The compassion to pursue good and the power to defeat evil – these are the two weapons of the myrikhan.

Few have the purity and devotion that it takes to walk the myrikhan's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the myrikhan is a final hope that cannot be extinguished.

Adventures: Myrikhans take their adventures seriously and have a penchant for referring to them as quests. Even a mundane mission is, in the heart of the myrikhan, a personal test – an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways to do good. Still, the myrikhan really comes into her own when leading a mighty campaign against evil, not when merely looting ruins.

Characteristics: Divine power protects the myrikhan and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. The myrikhan can also direct this power to help others, healing their wounds or curing diseases. Finally, the myrikhan can use this power to destroy evil. Even the least experienced myrikhan can detect evil, and more experienced myrikhan can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the myrikhan and imbues that mount with strength, intelligence, and magical protection.

Alignment: Myrikhans must be neutral good, and they lose their divine powers if they deviate from that alignment. Additionally, myrikhans swear to follow a code of conduct that is in line with goodness.

Religion: Myrikhans need not devote themselves to a single deity – devotion to righteousness is enough. Myrikhans devoted to a god are scrupulous in observing religious duties and are welcome in every associated temple.

Background: No one ever chooses to be a myrikhan. Becoming a myrikhan is answering a call, accepting one's destiny. No one, no matter how diligent, can become a myrikhan through practice. The nature is either within one or not, and it is not possible to gain the myrikhan's nature by any act of will. It is possible, however, to fail to recognize one's own potential, or to deny one's destiny. Occasionally, one who is called to be a myrikhan denies that call and pursues some other life instead.

Most myrikhans answer the call and begin training as adolescents. Typically, they become squires or assistants to experienced myrikhans, train for years, and finally set off on their own to further the causes of good. Other myrikhans, however, find their calling only later in life, after having pursued some other career. All myrikhans, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion. Any two myrikhans, even from opposite sides of the world, consider themselves comrades.

Races: Humans, with their ambitious souls, make great myrikhans. Half-elves, who often have human ambition, may also find themselves called into service as myrikhans. Members of the other common races rarely hear the call to become myrikhans.

Among the savage humanoids, myrikhans are all but unheard of.

Other Classes: Even though myrikhans are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own.

They work well with good clerics, and they appreciate working with those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, the myrikhan makes a fine leader for a team.

Role: The myrikhan's chief role in most groups is as a melee combatant, but she contributes other useful support as well. She makes a good secondary healer, and her high Charisma opens up fine leadership opportunities.

Game Rule Information

Myrikhans have the following game statistics.

Abilities: Charisma enhances a myrikhan's healing, self-protective capabilities, and undead turning ability. Strength is important for a myrikhan because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful myrikhan spells, and a score of 11 or higher is required to cast any myrikhan spells at all.

Alignment: Neutral good.

Hit Die: d10.

Class Skills: The myrikhan's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility And Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the myrikhan.

Weapon and Armor Proficiency: Myrikhans are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a myrikhan's aura of good (see the Detect Good spell) is equal to her myrikhan level, just like the aura of a cleric of a good deity.

Detect Evil (Sp): At will, a myrikhan can use Detect Evil, as the spell.

Smite Evil (Su): Once per day, a myrikhan may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per myrikhan level. For example, a 13th-level myrikhan armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the myrikhan accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the myrikhan may smite evil one additional time per day, to a maximum of five times per day at 20th level.

Divine Grace (Su): At 2nd level, a myrikhan gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a myrikhan with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her myrikhan level × her Charisma bonus.

For example, a 7th-level myrikhan with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A myrikhan may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a myrikhan can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The myrikhan decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Determination (Su): Beginning at 3rd level, a myrikhan is immune to exhaustion (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against exhaustion effects. This ability functions while the myrikhan is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a myrikhan gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Turn Undead (Su): When a myrikhan reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Spells: Beginning at 4th level, a myrikhan gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the myrikhan spell list. A myrikhan must choose and prepare her spells in advance.

To prepare or cast a spell, a myrikhan must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a myrikhan's spell is 10 + the spell level + the myrikhan's Wisdom modifier.

