Monado Myrmidon We may die if we take a stand here. But staying gives us the chance to change our destinies.-Dunban, Monado Myrmidon
Veterans of life, Monado Myrmidons have lost friends and family to mechon and often had their own bodies crippled, yet they never despair nor lost faith in the Monado, not only pushing forward with blade and other talents, but doing it with calm style and elegance, fighting with such grace one may even think they're simply dancing with their opponents.
Class SkillsThe Monado Myrmidon’s class skills are Balance, Craft(any), Concentration, Climb, Diplomacy, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Swim
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: x6+ int
Hit Dice:d10
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +0 | +2 | +2 | Mark of Monado, Dance Code, Blossom Blade, Spellcasting, Smite Mechon |
2nd | +2 | +0 | +3 | +3 | Lay on Feet, Spirited, Spirit |
3rd | +3 | +1 | +3 | +3 | Astra Art |
4th | +4 | +1 | +4 | +4 | Blossom Dance |
5th | +5 | +1 | +4 | +4 | Spirit |
6th | +6/+1 | +2 | +5 | +5 | Astra Art |
7th | +7/+2 | +2 | +5 | +5 | Blossom Feat |
8th | +8/+3 | +2 | +6 | +6 | Astra Art |
9th | +9/+4 | +3 | +6 | +6 | Spirit |
10th | +10/+5 | +3 | +7 | +7 | Astra Art |
11th | +11/+6/+1 | +3 | +7 | +7 | Blossom Feat |
12th | +12/+7/+2 | +4 | +8 | +8 | Spirit |
13th | +13/+8/+3 | +4 | +8 | +8 | Astra Art |
14th | +14/+9/+4 | +4 | +9 | +9 | Blossom Feat |
15th | +15/+10/+5 | +5 | +9 | +9 | Spirit |
16th | +16/+11/+6/+1 | +5 | +10 | +10 | Astra Art |
17th | +17/+12/+7/+2/ | +5 | +10 | +10 | Blossom Feat |
18th | +18/+13/+8/+3 | +6 | +11 | +11 | Spirit |
19th | +19/+14/+9/+4 | +6 | +11 | +11 | Astra Art |
20th | +20/+15/+10/+5 | +6 | +12 | +12 | Dance with me! |
Weapon and Armor Proficiencies: Simple and martial weapons,
katana Bastard Sword, Light, Medium and Heavy Armor.
Mark of Monado: This class has been blessed by the Monado. They can count themselves as mecha scale for movement and combat (size remains the same, so for example a medium sized Monado Master would count as a fine mecha), but can never fly nor pilot mechas or vehicles of any kind. They may still take a ride in one of those, but cannot take any actions while doing so. They also qualify for Pilot feats and count as having PL equal to class level for all purposes. In addition as a standard action a bearer of the Mark of Monado can bring back an adjacent Mark of Monado ally that's been dead for no more than 1 round per PL and heal them 1d6 HP per 2 spirit points spent. By spending twice the spirit cost they may do it as move action, or spend triple spirit point cost to do it as a swift action.
Dance Code: Some dance out of their hearts and souls, a Monado Myrmidon develops their dance from hard-earned experience, self-discipline and carefully observing the world around them. A Monado Myrmidon can use Wis instead of Cha for Diplomacy, Intimidate and Perform. A Monado Myrmidon must spend 1 hour every day dressing neatly and taking care of their looks, in particular keeping long fabulous hair. Failure to do so means losing their Monado Myrmidon abilities for 24 hours.
Blossom Blade: No matter how hard a mecha is, a weapon fashioned from their own plating will certainly be able to slash it! The Monado Myrmidon starts the game with a special weapon crafted from the remains of a destroyed mecha which works as an one-handed melee slashing and/or piercing non-reach weapon they’re proficient with having a bonus equal to 20+PL against being disarmed plus +1 damage per rank in Perform they have as long as they only have one hand wielding anything. Due to its construction, it has a minimum melee reach of 5 mu. If anybody else tries to wield it, it just counts as an improvised weapon. If you somehow lose it or it is destroyed you can make a replacement with 1d12 hours of work and 100 GP worth of materials plus a normal staff to use as base. When making a replacement you can transfer magic enhancements to the new Blossom Blade (otherwise any magic enhancements are lost). You can’t maintain more than one Blossom Blade at the time since it demands constant minor fine tuning and maintenance to your person.
