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THE NEW MYRIKHAN
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 without an apprentice 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, this of course does not include Myrikhans with an apprentice (see below). 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. Wisdom and intelligence are the prime requisites of the myrikhan. A score of 16 or greater in both abilities add 10%. Myrikhans receive spell bonuses and chances of spell failure according to their wisdom scores as clerics do. Their ability score requirements are as follows: Str: 14 Con: 9 Int: 12 Wis: 13 Cha: 15 Myrikhans use any magic items usable by fighter or clerics. Myrikhans cannot use holy weapons besides possible holy weapons created by his diety or church. 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.) to a maximum of +5. 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. Laying on of hands. Works as normal Paladin's ability, 2hp/level restored, usable once per day. 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 collar and symbol are worth 50-500 gp. Removal of the collar for any non-emergency causes the collar to automatically vanish. To receive a new one after losing it requires the Myrikhan to rise a level and seek atonement from a cleric of the Myrikhan's faith of a higher level than the Myrikhan. 7. 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 maximum plus a Myrikhan can receive in this manner is a +5. 8. Myrikhans can summon a bonded mount like a normal Paladin. 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. The Myrikhan can refer to his/her diety through allusion and symbolism, but never by directly speaking the diety's name. Myrikhan Table I Experience Hit Level Hit/Dam points Level Points Title Save Bonus 0--2,500 1 d6 + 3 Godseye +1 2,501--5,500 2 2d6 + 6 Godsarm +1 5,501--12,000 3 3d6 + 9 Godsheart +1 12,001--25,000 4 4d6 + 12 Myrikhan +2 25,001--60,000 5 5d6 + 15 Myrikhan +2 60,001--130,000 6 6d6 + 18 Myrikhan +2 130,001--230,000 7 7d6 + 21 Myrikhan +3 230,001--350,000 8 8d6 + 24 Myrikhan +3 350,001--700,000 9 9d6 + 27 Myrikhan +3 700,001--1,050,000 10 9d6 + 30 Myrikhan +4 1,050,001--1,400,000 11 9d6 + 33 Myrikhan +4 1,400,001--1,750,000 12 9d6 + 36 Myrikhan +4 1,750,001--2,100,000 13 9d6 + 39 Myrikhan +5* * -- Maximum Hit/Dam and Save Bonus 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 Selected spells 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 spells in the same way that clerics do, by meditation and prayer. Myrikhans can cast clerical spells from the following spheres: All, Combat, Elemental(fire), Healing, Protection, and Sun. The spells are numbered from 1 to 8, to allow for random die rolls in determining what spells an NPC might possess. Myrikhan selected spell list Number 1st level 2nd level 3rd level 1 Detect magic Barkskin Call lightning 2 Detect snares & pits Charm person or mammal Cure disease 3 Entangle Create water Fire purge* 4 Faerie Fire Fire trap Neutralize poison 5 Invisibility to animals Heat metal Protection: fire 6 Locate animals/plants Obscurement Pyrotechnics 7 Pass without trace Produce flame Summon insects 8 Purify food/drink Warp wood Water breathing Unless otherwise indicated, all spells in the myrikhan selected spell list correspond to the clerical 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 60' 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 throws 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. To call upon this spell for more than 1 time a week increases the chance of the diety's disfavor. There is a 10% cumulative chance per additional casting that the diety is displeased with the Myrikhan using the diety's power in this way. The diety's displeasure can appear in differnet ways, i.e. cutting off the Myrikhan's access to spells for a certain time, to just not letting this spell succeed. Myrikhan Followers: Myrikhans do not get followers in the normal way. When the Myrikhan has reached 9th level, they may get an apprentice assigned to him by his church. This apprientice is a 1st level Myrikhan who will follow the Myrikhan typically until the apprentice reaches 5th level, ready to strike out on his own. The teacher is responsible for the life of the apprentice and for making sure that the apprentice follows the tenents of both his church and class. The apprentice will typically leave if the teacher breaks his faith of his church or doesn't follow the tenents of his class. The teacher can give the apprentice single items that may duplicate items that the teacher has, but may not loan them any. For example, if a teacher locates a sword and he already has one, he may give it to his apprentice, however he may not loan the sword to the apprentice. The teacher is responsible for all of the actions of the apprentice. A Myrikhan may have no more than one apprentice at a time, however they may have multiple apprentices in their entire career. Apprentices generally have the same weapon of choice as the teacher does.
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Last Updated: 2.2.99
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