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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.