Khrin Myrmidon

WORK IN PROGRESS

**Khrin Mymidon**

Prime Requisite: CON

Requirements: DEX 9, CON 9

Hit Die: d8

Maximum Level: 13

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**Weapons and Armor**: Khrin myrmidons are trained warriors - they may effectively wield any weapon and use any fighting style. They cannot wear armor heavier than leather due to their hard carapaces.

**Racial Features:**

* **Blindsight:** Khrin are nocturnal creatures, able to sense minute movements of air with their long antennae, granting them blindsight to a range of 60'. This blindsight functions like infravision, except it is not affected by light sources, magical darkness, or other visual phenomena but rendered useless in high wind.
* **Hard to Kill:** Khrin are hard to kill. When a khrin is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. The character also subtracts his class level from the number of days of bed rest required to recover.

* **Heavy Chitinous Carapace:** The khrin has a rigid chitinous carapace which increases his unarmored AC to 1, but prevents them from wearing armor heavier than leather.

* **Insect Senses:** The khrin, owing to his acutely-sensitive antenna, gains a +1 bonus to avoid surprise and a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ he can notice secret doors with just casual observation.
* **Inhumanity:** Khrin are alien beings and thus suffer a -2 penalty to the reactions, loyalty, and morale of humans and other humanoid races. The character gets a +2 bonus to

the reactions, loyalty, and morale with all insectoids and arachnids.

* **Minor Telepathy:**

**Class Features:**

* **1st Level: Cleave -** 1 attempt per round, per level.
* **1st Level: Move Silently**
* **1st Level: Hide In Shadows**
* **1st Level: Climb Walls**
* **1st Level: Backstab**
* **1st Level: Acrobatics:** In lieu of moving during a round, the nightblade may attempt a proficiency throw (see progression table for target number). If successful, the nightblade is now behind his opponent. The opponent loses the benefit of his shield, if any, and the nightblade can backstab his opponent (gaining +4 to his attack throw and bonus backstab damage based on his level). Nightblades also gain a +2 bonus to saving throws where agility would help avoid the situation, such as tilting floors and pit traps.
* **2nd Level: Learn and Cast Arcane Spells**
* **7th Level: Research Spells, Scribe Magical Scrolls, and Brew Potions**
* **9th Level: Build Stronghold**

**Khrin Myrmidon Level Progression**

Silently
Walls
 2875
 5750
 11500
 23000
 46000
 90000
 180000
 330000
 480000
10th level
 630000
11th level

**Arcane Spell Progression**

 2
 3
 4
 5
 6
 7
 8
 9
 10
 11

**Saving Throw and Attack Progression**

& Paralysis
Death
Breath
Wands
Throw
 3-4
 5-6
 7-8
 9-10
 11

**Elven Nightblade Class Proficiencies** (select one at 1st, 4th, and 8th levels):

Alchemy, Alertness, Arcane Dabbling, Battle Magic, Beast Friendship, Black Lore of Zahar, Blind Fighting, Combat Reflexes, Combat Trickery (incapacitate), Contortionism, Elementalism, Familiar, Fighting Style, Intimidation, Magical Engineering, Mystic Aura, Passing Without Trace, Precise Shooting, Prestidigitation,
Quiet Magic, Running, Sensing Power, Skirmishing, Skulking, Sniping, Swashbuckling, Unflappable Casting, Trap Finding, Wakefulness, Weapon Focus, Weapon Finesse