Justin Xiang
First Post
Here's the neat Orima from 'Golden Voyages'
Ogrima
Large Giant
Hit Dice: 4d8+12 (30 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+12
Attack: Greatsword +9 melee (2d6+5/19–20) or Greatclub +9 melee (1d10+5/20) or composite longbow +4 ranged (large sized, built for 21 Str) (2d6+5/x3)
Full Attack: Greatsword +9 melee (2d6+5/19–20) or Greatclub +9 melee (1d10+5/20) or composite longbow +4 ranged (large sized, built for 21 Str) (2d6+5/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 75 ft., low-light vision, fast healing 1
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 21, Dex 12, Con 16, Int 10, Wis 10, Cha 12
Skills: Climb +9, Listen +5, Spot +5
Feats: Power Attack, Weapon Focus (human-sized Great Sword or Great Club)
Environment: Cold hills
Organization: Solitary, Band (2-8) or Family (3-18)
Challenge Rating: 5
Treasure: Standard
Alignment: Chaotic or lawful evil
Advancement: By character class
Level Adjustment: +4
COMBAT
Spell-Like Abilities: 3/day: levitate, blur, chill touch (Fort DC 12); 1/day— alter self
Caster levels for these abilities are as a 6th level sorcerer. The save DCs are Charisma-based.
Fast Healing (Ex): Ogrima heal 1 hp per round (may not reattach limbs)
OGRIMA AS CHARACTERS
Ogrima characters possess the following racial traits.
— +10 Strength, +5 Constitution, +1 Dexterity, -1 Intelligence, -1 Wisdom, +1 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—An ogrima’s base land speed is 40 feet.
—Darkvision: Ogrima can see in the dark up to 75 feet.
—Racial Hit Dice: An ogrima begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
—Racial Skills: An ogrima’s giant levels give it skill points equal to 7x(2 + Int modifier [minimum 1]). Its class skills are Climb, Listen and Spot.
—Racial Feats: An ogrima’s giant levels give it two feats.
— +5 natural armor bonus.
—Special Attacks (see above): Spell-like abilities.
—Special Qualities (see above): Fast Heal 1
—Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Elf, Goblin, Janni,
—Favored Class: Barbarian.
Found only in the lands where both ogre and ogre mage dwell,
the ogrima is a half-breed resulting from the intermingling of blood
between the other two races, although by now the ogrima qualify
as a separate race. Thus, the ogrima have inherited a combination
of the best and worst features of their parents.
An ogrima stands eight- to nine-feet tall and has skin colored a
sickly bluish-green or yellow. Its head is covered with thick, greasy
hair from which juts a nascent horn, and oneís eyes may range from
bright blue to dark red. Their fingers end in cracked and thick nails,
wicked looking but ineffective in combat. Likewise, their mouths
are filled with jutting and broken fangs more fearsome than useful.
Ogrima typically dress in brilliant colors, although they are forced
to rely mostly on ill-matched clothing and gear taken as booty.
Combat: Although far from being the brilliant tacticians the ogre
magi are, the ogrima are not combatants to be underestimated.
They possess the strength of ogres, but have more cunning than
that race. Worse still, they have limited spell and regenerative
abilities.
Ogrima favor large weapons (Greatswords and Greatclubs
wielded with a single hand). However, they are wise enough to
mix melee and missile weapons, and most ogrima carry a stout
bow built for their size and strength. Aware of the danger of spells,
a common ogrima tactic is for one archer to hang back and target any
suspected spellcasters while the rest move into melee.
In addition to weapons, the ogrima can Levitate, Blur, and Chill
Touch three times per day (having not quite mastered the ogre
mageís ability to fly, become invisible, or cast a cone of cold). Once
per day they can Alter Self, although their great size tends to limit
the effectiveness of this illusion.
Defensively, the ogrima tend to eschew armor, relying on their
own natural armor and their ability to Fast Heal 1 hit point per
turn to carry them through. Those few that wear armor are
typically chieftains or particularly aggressive warriors who have
stolen or captured an ill-fitted assemblage of pieces.
Ogrima Chieftains: The frequency of powerful chieftains among
the ogrima varies according to the overall alignment of the tribe.
Lawful evil tribes have recognized the merits of discipline and
organization. Among such tribes, there is normally one chieftain
for every twenty ogrima and a clan chief for every fifty. Among the
chaotic tribes, there are chieftains for every thirty ogrima and
there are no clan chiefs. Chieftains usually have at least one level
of the barbarian class. In some regions, ogrima tribes are led by
ogre magi.
Habitat/Society: Ogrima are hunters and scavengers, favoring the
same terrain as their cousins the ogres. Both ogres and ogre magi
consider the ogrima to be social outcasts and treat them
accordingly. This has hardly done anything to improve the evil
temper the ogrima inherited from their parents. Consequently, the
ogrima are a foul and irritable race, quick to anger and attack, yet
easily cowed by displays of might and terror.
