Klingons in DnD

Golem2176

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Has anyone ever played a Klingon in DnD? Or on the flipside is there a DM that allows Klingons as pcs in their DnD campaign? If yes, to either, what are the mods that exist to Klingons in 3.0 or 3.5? Also, if there is an (un)official writeup for Klingons in D20 Modern or DnD can someone please point me in the direction of it?
 

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I call Klingons "Free Orcs", and basically portray them thusly:

Free Orc
Medium size
Base Speed 30 ft.
Str +2, Dex -2
Weapon Familiarity: Free Orcs treat Orcish Double-Axes as Martial rather than Exotic weapons.
+4 racial bonus on saving throws against poison
+2 racial bonus on Spot checks
+2 racial bonus on Survival checks
Darkvision (Ex): Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Automatic Languages: Common and Orc.
Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Gnome.
Favored Class: Barbarian.


Half-Orc
Meduim size
Base Speed 30 ft.
+2 racial bonus on saving throws against poison
+1 racial bonus on Spot checks
+1 racial bonus on Survival checks
Human Intellect: Half-orcs gain 4 extra skill points at 1st level, and one extra skill point per level after that.
Low-light Vision (Ex): Half-orcs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Orc Blood: For all special abilities and effects, a half-orc is considered an orc.
Automatic Languages: Common or Orc.
Bonus Languages: Common, Orc, Draconic, Dwarven, Gnome, Giant, and Goblin.
Favored Class: Any.


The "Orc Double-Axe" becomes that funky crescent-blade thing that Klingons use, but retains all core mechanics.

IMC, they live in a Mythical Japan type society. Very honor-oriented. :)

-- N
 


Nifft said:
I call Klingons "Free Orcs", and basically portray them thusly:

Free Orc
Medium size
Base Speed 30 ft.
Str +2, Dex -2
Weapon Familiarity: Free Orcs treat Orcish Double-Axes as Martial rather than Exotic weapons.
+4 racial bonus on saving throws against poison
+2 racial bonus on Spot checks
+2 racial bonus on Survival checks
Darkvision (Ex): Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Automatic Languages: Common and Orc.
Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Gnome.
Favored Class: Barbarian.


Half-Orc
Meduim size
Base Speed 30 ft.
+2 racial bonus on saving throws against poison
+1 racial bonus on Spot checks
+1 racial bonus on Survival checks
Human Intellect: Half-orcs gain 4 extra skill points at 1st level, and one extra skill point per level after that.
Low-light Vision (Ex): Half-orcs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Orc Blood: For all special abilities and effects, a half-orc is considered an orc.
Automatic Languages: Common or Orc.
Bonus Languages: Common, Orc, Draconic, Dwarven, Gnome, Giant, and Goblin.
Favored Class: Any.


The "Orc Double-Axe" becomes that funky crescent-blade thing that Klingons use, but retains all core mechanics.

IMC, they live in a Mythical Japan type society. Very honor-oriented. :)

-- N
It's a Bat'leth!
Here, let me show you!
batleth6-crop.JPG
 


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