*Upon the battlefield, where steel clashes and destinies are forged, stride the Myrmidons. Not merely warriors driven by brute force, nor spellcasters wielding arcane power, they are masters of martial prowess intertwined with subtle debilitating tactics. Like rogues, they anticipate their opponents' moves, but instead of exploiting weaknesses with a quick strike, they weave a tapestry of disadvantage, compromising their foes’ strength, speed, and resolve. Combining the martial discipline of a fighter with the insidious touch of a witch, Myrmidons are living embodiments of battlefield control. They train relentlessly, honing their bodies into weapons while simultaneously mastering techniques to unsettle and unbalance their enemies. Through precise strikes and calculated maneuvers, they inflict not only physical wounds but also crippling impairments, turning the tide of battle with each carefully placed blow. Some Myrmidons serve as elite bodyguards, crippling those who would threaten their charges. Others act as battlefield commanders, systematically dismantling enemy formations before the main force engages. Still others become wandering duelists, their reputations preceding them as harbingers of defeat. Whether fighting for coin, honor, or a cause, Myrmidons shape the course of conflict not just through their own strength, but by stripping their foes of their own.*
**Role:** Hybrid class (Fighter x Witch) and melee debuffer/support
**Alignment**: Chaotic
**Hit Die:** d10.
**Starting Wealth:** 3d6 x 10 in addition, each character begins with a weapon worth 200gp or less.
### Class Skills
The Myrmidon's skills are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Perception (Wis), Performance (Combat), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)
**Skill Ranks Per Level:** 4 + Int modifier
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
| ----- | ----------------- | --------- | -------- | --------- | --------------------------------------------- |
| 1st | +0 | +2 | +0 | +0 | War Art, Performance Combat |
| 2nd | +1 | +3 | +0 | +0 | War Art |
| 3rd | +2 | +3 | +1 | +1 | Adaptive Tactics, Bonus Feat |
| 4th | +3 | +4 | +1 | +1 | War Art |
| 5th | +3 | +4 | +1 | +1 | Weapon Training |
| 6th | +4 | +5 | +2 | +2 | War Art |
| 7th | +5 | +5 | +2 | +2 | Bonus Feat |
| 8th | +6/+1 | +6 | +2 | +2 | War Art |
| 9th | +6/+1 | +6 | +3 | +3 | Weapon Training (or Advanced Weapon Training) |
| 10th | +7/+2 | +7 | +3 | +3 | War Art, Major Art |
| 11th | +8/+3 | +7 | +3 | +3 | Greater Adaptive Tactics, Bonus Feat |
| 12th | +9/+4 | +8 | +4 | +4 | War Art |
| 13th | +9/+4 | +8 | +4 | +4 | Weapon Training |
| 14th | +10/+5 | +9 | +4 | +4 | War Art |
| 15th | +11/+6/+1 | +9 | +5 | +5 | Bonus Feat |
| 16th | +12/+7/+2 | +10 | +5 | +5 | War Art |
| 17th | +12/+7/+2 | +10 | +5 | +5 | Weapon Training |
| 18th | +13/+8/+3 | +11 | +6 | +6 | War Art, Grand Art |
| 19th | +14/+9/+4 | +11 | +6 | +6 | Bonus Feat |
| 20th | +15/+10/+5 | +12 | +6 | +6 | War Art, Weapon Mastery |
### Class Features
The following are class features of the m yrmidon.
#### Weapon and Armor Proficiency
A fighter is proficient with all simple, martial weapons, and a single exotic weapon and with medium and light armor and shields.
#### War Art
Unless otherwise noted, using a War Art is a [standard action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions) that does not provoke an [attack of opportunity](https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity). The save to resist a war art is equal to 10 + 1/2 the Myrmidon’s level + the myrmidon’s Constitution modifier.
The Myrmidon can designate the War Art as part of an attack. If the attack hits, in addition to normal damage, the target suffers the effect of the art.
A list of War Arts can be found later in this document.
#### Performance Combat
Whenever a combatant has a chance to affect the crowd’s attitude, she makes a performance combat check. The check is a [Charisma](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) ability check modified by the [base attack bonus](https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus) of the character plus any ranks the character has in [Perform](https://www.d20pfsrd.com/skills/perform) (act), [Perform](https://www.d20pfsrd.com/skills/perform) (comedy), or [Perform](https://www.d20pfsrd.com/skills/perform) (dance), or another relevant performance whichever is highest. Making a performance combat check is usually a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions), triggered when a combatant performs a trigger action (see below).
The DC for a performance combat check is the opponent's CMD.
The myrmidon gain the following benefits when doing performance combat:
- They gain a bonus to their Performance Combat checks equal to 1/2 their class level (minimum +1).
