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Old 12th June 2008, 06:49 PM   #376 (permalink)
Shade
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Shade Goblin Sharpshooter (Lvl 2)
Giant, Ogre

Special Conversion Thread: Finishing off giants and their kin

Giant, Ogre
Huge Giant
Hit Dice: 14d8+70 (133 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (–2 size, +9 natural) touch 8, flat-footed 19
Base Attack/Grapple: +10/+29
Attack: Slam +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Full Attack: 2 slams +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Dual rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +14, Ref +4, Will +4
Abilities: Str 33, Dex 10, Con 21, Int 6, Wis 10, Cha 7
Skills: Climb +14, Jump +14, Listen +5, Spot +6
Feats: Awesome Blow, Improved Bull Rush, Point Blank Shot, Power Attack, Quick Draw
Environment: Any mountains and deserts
Organization: Solitary, family (1 male plus 1-3 wives and 1-6 children), or clan (2-6 males plus 3-12 females and 4-24 children)
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +4

This massive humanoid towers over 20 feet tall. Bristling hair covers its umber body. Elephantine ears hang to its shoulder, while a pair of glistening tusks protrude from its jaws. A single bloodshot eyes surveys its surroundings.

Ogre giants are massive cousins of traditional ogres and ogre magi. They are generally savage and straighforward. They often serve as guardians for powerful sorcerers or ogre magi, in exchange for protection for their clans.

Although they are simple creatures, easily confused or deceived, they are aware of such limitations and are quick to anger once they become aware of such trickery. Ogre giants are easily confused by large crowds, and as such cannot serve among large forces or spend much time in cities. In such a high-pressure situation, an ogre giant is likely to go berserk, leaving a swath of destruction until the pressure is relieved.

An ogre giant stands about 20 feet tall and weighs about 8,500 pounds. Skin coloration ranges from tan to umber, fading to gray at old age. Ogre giants can live to be 500 years old.

An ogre giant's bag usually contains 4d6 throwing rocks, and an assortment of goat cheese, shears and wool.

Ogres giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat

Ogre giants use simple tactics, preferring to lob rocks until they run out of ammunition or enemies approach within range of their beefy fists.

Dual Rock Throwing (Ex): An ogre giant can throw rocks as other types of giants can. In addition, as a full round action, an ogre giant can throw two rocks (one per hand) with no attack penalty. The range increment is 120 feet for an ogre giant’s thrown rocks.

Rock Catching (Ex): An ogre giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, an ogre giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The ogre giant must be ready for and aware of the attack in order to make a rock catching attempt.

Ogre Giant Society

Ogre giants form small clans, far from others of their kind. Clans consist of one male and up to three wives, along with their children and unmarried siblings. Young ogre giants have the statistics of a standard ogre. They are often mistaken for common ogres from a distance, but when seen up close their racial heriatage becomes apparent.

They do not take slaves, nor do they feed on the flesh of sentient creatures, and some ogre giant clans are even are known to trade with humanoids. Clans occasionally raise livestock, such as sheep, goats, or giant versions of these animals.

Ogre giants bury their own dead and those they have slain in rock cairns. They continually add to the mass of stones over the years, with the cairns eventually resembling small mountains. Ogre giants treat any descration of these cairns as the greatest form of sacrilege, a crime punishable by death.

Ogre Giant Characters

Ogre giant characters possess the following racial traits.
  • +22 Strength, +10 Constitution, –4 Intelligence, –4 Charisma.
  • Huge size. –2 penalty to Armor Class, –2 penalty on attack rolls, –8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters.
  • Space/Reach: 15 feet/15 feet.
  • An ogre giant’s base land speed is 30 feet.
  • Low-light vision.
  • Racial Hit Dice: An ogre giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.
  • Racial Skills: An ogre giant’s giant levels give it skill points equal to 17 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
  • Racial Feats: An ogre giant’s giant levels give it five feats.
  • +9 natural armor bonus.
  • Special Attacks (see above): Dual rock throwing.
  • Special Qualities (see above): Rock catching.
  • Weapon and Armor Proficiency: An ogre giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • Automatic Languages: Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran
  • Favored Class: Barbarian.
  • Level adjustment +4.

Originally appeared in Land of Fate (1992).
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- Shade

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Last edited by Shade; 17th June 2008 at 09:20 PM..
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