Myrikhan

The neutral good myrikhan, whose name in the original Creation Argots means "god servant," 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.

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 god calls notwithstanding. Deviations incur serious punishment and require atonement and meditation. The Myrikhan can refer to his/her deity through allusion and symbolism, but never by directly speaking the deity's name.

Alignment: Chaotic Good

Hit Die: d10

Class Skills

Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int).

Skill Ranks Per Level: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Abilities
1st +1 +2 +0 +2 Detect Evil 100'
2nd +2 +3 +0 +3 Lay on Hands, Divine Protection +1
3rd +3 +3 +1 +3 Martial Training +1, Mercy
4th +4 +4 +1 +4 Channel Positive Energy
5th +5 +4 +1 +4 Divine Protection +2
6th +6/+1 +5 +2 +5 Martial Training +2, Mercy
7th +7/+2 +5 +2 +5
8th +8/+3 +6 +2 +6 Divine Protection +3, Resolute Bent
9th +9/+4 +6 +3 +6 Martial Training +3, Mercy
10th +10/+5 +7 +3 +7
11th +11/+6/+1 +7 +3 +7 Divine Latitude, Divine Protection +3
12th +12/+7/+2 +8 +4 +8 Martial Training +4, Mercy
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Divine Protection +4
15th +15/+10/+5 +9 +5 +9 Martial Training +5, Mercy
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10 God Servants Prerogative
18th +18/+13/+8/+3 +11 +6 +11 Mercy
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12 Indulgence

Class Features

Weapon and Armor Proficiency: A myrikhan is proficient with all simple and martial weapons as well as light, and medium armor, including shields.

Spells
: Beginning at 6th level, a myrikhan gains the ability to cast a small number of divine spells which are drawn from the myrikhan spell list. A myrikhan must choose and prepare his spells in advance.

To prepare or cast a spell, a myrikhan must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a myrikhan's spell is 10 + the spell level + the myrikhan's Charisma modifier.

Like other spellcasters, a myrikhan can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score. A myrikhan must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A myrikhan may prepare and cast any spell on the myrikhan spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Though 5th level, a myrikhan has no caster level. At 6th level and higher, his caster level is equal to his myrikhan level – 3.

Spells Per Day
Level1st 2nd 3rd 4th
1st -
- - -
2nd -
-
- -
3rd -
-
-
-
4th -
-
-
-
5th 0
-
-
-
6th 1
-
-
-
7th 1
0
-
-
8th 1
1
-
-
9th 2
1
0
-
10th 2
1
1
-
11th 2
2
1
-
12th 3
2
1
-
13th 3
2
2
0
14th 3
3
2
1
15th 4
3
2
1
16th 4
3
3
1
17th 4
4
3
2
18th 5
4
3
2
19th 5
4
4
3
20th 5
4
4
4

Detect Evil (Su): At 1st level, the myrikhan can do little more than detect evil. This is a 100' radius in which he must concentrate on for the power to work.

Lay on Hands (Su): Beginning at 2nd level, a myrikhan can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his myrikhan level plus his Charisma modifier. With one use of this ability, a myrikhan can heal 1d6 hit points of damage for every two myrikhan levels he possesses. Using this ability is a standard action, unless the myrikhan targets himself, in which case it is a swift action. Despite the name of this ability, a myrikhan only needs one free hand to use this ability.

Divine Protection (Su): At 2nd level, a myrikhan receives a bonus on saving throws versus evil magic. This bonus is +1 at 2nd level and increases by 1 at 5th, 8th, 11th, and 14th level.

Martial Training (Su): At 3rd level, a myrikhan begins his martial training will all forms of weaponry. Expected to defend the church at any time or any place, they gain the ability to dish it out with what ever is at hand. They must choose one weapon for which their bonuses go to. The bonus they gain is to “Hit” and to “Damage”.

Mercy (Su): At 3rd level a myrikhan and every three levels thereafter, a myrikhan can select one mercy. Each mercy adds an effect to the myrikhan's lay on hands ability. Whenever the myrikhan uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the myrikhan. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the myrikhan can select from the following initial mercies.
  • Fatigued: The target is no longer Fatigued.
  • Shaken: The target is no longer Shaken.
  • Sickened: The target is no longer Sickened.
At 6th level, a myrikhan adds the following mercies to the list of those that can be selected.
  • Dazed: The target is no longer Dazed.
  • Diseased: The myrikhan's lay on hands ability also acts as remove disease, using the myrikhan's level as the caster level.
  • Staggered: The target is no longer Staggered, unless the target is at exactly 0 hit points.
At 9th level, a myrikhan adds the following mercies to the list of those that can be selected.
  • Cursed: The myrikhan's lay on hands ability also acts as remove curse, using the myrikhan's level as the caster level.
  • Exhausted: The target is no longer Exhausted. The myrikhan must have the fatigue mercy before selecting this mercy.
  • Frightened: The target is no longer Fatigued. The myrikhan must have the Shaken mercy before selecting this mercy.
  • Nauseated: The target is no longer Nauseated. The myrikhan must have the Sickened mercy before selecting this mercy.
  • Poisoned: The myrikhan's lay on hands ability also acts as neutralize poison, using the myrikhan's level as the caster level.
At 12th level, a myrikhan adds the following mercies to the list of those that can be selected.
  • Blinded: The target is no longer Blinded.
  • Deafened: The target is no longer Deafened.
  • Paralyzed: The target is no longer Paralyzed.
  • Stunned: The target is no longer Stunned.
Channel Positive Energy (Su): When a myrikhan reaches 4th level, he gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of his lay on hands ability. A myrikhan uses his level as his effective cleric level when channeling positive energy. This is a Charisma-based ability.

Resolute Bent (Su): At 8th level, a myrikhan is immune to charm spells and spell-like abilities.

Divine Latitude (Su): At 11th level, a myrikhan may re-roll 1 roll versus and evil source per Charisma bonus he has. He must take the second roll even if it is worse than the original.

God Servants Prerogative (Su): At 17th level, a myrikhan gains DR 5/evil and immune to compulsion spells and spell-like abilities.

Indulgence (Su): At 20th level, a myrikhan increases his DR to 10/evil. When he slays an evil creature he replenishes his lay on hands ability.

Myrikhan Spell List

1st Level Spells

Animal Messenger
Calm Animal
Detect Animals/Plants
Detect Poison
Detect Snares & Pits
Endure Elements
Faerie Fire
Hide from Animals
Long Strider
Pass without Trace
Speak with Animals
Summon Natures Ally I

2nd Level Spells

Barkskin
Bear's Endurance
Cat's Grace
Cure Light Wounds
Delay Poison
Fog Cloud
Hold Animal
Owl's Wisdom
Snare
Summon Natures Ally II
Warp Wood

3rd Level Spells

Cure Moderate Wounds
Darkvision
Daylight
Dominate Animal
Neutralize Poison
Protection from Energy
Quench
Remove Disease
Spike Growth
Summon Natures Ally III
Water Walk

4th Level Spells

Animal Growth
Cure Serious Wounds
Freedom of Movement
Repel Vermin
Summon Natures Ally IV
True Stride


Additional Ratings
Balance:
( 6 Votes )
Utility:
( 6 Votes )
Clarity:
( 6 Votes )


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