The ogrima are basically social -more so than the ogres. Their
skills with tools and crafts are greater, which allows them to
prepare dwellings more like the fortified compounds of the ogre
magi. Each compound is the work and property of an extended
ogrima family. Careful preparations are made to defend the home
against attackers, and family compounds are typically crude
wooden stockades or caves with entrances fortified by rocks and
wooden walls. Several exits are sure to exist, and a guard is always
on watch.
Aside from good humanoids who may or may not be a problem, the
ogrima must always be watchful against raids by their own cousins,
the ogres and ogre magi. Ogres seek to destroy the more skilled but
inferior-ranked ogrima, thus removing any threat. Ogre magi prefer
the ogrima over the ogres as slaves. The ogrima are more difficult
to enslave, but have greater understanding and resources that the
ogre magi favor.
The standard ogrima tribe is organized into different families,
3d4 families total. These families may be spread over a broad range
of land, but the tribe centers around the chieftainís or clan chiefís
compound. Each family builds its own compound, independent of
the other families. Beyond this, cooperation amidst the tribe
depends on alignment. Among the lawful evil tribes, these
compounds are closely grouped, allowing families of the tribe to
quickly unite against any danger. The more chaotic-minded tribes
have compounds that are more widespread, mutual defense being
of less concern to these families.
A single compound contains 3d6 family members of all ages and
sexes. In terms of ability or role, there is no difference between
male and female ogrima. Both are expected to fight and hunt for
the family as needed. The young are minded by those too elderly to
go out. The extremely aged, crippled, and deformed are ruthlessly
left out in the wilderness to die.
In particularly dangerous times, an ogrima tribe may submit itself
to an ogre magi chieftain, but the majority of chieftains are drawn
from their own blood. The clan chieftain can only be an ogrima of
the family line; only large tribes without fear of their neighbors
choose clan chieftains, it seems.
Ogrima blood runs true from generation to generation, hence
there is no longer a need for interbreeding between ogres and ogre
magi (although it can happen). Indeed, reverse discrimination is
practiced. Ogres and ogre magi who mate into an ogrima clan are
treated with great contempt.
Ecology: Ogrima are hunters and scavengers. Their diet is mainly
carnivorous, supplemented by a smattering of wild fruits. The
tribes tend to move frequently, for they are prone to over-hunting
any given area they settle in. As such, the ogrima are the bane of
rangers, druids, and those who make their living from the wild.
Ogrima
Large Giant
Hit Dice: 4d8+12 (30 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+12
Attack: Greatsword +9 melee (2d6+5/19–20) or Greatclub +9 melee (1d10+5/20) or composite longbow +4 ranged (large sized, built for 21 Str) (2d6+5/x3)
Full Attack: Greatsword +9 melee (2d6+5/19–20) or Greatclub +9 melee (1d10+5/20) or composite longbow +4 ranged (large sized, built for 21 Str) (2d6+5/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 75 ft., low-light vision, fast healing 1
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 21, Dex 12, Con 16, Int 10, Wis 10, Cha 12
Skills: Climb +9, Listen +5, Spot +5
Feats: Power Attack, Weapon Focus (human-sized Great Sword or Great Club)
Environment: Cold hills
Organization: Solitary, Band (2-8) or Family (3-18)
Challenge Rating: 5
Treasure: Standard
Alignment: Chaotic or lawful evil
Advancement: By character class
Level Adjustment: +4
COMBAT
Spell-Like Abilities: 3/day: levitate, blur, chill touch (Fort DC 12); 1/day— alter self
Caster levels for these abilities are as a 6th level sorcerer. The save DCs are Charisma-based.
Fast Healing (Ex): Ogrima heal 1 hp per round (may not reattach limbs)
OGRIMA AS CHARACTERS
Ogrima characters possess the following racial traits.
— +10 Strength, +5 Constitution, +1 Dexterity, -1 Intelligence, -1 Wisdom, +1 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—An ogrima’s base land speed is 40 feet.
—Darkvision: Ogrima can see in the dark up to 75 feet.
—Racial Hit Dice: An ogrima begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
—Racial Skills: An ogrima’s giant levels give it skill points equal to 7x(2 + Int modifier [minimum 1]). Its class skills are Climb, Listen and Spot.
—Racial Feats: An ogrima’s giant levels give it two feats.
— +5 natural armor bonus.
—Special Attacks (see above): Spell-like abilities.
—Special Qualities (see above): Fast Heal 1
—Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Elf, Goblin, Janni,
—Favored Class: Barbarian.
Found only in the lands where both ogre and ogre mage dwell,
the ogrima is a half-breed resulting from the intermingling of blood
between the other two races, although by now the ogrima qualify
as a separate race. Thus, the ogrima have inherited a combination
of the best and worst features of their parents.
