The harsh krogan homeworld conditioned the krogan psychology for toughness just as it did the body. Krogan have always had a tendency to be selfish, unsympathetic, and blunt. Sometimes, when krogan disagree, one of them will head-butt the other to show dominance. They respect strength and self-reliance and are neither surprised nor offended by treachery. According to Wrex, a krogan's worst insult is to say, "Someone's not worth killing."The weak and selfless do not live long. In their culture, "looking out for number one" is simply a matter of course. Krogan have powerful territorial instincts which serve them well in combat, but can create problems; when traveling on starships, for example, krogan find sharing quarters nearly impossible.
Most krogan trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the krogan are also generally pessimistic about their race's chances of survival. The surviving krogan see no point to building for the future; there will be no future. The krogan live with a generally violent and short-sighted attitude of personal gain.
Appearance: Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most sentient species, krogan eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color.
Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which is said to "hit aliens like ground glass". Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age. Krogan typically stand over 7 feet. Heavy creatures, krogan have been known to weigh at least 150 kilos, upwards of nearly 200 kilos for above-average specimens, and counting guesses by non-krogan observers even estimates of 800 pounds are made.
The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood.
Aside from redundant systems, the legendary krogan "blood rage" adds to the race's reputation for being notoriously difficult to kill or incapacitate in normal combat scenarios. In this state, krogan become totally unresponsive to pain and will fight to the death regardless of injury level, with the side effect of reducing their capacity for logic and self-control. Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years, as evidenced by Warlord Okeer, a veteran of the Krogan Rebellions who died (of decidedly unnatural causes) well over a thousand years after the Rebellions ended.
-Extraordinary Recuperation:
Krogan physiology allows them to heal from wounds much faster than other races.
Krogan have Fast Healing 1 regaining 1 hp per round.
-Toxic Resistance:
Redundant physiology gives Krogan a higher resistance to all types of poisons than most other races.
Krogan gain a +2 bonus to saves against poison.
-Wide-set eyes:
Krogan eyes are set farther apart than those of most other species; while this grants them a wider field of vision, it also impedes their long-distance depth perception.
Krogan gain a +2 bonus on Perception checks, but suffer double the normal attack penalties due to range.
-Intimidating Visage:
Krogan have a very large and powerful physical build making them more intimidating to other races.
This gives them a +4 modifier to Intimidate checks.
-Redundant Physiology:
Krogan have redundant secondary and in some cases tertiary systems.
This gives them a +4 racial bonus to fortitude saves made to overcome paralysis.
-Improved Natural Armor:
Krogan natural armor gives them DR 2/armor
Powerful Build:
The physical stature of Krogan let them function in many ways as if they were one size category larger.Whenever a Krogan is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to him.
A Krogan is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him.
Chakra Coils Disorder. (can be removed by paying the skill point cost of 10)
Race subtype changes to Type II - Refined)
Chosen element: When a Chakra coils is bought off they may choose their elemental affinity instead of it being random.
Krogan have a Elemental Preference to start with either Lightning earth or fire affinity at level 1.
Wound Die Type 1d12 Control Point Modifier -2
Medical Classification: Group V-a - Warm-blooded Reptilian
Racial Ability Modifiers:
+4 Strength, +2 Constitution -2 Dexterity, -2 Wisdom, -2 Charisma
Medium:
As Medium creatures,
Krogan have no special bonuses or penalties due to their size.
Krogan base land speed is 30 feet
-Genophage:
For those who will inevitably try to get a Krogan pregnant, do the following: The DM will pick two numbers.
One between 1 and 100, the other between 1 and 10. Then roll a d100 and a d10 and see if both numbers came up. If they did, the pregnancy is a viable one.
Psionically Inept -Krogan psionics are few and far between.
Psi rating roll is 1d12 - 6 instead of default.
Languages Known:
Common, Krogan
-Krogan Blood Rage:
A Krogan can fly into a screaming blood frenzy once per day. In a rage, a Krogan gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves and gains the effects of the Die Hard feat, but he takes a –2 penalty to Defense. The increase in Constitution increases the Krogan's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal.
While raging, a Krogan cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function.
He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the Krogan loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
If the Krogan belongs to a class that already allows access to a rage-like ability, the Krogan's racial rage ability allows him to rage one additional time per day. Regardless, a Krogan may rage only once per encounter.
Racial Feats:
Headbutt: Krogan use the hard plating on their heads to attack and to show dominance.
Benefit: You gain a headbutt attack that deals 1d10/x2 bludgeoning damage. This attack does double damage on a charge and gains an extra 1x damage for every extra base attack you have. (i.e. x3 at +6, x4 at +11, and x5 at +16.)
Ability Scores: Paragon 1 RP
Attributes: Nonspiritual - 1 Chakra -1 RP
Advanced Constitution +2 Con +4 RP
Fast Healing: 1 hp/round +6 RP
Toxic Resistance: +1 RP
Rage: +4 RP
Intimidate: +2 RP
Wide-set Eyes: +0 RP
Paralysis Resist: +2 RP
Improved Natural Armor: +4 RP
Psionically Inept: -4 RP
Genophage: -1 RP
Powerful Build: +4 RP
Chakra Coils Disorder: -5
Total RP: 17
Race breaks DM-RP pattern and must be redone.