THE MYRIKHAN (NG)
by Christopher Wood
 
- - - - -
Dragon Classes - Paladins Dragon 106

HIT DICE: d6+3 (max: 9)
SPELL ABILITY: yes (6)
CLASS LEVEL LIMIT: none
ARMOR PERMITTED: any up to the quality of chainmail, shield: any
WEAPONS PERMITTED: any, oil = yes, poison = never
ABILITY SCORES: S: 8/18(00), I: 12/pr, W: 13/pr, D: 9/18, CO: 8/18, CH: 10/18
WEAPON PROFICIENCIES: 2*, -3, 1/4 levels
ATTACKS PER MELEE ROUND: 1/1(1-6), 3/2(7-12), 2(13+)

*-- One of the myrikhan's initial weapons is a "favorite weapon"
(see the text for details).

    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 to 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 fighters 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:

1. 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 largerthan-man-sized giants and humanoids, similar to a ranger?s antihumanoid 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 collar
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:
1. 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 
points
Experience 
level
Hit points Level 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

                                        Cleric spell level
Myrikhan level 1 2 3 4
6 1 - - -
7 2 - - -
8 2 1 - -
9 2 2 - -
10 2 2 1 -
11 3 2 1 -
12 3 3 1 -
13 4 3 2 -
14 4 3 2 1
15 5 3 2 1
16 5 4 3 2
17 5 5 3 3
18 5 5 4 4
19* 5 5 5 5

                                            Druid spell level
Myrikhan level 1 2 3
6 - - -
7 - - -
8 - - -
9 - - -
10 - - -
11 - - -
12 1 - -
13 2 - -
14 2 1 -
15 2 1 -
16 3 2 1
17 3 2 1
18 3 3 2
19* 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 En tangle Charm person or mammal Cure disease
3 Faerie fire Create water Fire purge*
4 Invis. 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
Level:  3
(Evocation)
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 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.  Extension  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 clerics1 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
31-41 1 ranger of 1st-4th level
42-45 1 myrikhan of 1st-4th level
46-52 4-40 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 illusionists 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 smith2 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 scribes3 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 alignment or subclass
00 DM's choice

1 -- Cloistered clerics are described in Best of DRAGON Magazine, Volume 4, p. 7.
2 -- Smiths are described in Best of DRAGON Magazine, Volume 4, p. 26.
3 -- 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 halfelven 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.