An ogrima stands eight- to nine-feet tall and has skin colored a
sickly bluish-green or yellow. Its head is covered with thick, greasy
hair from which juts a nascent horn, and oneís eyes may range from
bright blue to dark red. Their fingers end in cracked and thick nails,
wicked looking but ineffective in combat. Likewise, their mouths
are filled with jutting and broken fangs more fearsome than useful.
Ogrima typically dress in brilliant colors, although they are forced
to rely mostly on ill-matched clothing and gear taken as booty.
Combat: Although far from being the brilliant tacticians the ogre
magi are, the ogrima are not combatants to be underestimated.
They possess the strength of ogres, but have more cunning than
that race. Worse still, they have limited spell and regenerative
abilities.
Ogrima favor large weapons (Greatswords and Greatclubs
wielded with a single hand). However, they are wise enough to
mix melee and missile weapons, and most ogrima carry a stout
bow built for their size and strength. Aware of the danger of spells,
a common ogrima tactic is for one archer to hang back and target any
suspected spellcasters while the rest move into melee.
In addition to weapons, the ogrima can Levitate, Blur, and Chill
Touch three times per day (having not quite mastered the ogre
mageís ability to fly, become invisible, or cast a cone of cold). Once
per day they can Alter Self, although their great size tends to limit
the effectiveness of this illusion.
Defensively, the ogrima tend to eschew armor, relying on their
own natural armor and their ability to Fast Heal 1 hit point per
turn to carry them through. Those few that wear armor are
typically chieftains or particularly aggressive warriors who have
stolen or captured an ill-fitted assemblage of pieces.
Ogrima Chieftains: The frequency of powerful chieftains among
the ogrima varies according to the overall alignment of the tribe.
Lawful evil tribes have recognized the merits of discipline and
organization. Among such tribes, there is normally one chieftain
for every twenty ogrima and a clan chief for every fifty. Among the
chaotic tribes, there are chieftains for every thirty ogrima and
there are no clan chiefs. Chieftains usually have at least one level
of the barbarian class. In some regions, ogrima tribes are led by
ogre magi.
Habitat/Society: Ogrima are hunters and scavengers, favoring the
same terrain as their cousins the ogres. Both ogres and ogre magi
consider the ogrima to be social outcasts and treat them
accordingly. This has hardly done anything to improve the evil
temper the ogrima inherited from their parents. Consequently, the
ogrima are a foul and irritable race, quick to anger and attack, yet
easily cowed by displays of might and terror.
The ogrima are basically social -more so than the ogres. Their
skills with tools and crafts are greater, which allows them to
prepare dwellings more like the fortified compounds of the ogre
magi. Each compound is the work and property of an extended
ogrima family. Careful preparations are made to defend the home
against attackers, and family compounds are typically crude
wooden stockades or caves with entrances fortified by rocks and
wooden walls. Several exits are sure to exist, and a guard is always
on watch.
Aside from good humanoids who may or may not be a problem, the
ogrima must always be watchful against raids by their own cousins,
the ogres and ogre magi. Ogres seek to destroy the more skilled but
inferior-ranked ogrima, thus removing any threat. Ogre magi prefer
the ogrima over the ogres as slaves. The ogrima are more difficult
to enslave, but have greater understanding and resources that the
ogre magi favor.
The standard ogrima tribe is organized into different families,
3d4 families total. These families may be spread over a broad range
of land, but the tribe centers around the chieftainís or clan chiefís
compound. Each family builds its own compound, independent of
the other families. Beyond this, cooperation amidst the tribe
depends on alignment. Among the lawful evil tribes, these
compounds are closely grouped, allowing families of the tribe to
quickly unite against any danger. The more chaotic-minded tribes
have compounds that are more widespread, mutual defense being
of less concern to these families.
A single compound contains 3d6 family members of all ages and
sexes. In terms of ability or role, there is no difference between
male and female ogrima. Both are expected to fight and hunt for
the family as needed. The young are minded by those too elderly to
go out. The extremely aged, crippled, and deformed are ruthlessly
left out in the wilderness to die.
In particularly dangerous times, an ogrima tribe may submit itself
to an ogre magi chieftain, but the majority of chieftains are drawn
from their own blood. The clan chieftain can only be an ogrima of
the family line; only large tribes without fear of their neighbors
choose clan chieftains, it seems.
Ogrima blood runs true from generation to generation, hence
there is no longer a need for interbreeding between ogres and ogre
magi (although it can happen). Indeed, reverse discrimination is
practiced. Ogres and ogre magi who mate into an ogrima clan are
treated with great contempt.
Ecology: Ogrima are hunters and scavengers. Their diet is mainly
carnivorous, supplemented by a smattering of wild fruits. The
tribes tend to move frequently, for they are prone to over-hunting
any given area they settle in. As such, the ogrima are the bane of
rangers, druids, and those who make their living from the wild.