|Mailing List | Message Boards | Chat Room|
|Home | House Rules | AD&D News | Alternate Paladins | World of Karil | Web Site Index | OA Project|
The neutral good myrikhan, whose name in the original Creation Argots means "godservant," is primarily a field agent of a good church, the one on whom quests fall. Myrikhans usually (95%) travel alone, although they sometimes accompany others with a similar goal. They are rarely seen in the company of other myrikhans, and in a group are almost certainly abiding at the church until their next mission. Myrikhans live for good deeds. Should a myrikhan ever commit an evil deed, his church will excommunicate him and he will become forevermore a normal fighter. Myrikhans favor leather armor and chain vests, sometimes augmenting this protection with great helms or shields. They spend much time outdoors and usually wear furs to protect themselves from cold. Utility is the heart of their wardrobe, a combination of efficiency and minimal encumbrance. Their most common mount is a pony or light warhorse. Their few weapons are usually a favorite and only one or two others. Wisdom and intelligence are the prime requisites of the myrikhan. A score of 16 or greater in one of these abilities adds 10% to earned experience, and scores of 16 or greater in both abilities add 15%. Myrikhans receive spell bonuses and chances of spell failure according o their wisdom scores as clerics do (see the Players Handbook, p. 11, Wisdom Table II: Adjustments for Clerics). Myrikhans use any magic items usable by fighter or clerics. At 9th level and above, a myrikhan with sufficient funds can build a fortress or church stronghold, thus attracting followers. Because myrikhans are agents of a church, any established base will be an extension of that church -- a myrikhan always serves under a high priest. Myrikhan Table III shows the type of followers attracted by the myrikhan. The special abilities of a myrikhan are: l. Detection of evil within a 100' radius, revealing only the general direction and requiring unbroken concentration. 2. Saving throw bonuses against evil magic at +1 for each three levels the myrikhan has (+1 at 1st through 3rd level, +2 at 4th through 6th level, etc.). Evil magic includes any spells cast by evil NPCs or monsters, and any effects of magic items that are intrinsically evil or that are used by evil beings. 3. Turning of undead as a cleric of equal level, including creatures of the lower (evil) planes. 4. Spell use at 6th level and above. Myrikhan Table II shows the number and level of such spells. 5. Hit and damage bonuses of +1 per level when fighting larger-than-man-sized giants and humanoids, similar to a ranger's anti-humanoid combat ability. 6. At 4th level, a symbol of power received from the church. A suede collar that ties at the rear and is removed only in emergencies carries the precious metal symbol, unique to the character, that gives the myrikhan protection from evil as long as he wears it. The collor and symbol are worth 50-500 gp. 7. A 10% chance per level to identify plants and animals, automatic at 10th level and above. 8. Hit and damage bonuses of +1 for each three levels ( +1 at 1st through 3rd level, +2 at 4th through 6th, etc.) with a favorite weapon. At 1st level, the myrikhan designates a certain type of weapon (bastard sword, quarterstaff, morning star, etc.) as a favorite weapon and receives the bonuses for any weapon of that type. The strictures of a myrikhan are: l. Forbidden retention of wealth. The church pays personal expenses from a limited fund for each myrikhan. Treasure goes immediately to the church. The myrikhan keeps single items (one sword, one ring, one staff, etc.) and no more. 2. Speaking his deity's name only on consecrated ground, prayers and godcalls notwithstanding. Deviations incur serious punishment and require atonement and meditation. Myrikhan Table I Experience Experience Hit Level points level Points Title 0--2,500 1 d6 + 3 Godseye 2,501--5,500 2 2d6 + 6 Godsarm 5,501--12,000 3 3d6 + 9 Godsheart 12,001--25,000 4 4d6 + 12 Myrikhan 25,001--60,000 5 5d6 + 15 Myrikhan 60,001--130,000 6 6d6 + 18 Myrikhan 130,001--230,000 7 7d6 + 21 Myrikhan 230,001--350,000 8 8d6 + 24 Myrikhan 350,001--700,000 9 9d6 + 27 Myrikhan 700,001--1,050,000 10 9d6 + 30 Myrikhan 1,050,001--1,400,000 11 9d6 + 33 Myrikhan Myrikhans gain one level per 350,000 experience points above 8th level. Myrikhans gain 3 hit points per level above 9th level. Myrikhan Table II: Spells usable by experience level Myrikhan Cleric spell level Druid spell level level 1 2 3 4 1 2 3 6 1 -- -- -- -- -- -- 7 2 -- -- -- -- -- -- 8 2 1 -- -- -- -- -- 9 2 2 -- -- -- -- -- 10 2 2 1 -- -- -- -- 11 3 2 1 -- -- -- -- 12 3 3 1 -- 1 -- -- 13 4 3 2 -- 2 -- -- 14 4 3 2 1 2 1 -- 15 5 3 2 1 2 1 -- 16 5 4 3 2 3 2 1 17 5 5 3 3 3 2 1 18 5 5 4 4 3 3 2 19* 5 5 5 5 3 3 3 * -- Maximum spell-casting ability. Myrikhans acquire and cast cleric spells and druid spells in the same way that clerics and druids do, by meditation and prayer. Myrikhans can cast all cleric spells but only certain druid spells. The myrikhan