Klingon Racial Traits
• Medium: As Medium creatures, klingons have no special bonuses or penalties due to their size.
• Klingon base speed is 30 feet.
• +4 to Strength, +4 to Constitution, -2 to Wisdom, -2 to Charisma: Klingons are quite strong and exceptionally resilient, however they suffer from violent, irrational tendancies and a lack of foresight.
• Brak'lul: Klingons are exceptionally hardy and difficult to kill due to their redundant organs which act as back-ups. This gives them the following advantages: +4 Fortitude save bonus, +4 Massive Damage Threshold bonus.
• Battle Rage (Ex): a Klingon can enter a state of frenzy which gives them some benefits and disadvantages. This state can be entered voluntarily, however in most cases it is due to injury, insult or some other form of provocation. If the state is forced, or the Klingon wants to end the blood rage at any time before the duration expires, they can attempt to prevent themselves from entering the blood rage state, or they can exit it, by succeeding at a Will save (DC 15). When in the company of other klingons, or after a significant amount of blood wine, this DC increases to 20. When in a blood rage, a klingon cannot use ranged weapons or any skill that is associated with Intelligence, Wisdom or Charisma. Any enemy they can see, including anyone they perceive as an enemy, they must attack until they or their enemy is dead, or the blood rage ends. During the blood rage, a klingon gains a +2 to Strength, a +2 to Constitution, and a +1 to morale based saving throws, but suffer a -1 to Armour Class. The blood rage lasts for 3 rounds plus 1 round for every ability modifier point from their altered Constitution. This ability can only be used once per day, and when exiting the blood rage state, the klingon is considered fatigued until the combat has ended.
• Bone Armour: Klingons have a tough, extra layer of bone that gives them +1 Natural Armour Class bonus.
• Combat Proficiency: all Klingons are trained from a very early age how to fight and are thus proficient in the use of martial weapons, as well as light, medium and heavy armours. The bat'leth, mek'leth & d'k tahg are considered martial weapons for klingons.
• Automatic Language: Common, Klingon.
• Bonus Languages: Any.
• ECL +2.