Myrmidon
An ancient society of warriors formed around the idea that mastery of arms should result from a desire to do good in the world. They swore vows to conduct themselves with honor and lend aid to those in need. Famous myrmidons have lived and died fighting for noble ends, and their stories inspire others to follow in their steps. Myrmidons have no use for fancy armor, preferring simple peasant garb, or for weapons outside those they have spent their lives mastering. All myrmidons limit themselves to a pair of swords and a longbow, and you are accomplished at using them. Joining the society requires you to forswear your holdings and possessions beyond what you need to fulfill your purpose. You have no master other than yourself and the obligation you swore to fulfill when you joined.
Level 3 Myrmidon
Attributes: Increase two attributes by 1 each.
Natural Defense: +2, Health: +12, Bonus Damage: +1d6
Myrmidon Arms: You gain a long sword, longbow, and a sword. If you lose these items, you can replace them at no cost at the start of your next quest.
You make rolls to attack with the long sword, longbow, and sword with 1 boon and your attacks with these weapons deal an extra 1d6 damage. In addition, you can make a guarded attack with these weapons without having to have a shield equipped.
Side-Step Strike: You can use a reaction when you wear no armor and a creature you can see gets a success on a roll to attack you to make a luck roll. On a success, you turn the success into a failure. Once you use this talent, you lose access to it (luck ends).
Level 4 Myrmidon
Health: +12, Bonus Damage: +1d6
Canny Combatant: While you are not injured, you have the Slippery trait. In addition, when you wear no armor, you impose 1 bane on rolls to attack you by creatures you can see.
Level 6 Myrmidon
Health: +12, Bonus Damage: +1d6
Definitive Counterstrike: While you wield a long sword or a sword, enemies within your reach enable you to use a reaction to make free attacks against them when they get failures on their rolls to attack you.
Piercing Shot: When you get a critical success on a roll to attack with a longbow, you can repeat the attack against one creature or object of your choice within 5 yards of and behind the target.
Level 9 Myrmidon
Health: +12, Bonus Damage: +1d6
Concluding Strike: You can use this talent when you attack with a long sword or sword. When you do so, you roll with 2 boons and the attack deals an extra 3d6 damage. Once you use this talent, you lose access to it for 1 minute.
Double Shot: You can use this talent when you attack with a longbow. When you do so, you make a luck roll along with your attribute roll. If either roll results in a success, you succeed on the attack. If both rolls result in a success, the attack deals an extra 3d6 damage. Once you use this talent, you lose access to it (luck ends).