Like other spellcasters, a myrikhan can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the accompanying table. In addition, she receives bonus spells per day if she has a high Wisdom score. When the spells per day table indicates that the myrikhan gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level myrikhan), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The myrikhan does not have access to any domain spells or granted powers, as a cleric does.

A myrikhan prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A myrikhan may prepare and cast any spell on the myrikhan spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a myrikhan has no caster level. At 4th level and higher, her caster level is one-half her myrikhan level.

Special Mount (Sp): Upon reaching 5th level, a myrikhan gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium myrikhan) or a warpony (for a Small myrikhan).

Once per day, as a full-round action, a myrikhan may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the myrikhan and remains for 2 hours per myrikhan level; it may be dismissed at any time as a free action.

The mount is the same creature each time it is summoned, though the myrikhan may release a particular mount from service (if it has grown too old to join her crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed, including barding, saddle, saddlebags, and the like. Calling a mount is a Conjuration (Calling) effect equal to a spell level 1/3 the myrikhan level.

Should the myrikhan's mount die, it immediately disappears, leaving behind any equipment it was carrying. The myrikhan may not summon another mount for thirty days or until she gains a myrikhan level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the myrikhan takes a –1 penalty on attack and weapon damage rolls.

Remove Disease (Sp): At 6th level, a myrikhan can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Code of Conduct: A myrikhan must be of neutral good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a myrikhan's code requires that she respect legitimate authority, act with honour (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with characters of any good or neutral alignment, a myrikhan will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A myrikhan may accept only henchmen, followers, or cohorts who are neutral good.

Ex- Myrikhans

A myrikhan who ceases to be neutral good, who willfully commits an evil act, or who grossly violates the code of conduct loses all myrikhan spells and abilities (including the service of the myrikhan's mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a myrikhan. She regains her abilities and advancement potential if she atones for her violations, as appropriate.

Like a member of any other class, a myrikhan may be a multiclass character, but multiclass myrikhans face a special restriction. A myrikhan who gains a level in any class other than myrikhan may never again raise her myrikhan level, though she retains all her myrikhan abilities.

The path of the myrikhan requires a constant heart. If a character adopts this class, she must pursue it to the exclusion of all other careers. Once she has turned off the path, she may never return.

Level Progression

Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Aura Of Good, Detect Evil, Smite Evil 1/day
2 +2 +3 +0 +0 Divine Grace, Lay On Hands
3 +3 +3 +1 +1 Aura Of Determination, Divine Health
4 +4 +4 +1 +1 Turn Undead
5 +5 +4 +1 +1 Smite Evil 2/day, Special Mount
6 +6/+1 +5 +2 +2 Remove Disease 1/week
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3 Remove Disease 2/week
10 +10/+5 +7 +3 +3 Smite Evil 3/day
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Remove Disease 3/week
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 Remove Disease 4/week, Smite Evil 4/day
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Remove Disease 5/week
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 Smite Evil 5/day

Spells Per Day

Level 1 2 3 4
4 0
5 0
6 1
7 1
8 1 0
9 1 0
10 1 1
11 1 1 0
12 1 1 1
13 1 1 1
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3

Starting Packages

Race: Human.
Armor: Scale mail (+4 AC, armor check penalty –4, speed 20 ft., 30 lb.).
Heavy wooden shield (+2 AC, armor check penalty –2, 10 lb.).
Weapons: Longsword (1d8, crit 19–20/×2, 4 lb., one-handed, slashing).
Shortbow (1d6, crit ×3, range inc. 60 ft., 2 lb., piercing).
Skill Selection: Pick a number of skills equal to 3 + Int modifier.

Skill Ranks Ability Armor Check Penalty
Heal 4 Wis
Ride 4 Dex
Bluff 4 Cha
Spot (cc) 2 Wis
Listen (cc) 2 Wis
Climb (cc) 2 Str -6
Search (cc) 2 Int

Feat: Weapon Focus (longsword).
Bonus Feat: Improved Initiative.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, three pints of oil. Quiver with 20 arrows. Wooden holy symbol.
Gold: 6d4 gp.

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