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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
©1999 Lord Eadric