The environment of Qo'nos has made Klingons strong and hardy, but their culture of war has left them quick to anger and slow to compromise.
+2 Strength+2 Constitution -2 Wisdom
1d10 Wound Die +0 Control Modifier
Medical Classification: Group II (humanoid)
Medium size: Klingons have no bonuses or penalties based on size.
Base land speed: 30 feetBonus Feat: EnduranceKlingons gain a +1 Survivalist party ability point and +1 Party ability slot for survivalist. Klingons gain a +4 to Fortitude checks when making checks versus their alcohol intake. Klingons gain a +4 to Fortitude checks when making checks to resist pain. Klingons feel that reputation is everything; Klingons must make a Will check at -4 to accomplish any task that they believe would bring them dishonor.+2 species bonus on Intimidate skill checks.+4 species bonus to checks when trying to impress others by their ability to drink alcohol.A Klingon can fly into a screaming blood frenzy once per day. In a rage, a Klingon 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, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Klingon'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 Klingon cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, 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 Klingon 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 Klingon belongs to a class that already allows access to a rage-like ability, the Klingon's racial rage ability allows him to rage one additional time per day. Regardless, a Klingon may rage only once per encounter.
DM-RP: 12
Ability Scores: Standard
Attributes: Normal
Harsh homeworld Feat: 2 RP <linked> Harsh homeworld Survivalist : 2 RP <Linked> Honorable Society: -2 RP
Warrior Culture Intimidate 1 RP <Linked> Impressive Alcohol Consumption: 2 RP
Redundant Biology: Fortitude Versus Pain: +2 RP <Linked> Fortitude versus Alcohol: 1 RP
Rage: +4 RP