druid spell list shows the limited druid spells available to myrikhans. The spells are numbered from 1 to 8, to allow for random die rolls in determining what spells an NPC might possess. Myrikhan druid spell list Number 1st level 2nd level 3rd level 1 Detect snares & pits Barkskin Call lightning 2 Entangle Charm person or mammal Cure disease 3 Faerie fire Create water Fire purge* 4 Invisibility to animals Fire trap Neutralize poison 5 Locate animals Heat metal Protection from fire 6 Pass without trace Locate plants Pyrotechnics 7 Predict weather Obscurement Summon insects 8 Purify water Produce flame Water breathing Unless otherwise indicated, all spells in the myrikhan druid spell list correspond to the druid spell of the same name and level. The spell marked with an asterisk is a special spell available only to the myrikhan class, described below: Fire Purge (Evocation) Level: 3 Range: 0 Duration: 1 hour per level of caster above 15th Area of effect: Radius of 600' per level of caster above 15th Components: V, S, M Casting Time: 5 rounds Saving Throw: None Explanation/Description: Fire purge opens a temporary portal to the magical fire in the heart of the caster's god. A purging flame seeps from the caster at a rate of 10' per round, subjecting items and creatures to intense holy fire. All items in the spell's area of effect must make saving thorws vs. magical fire or be destroyed. All creatures in the area of effect must make a saving throw vs. spell or suffer 1-4 points of fire damage per round, until they leave the area of effect or extinguish the fire. Anything hostile to the god makes the saving throw at -3 and suffers double damage from the fire. Protection from fire adds +1 to the saving throw. The body of the caster becomes immobile and intangible for the duration of the spell, a necessary self-defense against the fire. During this period of intangibility, the caster loses awareness of his surroundings and has a 1% chance per level of having a holy vision (a side effect of exposure to the deepest powers of his god). After the spell ceases to function, everything in the area of effect except the items that made their saving throws will be smoldering ashes. The spell is often used to consecrate church ground or exorcise demons from possessed areas. Dispel magic eliminates the fire and cancels the spell. Extention and permanency have no effect. Myrikhan Table III: Followers Dice roll Type of follower 01-03 1-4 clerics of 5th-8th level 04-07 2-8 clerics of 3rd-6th level 08-12 2-16 clerics of 2nd-5th level 13-18 2-20 clerics of 1st-3rd level 19-21 1-4 cloistered clerics* of 1st-4th level 22-24 1-4 fighters of 5th-8th level 25-28 2-8 fighters of 3rd-6th level 29-33 2-16 fighters of 2nd-5th level 34-38 2-20 fighters of 2nd-5th level 39-41 1 ranger of 1st-4th level 42-45 1 myrikhan of 1st-4th level 46-52 1-40 men-at-arms, 1-6 hp each 53 11-30 aarakocra (one tribe) 54 1-2 magic-users of 5th-8th level 55 2-5 magic-users of 3rd-6th level 56 3-6 magic-users of 2nd-5th level 57 2-8 magic-users of 1st-3rd level 58 1-4 illusionsts of 1st-4th level 59-66 1-10 unskilled persons, 1-6 hp each 67 1 healer of 1st-4th level 68-69 1-3 experienced cooks, 1-4 hp each 70-71 1 smith** of 1st-6th level 72-73 1-4 carpenters of 1-6 hp each 74-76 1-4 farmers of 1-4 hp each, plus their families (one mate and 1-4 children of 1-3 hp each per farmer) 77-78 1 tailor of 1-4 hp 79-80 1-3 miners of 2-5 hp each 81-82 1-3 scribes*** of 1st-4th level 83-85 1-3 stablemen of 1-4 hp each 86-88 1-4 chambermaids of 1-2 hp each 89-91 1 maid/manservant of 1-4 hp 92 1 baku 93 1 dragon horse (mount) 94 1-4 firbolg giants 95 1 itinerant grim 96 1 moon dog 97 5-20 pech plus females and young 98 1 pseudodragon 99 1-4 NPCs of any neutral good class or subclass 00 DM's choice * -- Cloistered clerics are described in Best of DRAGON Magazine, Volume 4, p. 7. ** -- Smiths are described in Best of DRAGON Magazine, Volume 4, p. 26. *** -- Scribes are described in Best of DRAGON Magazine, Volume 4, p. 23. Note: Followers are nearly always (90%) human, but may be of other races if the campaign allows. Race of follower (if needed) Roll d20: 1-3 = elf; 4-5 = half-elf; 6-8 = gnome; 9-11 = human; 12-18 = same race as the myrikhan; 19-20 = halfling. When a base has been established, the DM rolls to determine the type of followers attracted and, if necessary, the race of the followers. Each time the myrikhan gains a level (or accumulates enough experience points to gain a level after reaching his level limit), roll again. All followers of a myrikhan are neutral good. For example, an 11th-level myrikhan builds a church fortress and attracts followers. The DM determines that 2-16 clerics of 2nd-5th level are attracted. Additional rolls define them as a 4th- level half-elven cleric, two gnomish clerics of 4th and 3rd level, and two 2nd-level elven clerics. When the myrikhan reaches 12th level, the DM will roll again to determine additional followers -- perhaps a pair of elven chambermaids or a dragon horse.
Back to see other alternate Paladins
Last Updated: 2.2.99
©1999 Lord Eadric