- They can use their Strength modifier instead of their Charisma modifier for Performance Combat checks.
- They treat their class level as their BAB for performance combat checks.
The following triggers allow a character participating in a performance combat to make a performance combat check as a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions). A character can always opt not to make a performance combat check that requires a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions). Some feats, called performance feats, allow a character to perform other actions as part of the performance combat check.
If a myrmidon successfully passes a performance check, any creature that is within 30 feet that is under the effects of an war art caused by the myrmidon has the duration of that art extended by 1 round. The creature must be able to hear and see the myrmidon to be affected.
A myrmidon can only use performance combat once per round.
- **Charge**: Whenever a combatant hits with a [charge](https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge) attack, she can make a performance combat check as a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions).
- **Combat Maneuvers**: Whenever a combatant successfully performs any [combat maneuver](https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers), she can make a performance combat check as a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions).
- **Dealing Maximum Damage**: Whenever a combatant deals maximum damage with a damage roll (weapon or spell, but not including [sneak attack](https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack) or other variable precision damage), she can make a performance combat check as a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions). She gains a penalty or bonus on this check based on the type of weapon or spell she uses. Light weapons take a –4 penalty on the check, one-handed weapons grant neither a bonus or a penalty, and two-handed or exotic weapons grant a +2 [circumstance bonus](https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus) on the check. Spells grant a bonus on the performance combat check equal to half their spell level.
- **Energy Spells and Effects**: Crowds tend to respond to flashy spells and effects. If a combatant casts a spell or produces an effect that deals acid, cold, fire, electricity, force, or sonic damage in a visible way (including weapons with special abilities like [flaming burst](https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Flaming-Burst) or [shocking burst](https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Shocking-Burst) that deal bursts of energy damage on critical hits), she can make a performance combat check as a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions).
- **Feint**: If a combatant successfully feints against an enemy, she can make a performance combat check as a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions).
- *Knocking Opponent Prone**: When a combatant knocks another combatant [prone](https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone), she can make a performance combat check as a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions).
- **Multiple Hits**: If a combatant has more than one attack on her turn and hits an opponent with at least two of those attacks, she can make a performance combat check as a [swift action](https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions). She gains a +2 bonus on this performance combat check for every attack she hits with beyond the second.
#### Adaptive Tactics
- Once per day, the Myrmidon can spend a full round observing an opponent or group of opponents. After this observation, they gain one of the following benefits against those specific opponents for the next 24 hours:
- **Exploit Weakness:** Gain a +1 bonus on attack rolls and damage rolls against the observed opponents.
- **Anticipate Blows:** Gain a +1 dodge bonus to AC against the observed opponents.
- **Disrupt Formation:** Gain a +2 bonus on combat maneuver checks against the observed opponents.
- **Scaling:** At 7th level, the Myrmidon can use this ability twice per day. At 14th level, they can use it three times per day.
#### Bonus Feat
At 3rd level and every 4 levels thereafter, a myrmidon gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as [combat feats](https://www.d20pfsrd.com/feats/combat-feats). The myrmidon must meet the prerequisites for these feats, but he treats his myrmidon level as his [base attack bonus](https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus) (in addition to base attack bonuses gained from other classes and [Hit Dice](https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-)) for the purpose of qualifying for these feats.
Finally, for the purposes of these feats, the myrmidon can select feats that have a minimum number of [fighter](https://www.d20pfsrd.com/classes/core-classes/fighter) levels as a prerequisite, treating his myrmidon level as his [fighter](https://www.d20pfsrd.com/classes/core-classes/fighter) level.
#### Weapon Training
Starting at 5th level, a myrmidon can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a myrmidon becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a myrmidon reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A myrmidon also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the myrmidon’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
**Advanced Weapon Training**: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see [Advanced Weapon Training](https://www.d20pfsrd.com/classes/Core-Classes/Fighter/#Advanced-Weapon-Training) below) for one fighter weapon group that he previously selected with the weapon training class feature.
#### Major Art
Starting at 10th level, and every two levels thereafter, a myrmidon can choose one of the following major arts whenever she could select a new art.
#### Greater Adaptive Tactics
The bonuses granted by Adaptive Tactics increase to +2 for attack and damage rolls, +2 dodge to AC, +4 to combat maneuver checks.
#### Grand Art
Starting at 18th level, and every two levels thereafter, a myrmidon can choose one of the following grand arts whenever she could select a new art.
#### Weapon Mastery
At 20th level, a myrmidon chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
##### List of War Art
- __Weakening Strike__: The myrmidon hits the creature with a solid blow focused on disrupting it. The target takes a –2 penalty on one of the following (myrmidon's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This art lasts for a number of rounds equal to 3 + the myrmidon's Constitution modifier. A Will save reduces this to just 1 round. This is a morale effect. At 8th level the penalty increases to –4.