Plus each class level pick one of the following benefits for your Blossom Blade, none of which may be picked more times than 1+1/4 class level. The specifics may be changed with 1d12 hours of tinkering.
Gain +1 to Attack rolls.
Gain either Finesse, Disarming, Concussive, Pinning, Downfall or Pushing. property
Gain +1 to AC and Reflex saves.
Gain +1 to Fort and Will saves.
Gain the Rending property, needs sacrificing one other pick.
Gain the Power property, needs sacrificing two other picks.
Spellcasting: A Monado Myrmidon learns and casts spells as a
Magitech Knight of same level. Any armor he is proficient in does not interfere with his spellcasting.
Monado Myrmidons may also take Magitech Knight ACFs. In the case of Martial Knight, instead of Cherry Blossom Illusion you lose Blossom Dance and gain the following ability.
Blossom Step: At 4th level when the Monado Myrmidon uses a Strike maneuver that uses their Blossom Blade, they may use Lay on Feet as part of the same action.
Smite Mechon: Once per day, a Monado Myrmidon can call out to the powers of his cause to aid him in his struggle against his enemies. As a swift action, the Monado Myrmidon chooses one target within sight to smite. If this target is a Mecha or a construct or a gargantuan/bigger creature, the Monado Myrmidon adds his Wis bonus (if any) to his Blossom Blade attack rolls and adds his Monado Myrmidon level to all Blossom Blade damage rolls made against the target of his smite. Regardless of the target, Smite Foe attacks automatically bypass any DR the target might possess while using the Blossom Blade.
In addition, while Smite Mechon is in effect, the Monado Myrmidon gains a deflection bonus equal to his Wis modifier (if any) to his AC against attacks made by the target of the smite while wielding the Blossom Blade. If the Monado Myrmidon targets a creature that is not of the relevant type, the smite is wasted with no effect.
The smite foe effect remains until the target of the smite is dead/destroyed or the next time the Monado Myrmidon rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Monado Myrmidon may smite evil one additional time per day, to a maximum of seven times per day at 19th level.
Lay On Feet: Only somebody truly brave could walk and dance with such confidence and elegance. Beginning at 2nd level, a Monado Myrmidon becomes immune to Fear effects, allies whitin 20 mu gain a +4 bonus against fear effects while the Monado Myrmidon is conscious and not prone, plus the Monado Myrmidon can harm mechas, constructs and creatures of gargantuan/bigger size by touch. Each day he can use this ability a number of times equal to 1/2 his Monado Myrmidon level plus his Wis modifier. With one use of this ability, a Monado Myrmidon can make a valid target lose 1d6 HP for every two Monado Myrmidon levels he possesses as a standard melee touch attack with minimum reach 5 mu. If the Monado Myrmidon targets a creature that attacked an allied from the Monado Myrmidon in the previous round, Lay on Feet can be used as a swift action. Despite the name, Lay on Feet may also be used with hands and arms or even a headbutt, although the Monado Myrmidon’s upper body will usually be too busy striking elegant stances with their Blossom Blade.
Astra Art: At levels 3, 6, 8, 10, 13, 16 and 19 the Monado Myrmidon gains an Astra Art. They work as Gifts from a
Magitech Knight of same level that apply to Lay on Feet instead of Lay on Fists, with the Monado Myrmidon counting as LE, and can be changed with 1d12 hours of dancing.
Blossom Dance: At 4th level as a standard action the Monado Myrmidon may make a basic attack with their Blossom Blade and cast a Monado Myrmidon spell, or as a fullround action full attack with their Blossom Blade and cast a Monado Myrmidon spell. Either way the spell must normally take a standard action or less to cast.
Blossom Feat: At levels 7, 11, 14 and17 the Monado Myrmidon gains a Bonus Feat they qualify for, which can be changed with 1d12 hours of Dancing.
Dance with me!: The best dancer is not the one that memorizes every step but the one that can adapt their steps to any dance. At 20th level when the Monado Myrmidon uses Lay on Feet they can change one of their spirits, spells, maneuvers or bonus feats with no need of action. At 20th level 1/day as a free action they may change all of their known spirit, spells, maneuvers and bonus feats to another valid configuration.