Ability Scores: +2 to Constitution
Speed: 5 Squares
Languages: Common, Giant
Skill Bonus: +2 Nature, +2 Religion
Hard To Kill: You have Regeneration 2. Increase to Regeneration 5 at 11th level, and Regeneration 10 at 21st level. If you take fire damage, regeneration will not function until the end of your next turn.
Ancestral Drawbacks: You gain vulnerable 5 fire.
Trollish Heritage: You gain the Trollish Heritage power.
Effect: If you have been reduced to 0 hit points or less, and you have not taken fire damage this round, rise at the beginning of your turn with half your healing surge value plus your regeneration bonus.
The trollkin are a race native to the Nell Desert of eastern Geldar. They are the product of magical experimentation on the trolls once found in the region. They are smaller than their progenitors, and do not possess the rampant healing that true trolls display. That being said, they do have a natural regeneration that greatly aids short term healing. They are a tall, wiry people, and have long quills of varying colors atop their heads.
Trollkin were once enslaved by the people of the Nell Desert, and harbor a deep hatred of slavery for these reasons. They were used as laborers and burden-bearers in the harsh desert environment, their healing traits making them very durable slaves.
The trollkin tribes were freed for the most part when the Warlock Knights entered the region after being expelled from their fortress-monastery in Cambria. The Warlock Knights, holding a deep belief in personal freedom, savagely put down the slaver warlords and petty kingdoms enslaving the trollkin.
The tribes are now united in a loose confederation, and have gradually expanded out from their desert home to other areas nearby. Trollkin adventurers are becoming a more common sight in the past few years.