- __Care__: The myrmidon can touch a creature to suppress or protect it from negative conditions. The myrmidon chooses one of the following conditions each time she uses this art: dazzled, fatigued, shaken, or sickened. If the target is or later becomes afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the myrmidon’s level. Alternatively, the myrmidon can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the listed conditions (which condition is always the myrmidon’s choice) for 24 hours. Once a creature has benefited from this art, it cannot benefit from the art again for 24 hours.
- __Salted Earth__: The myrmidon can strike an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the myrmidon and her weapon must be in contact with the target. If it's used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A myrmidon can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee attack. If used on a creature of the animal or plant type, the creature gains the following curse: Blight —_type_ curse; _save_ Will negates; _frequency_ 1/day; _effect_ 1 Con damage. Both types of curse can be removed with a _remove curse_ or similar magic, using the save DC as the DC to remove the curse. A myrmidon can only have one salted earth art in effect at a time. If another salted earth art is made, the first immediately ends.
- __Cursed Wound__: The myrmidon can strike a living creature, preventing it from healing completely. For a number of days equal to 3 + the myrmidon’s constitution modifier (minimum 1), whenever the victim is the target of a conjuration (healing) spell or magical healing effect, the caster of the healing effect must succeed at a caster level check (DC = 11 + the myrmidon’s level) to end the art. If the check fails, the healing effect functions as normal, except it cannot remove the last 10 points of damage the victim suffered. Similarly, natural healing, fast healing, and regeneration fail to cure the victim’s last 10 points of damage. Thus, the victim’s effective maximum number of hit points is 10 fewer than normal. A successful Will save reduces the duration of this art to 1 round. At 5th level, the victim of this art also takes a –2 penalty on Fortitude saving throws to avoid contracting a disease or poison from an injury. This is a curse effect and can be removed by _remove curse_.
- __Disguise__: A myrmidon can change her appearance for a number of hours equal to her class level, as if using _disguise self_. These hours do not need to be consecutive, but they must be spent in 1-hour increments.
- __Peacebound__: A myrmidon can use this art on a creature to prevent it from drawing a weapon for a number of rounds equal to the myrmidon’s level. This art has no effect on natural weapons or weapons already in a creature’s hands, but does prevent an archer from drawing arrows. A Will save negates this effect, and whether or not the save is successful, a creature cannot be the target of this art again for 1 day.
- __Gladiator's Luck__: The myrmidon can cause fate to twist so that it benefits a creature within 5 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this art is extended by 1 round. Amyrmidon cannot use this ability on herself.
- __Scar__: This art causes a single target struck to gain horrible scars of the myrmidon's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Fort save to resist this art. These scars do not interfere with the target's senses or prevent it from using abilities, but may affect social interactions. They persist through disguises and shapechanging. The myrmidon gains a +2 bonus on intimidating a creature with a scar. At level 10 this bonus goes to +4. Creatures with a a scar take a -4 penalty to diplomacy.
- __Harry__: The myrmidon can cause a creature to struggle, imposing a –4 penalty on its acrobatics checks and reducing its move speed (if any) by 10 feet for 1 minute unless it succeeds at a Fortitude saving throw; on a successful save, the effect’s duration is reduced to 1 round. The duration of this art can be extended with the performance art. This art does not stack with itself.
- __Knockout__: A myrmidon can strike a creature make it fall into a deep, magical sleep, as per the spell _sleep_. The creature receives a Fortitude save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the myrmidon's level. This art can affect a creature of any HD. The creature will not wake due to light, but others can rouse it with a standard action. This art ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this art again for 1 day.
- __Unnerve Beasts__: The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim's presence—horses buck, dogs snap and bark, bulls charge, and so on. The art lasts a number of hours equal to the myrmidon's Constitution modifier. A creature that saves against the art cannot be affected by the art for 1 day. The reaction of the animals is a mind-affecting charm effect, but the art on the target is not.
- __Ward__: A myrmidon can use this art to provide advice to one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This effect lasts until the warded creature is hit or fails a saving throw. A myrmidon knows when a warded creature is no longer protected. A myrmidon can have only one ward active at a time. If the myrmidon uses this ability again, the previous ward immediately ends. A myrmidon cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
##### List of Major War Arts
- __Poisoned Blow__: The target's wounds become infected (Fortitude negates). The target takes 1 point of constitution damage per hour per Character Level. After the first hour, the target may save once per hour to cure the infection. This is a disease effect.
- __Prophecy__: The myrmidon can call on her prophetic ancestors and cast [_divination_](https://aonprd.com/SpellDisplay.aspx?ItemName=divination) once per day. She can spend a full hour casting the spell in place of providing the usual material components.
