The tlhIngan or Klingons as it is pronounced in common are a humanoid warrior species that originated from the planet Qo'noS (pronounced Kronos), an M-class planet in the Beta Quadrant. The Klingons are a proud, tradition-bound people who value honor and combat. The aggressive Klingon culture has made them an interstellar military power to be respected and feared.
Klingons tend to be short-tempered and wiry. They would rather act than ponder and would rather fight than argue. Those who are successful, however, are those with enough self-control to live in among other humanoid races, not the crazed ones. Klingons love simple pleasures such as feasting, drinking, boasting, singing, and sparing. Refined enjoyments such as courtly dancing, and philosophy are often lost on them. At the right sort of party, Klingon is an asset. At the Admiral’s birthday dinner, he’s a liability.
Personality
Klingons tend to be short-tempered and wiry. They would rather act than ponder and would rather fight than argue. Those who are successful, however, are those with enough self-control to live in among other humanoid races, not the crazed ones. Klingons love simple pleasures such as feasting, drinking, boasting, singing, and sparing. Refined enjoyments such as courtly dancing, and philosophy are often lost on them. At the right sort of party, Klingon is an asset. At the Admiral’s birthday dinner, he’s a liability.Personality
Physical Description
Klingons are larger and physically stronger than Humans, though they possessed a much lower tolerance for cold weather. On average, Klingons weigh 170-250 pounds. In the Klingon body there are a great deal more redundancies to increase chance of survival from battle wounds. They have twenty-three ribs, two livers, an eight-chambered heart, three lungs, and even redundant neural function and multiple stomachs. The most distinguished feature of a Klingon is the their facial ridges. The size of the ridges on the forehead of a Klingon often is synonymous to their distinction in society.Physical Description
Klingons like scars. They regard battle scars as tokens of pride and ornamental scars as things of beauty. Any Klingon who has lived with or around other Klingons have scars, whether they are marks of shame or marks of pride recounting conquests and high status. Such a Klingon living among Humans may either display or hide his scars, depending on his attitude toward them.Klingons mature a little faster than humans and yet after puberty, they age significantly slower. At the age of 1 they look similar to a human child of 4 and around the age of 8, they begin the Klingon version of puberty. Although they mature significantly quicker than humans, their life expectancy is still longer reaching old age around 150.
Relations
Klingons usually have a difficult time dealing with other races. They find Vulcans to be too reserved and languid. Some humans get along with Klingons, but a lot of species find their aggressiveness to be unnerving. To Klingons, honor is everything. To a Klingon, any species without honor is intolerable.Relations
Alignment
The Klingon sense of honor makes them tend towards lawful alignment paths, however many Klingons seek "personal honor" rather than honor for the empire and are of chaotic alignments. Despite their violent nature they are rarely evil because of their honor-driven culture.Alignment
Religion
Klingons do not have an organized religion though they usually follow the teachings of Kahless the Unforgettable, the founder of Klingon thought. When Klingons die they believe that the honorable join Khaless at Sto-Vo-Kor. And that the Dishonored meet Fek'ler at Grethor.Religion
Language
Klingons automatically know Klingonese known to the Klingons themselves as tlhIngan Hol. occasionally Klingons also know Common and usually have an interest in shakespeare, regarding most other human literature as uninteresting.Language
Names
Klingons have one first name and a Family name. When a Klingon formally introduces himself she says her first name followed by "of the house of" then their family name. Names
Klingon Name GeneratorMale Names: Kishin, Memeth, J'dan, Tel'peh, Azaram, TanangFemale Names: Azetbur, Askade, Tavana, Auloh, M'kota, KaranaHouse Names: Muuda, Olahg, Torath, Gowron, Rajuc, Seeth
Adventurers
Klingons living among humans are drawn almost invariably toward violent careers in which they can put their strength to good use.They are frequently shunned from polite company due to their extremely violent natureAdventurers
Racial Traits
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.Racial Traits
+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 feet
Harsh Homeworld
Bonus Feat: EnduranceKlingons gain a +1 Survivalist party ability point and +1 Party ability slot for survivalist. Harsh Homeworld
Redundant Biology
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. Redundant Biology
Honorable Society
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.Honorable Society
Warrior Culture
+2 species bonus on Intimidate skill checks.+4 species bonus to checks when trying to impress others by their ability to drink alcohol.Warrior Culture
Blood Rage
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.Blood Rage
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