The myrmidarch is a skilled specialist, using magic to supplement and augment his martial mastery. Less inclined to mix the two than a typical magus, the myrmidarch seeks supremacy with blade, bow, and armor.
Myrmidarchs cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.
At 11th level, a myrmidarch can spend a full-round action to cast a spell that includes multiple ranged touch attacks and deliver more than one using ranged attacks. The spell must have a casting time of 1 full-round action or less. This functions similarly to the base ability of ranged spellstrike, but the myrmidarch can deliver a number of missiles, rays, or effect up to the number of attacks he could make with a full attack. Attacks beyond the first take penalties as if the myrmidarch were making a full attack. Any effects not used in the round the spell is cast are lost, as are any additional ranged touch attacks the spell would allow beyond the myrmidarch’s maximum number of attacks.
At 6th level, a myrmidarch gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 6th (to a maximum of three groups at 18th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1.
This ability replaces the magus arcana normally gained at 6th, 12th, and 18th levels.
At 10th level, the myrmidarch treats his magus levels as fighter levels for the purposes of fighter training.
This ability replaces both knowledge pool and the fighter training the magus gains at 10th level.
At 20th level, a myrmidarch gains DR 5/– when wearing armor.
This ability replaces true magus.