence bonus on attack rolls made with a weapon (natural weapons do not count for this benefit). This bonus increases by 1 every four psychic levels thereafter.
  • Maneuver: Beginning at 4th level, the myrmidon can spend 1 point from his phrenic pool as an immediate action when an enemy attacks him to make a single melee attack against that enemy and then take a 5-foot step. The enemy’s attack is resolved before he takes his action. At 8th level and every five psychic levels thereafter, he gains a +1 competence bonus on the attack and damage rolls made for this attack.

This ability replaces thinkmodes.

Well of Power (Ex)

At 5th level, a myrmidon can tap his psionic energy to use chain of personal superiority or chain of defensive posture more than would normally be possible. If he has already expended all of his daily uses of either chain of personal superiority or chain of defense posture, he may spend 4 points from his phrenic pool to gain an additional use of either ability. He can do this as many times as he wants in a day, provided he has phrenic pool points left. At 10th level, he can pay 6 points from his phrenic pool to gain an additional daily use of chain of overwhelming force if he has already expended his daily use.

This ability replaces mind meld.

Sweeping Strike (Ex)

At 6th level, a myrmidon gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a myrmidon makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A myrmidon can use this ability on any attack, even an attack of opportunity or a cleave attempt. A myrmidon cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a myrmidon hits one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he successfully hits more than one foe.

This ability replaces telekinetic combat.

Secondary Path (Ex)

At 9th level, the myrmidon gets to choose a second warrior’s path. He can choose to use the Trance and Maneuver from his second warrior’s path, but may only benefit from one Trance at a time.

This ability replaces improved telekinetic combat.

Twisting Path (Ex)

At 13th level, as a swift action, while the myrmidon has 1 point in his phrenic pool and using a Trance, he can change to the Trance of his other path.

This ability replaces full attack telekinesis.

Chain of Overwhelming Force (Su)

At 13th level, a myrmidon learns the fourth principle of warfare for the individual combatant: to discover the underlying violence of the world and deliver it in a perfectly executed attack. The myrmidon taps into this underlying energy and apply it to a single melee attack, dealing an extra 10d6 points of damage. A myrmidon can use this power once per day. Activating this power is part of the attack action. If the attack misses, the power is wasted.

This ability replaces enduring defense.

Pathweaving (Su)

At 15th level, as long as the myrmidon has 1 point in his phrenic pool, once per day he can gain the benefits of both of his Trances for up to 5 minutes. Activating this ability is a free action. Every third level thereafter, the myrmidon can use this ability an additional time per day.

This ability replaces improved violent thrust.

Psionic Reflect (Su)

At 19th level, the myrmidon can spend a number of points from his phrenic pool as an immediate action to reflect a spell back at its caster. This functions as reflect, but only if he spends a number of points from his phrenic pool that exceeds or is equal to the number of MP the caster expended. If insufficient phrenic pool points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to one-half the number of phrenic pool points spent. He can only expend a number of phrenic pool points equal to his psychic level.

This ability replaces last respite.

Master Maneuver (Su)

At 17th level, once per day the myrmidon can activate a high-powered maneuver for his path. As an immediate action, the myrmidon can activate his warrior path maneuver, gaining the benefits of the maneuver and the ability to perform the action normally associated with the maneuver. The myrmidon does not need to spend points from his phrenic pool to activate his maneuver when using this ability. In addition, the myrmidon is treated as four levels higher for the purposes of the maneuver’s benefit. The myrmidon gains a second daily use of this ability at 18th level.

This ability replaces flung skyward.

Eternal Warrior (Su)

At 20th level, once per day as a free action, the myrmidon can enter into a very powerful Trance. As long as he has 1 point in his phrenic pool, for up to 5 minutes the myrmidon adds his Intelligence modifier to his attack rolls, damage rolls, AC, skill checks, ability checks, saves, and initiative, and he increases his speed by +5 feet for every point of his Intelligence modifier. These benefits stack with those that might be granted by his active path’s Trance (or both paths, if using Pathweaving).

This ability replaces ascension.