- __Field Medic__: The myrmidon can cause the debilitating wounds of a creature she treats to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the myrmidon’s class level or it heals up to 4 points of ability score damage from any two ability scores (myrmidon’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per _regenerate_. Once a creature has benefited from this art, it cannot benefit from it again for 24 hours.
- __Vision__: A myrmidon with the vision art can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during which time the myrmidon and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the myrmidon that granted them. For example, the visions granted by a chaotic evil myrmidon often show scenes of death and destruction, while those of a neutral good myrmidon tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A myrmidon cannot use this ability on herself. Unwilling creatures receive a Will save to negate the vision.
- __Sapped Strength__: The myrmidon causes a creature struck to feel like they are aging rapidly, empowering the myrmidon in the process. The target ages to the next age category (adult to middle-aged, and so on). The myrmidon gains a number of temporary hit points equal to 1d10 + her myrmidon level and a +2 enhancement bonus to either Strength, Dexterity, or Constitution for a number of hours equal to her original Constitution modifier. These effects last for a number of hours equal to the myrmidon’s level. A creature cannot be aged past venerable age by this art, and it can attempt a Fortitude save to negate the effect altogether. Once a creature has successfully saved against the wart, it cannot be affected by it again.
- __Overwatch__: Once per day when, a myrmidon can designate a willing creature as her charge. She gains a constant _status_ effect on this creature and can target it with beneficial aid another actions from a range of 30 feet. The creature remains her charge until she designates a new one.
- __Retribution__: A myrmidon can strike a creature causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the myrmidon's constitution modifier. A fortitude save negates this effect.
- __Major Care__: The myrmidon can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this art, the myrmidon either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the myrmidon’s level. Alternatively, for 24 hours the myrmidon can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects (myrmidon’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the myrmidon can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating art. Once a creature has benefited from this art, it cannot benefit from it again for 24 hours.
- __Surprising Battleground__: The myrmidon can conceal or disguise her battleground and the area around it as if using _mirage arcana_. Before using the art, she must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her territory. Thereafter, she can use the art to change the appearance of that area as a standard action as long as she is within the area. The illusion persists until the myrmidon changes or dismisses it. For the purpose of this ability, a myrmidon can only have one “location” at a time.
- __Luck's End__: The myrmidon can curse a target creature by touching. The target is affected as if by the spell _bestow curse_ using the myrmidon's class level, except that the myrmidon can decrease only the ability score and it is randomly chosen. Whether or not the save is successful, a creature cannot be targeted by this art more than once in 24 hours. At 15th level, this art acts as a _major curse_ spell (_Pathfinder RPG Ultimate Magic_ 215).
- __Mirror Trick__: A myrmidon with this art can use a small magical trinket to see through a door or into a building. This functions as per the spell arcane eye. The myrmidon can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
- __Delicious Fright__: The myrmidon can feed on the fear of her victim. The target of this art becomes shaken for a number of rounds equal to 3 + the myrmidon’s Constitution modifier. As long as the myrmidon remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this art to 1 round. This is a morale and fear effect.
##### List of Grand War Arts
- __The Threat of Violence__: The myrmidon can curse a creature to prevent it from attacking innocents. If the target fails its Will save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an abjuration effect. The curse is permanent but can be removed with a _break enchantment_, _miracle_, or _wish_ spell. Whether or not the save is successful, a creature cannot be the target of this art again for 1 day.
- __Deathstrike__: This powerful strike seizes a creature's heart, causing death within just a few moments. The target creature receives a Fortitude save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the art. On the second round of the art, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Will save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the myrmidon. Slaying the myrmidon that performed the art on the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.
- __Sandman__: The myrmidon can strike a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a _wish_ or similar magic, although slaying the witch ends the effect. The myrmidon can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this art again for 1 day.
- __Lay to Rest__: The myrmidon may target a single undead creature with this art as if with an _undeath to death_ spell. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this art again for 1 day.
- __Best Laid Plans__: A myrmidon using this art calls down the forces of nature to wreak havoc on an area. This functions as a _storm of vengeance_ combined with an _earthquake_ that occurs on the second round of the effect (while acid is raining from the sky). A myrmidon must concentrate for the duration of this effect. If disrupted, the effect immediately ends. A myrmidon can only use this ability once per day.
- __Gladiator's Call__: The myrmidon calls forth the ghost of a humanoid creature with no more than 18 Hit Dice. The ghost has its own personality and desires, but is willing to bargain with the myrmidon, as if she had cast _greater planar ally_. To seal an agreement with the myrmidon, the ghost requires life energy equal to 1 temporary negative level (this is in addition to the standard payment for the ghost's service). This negative level persists as long as the ghost remains in the service of the myrmidon; the myrmidon can end the agreement as a standard action, immediately removing the negative level.