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<blockquote data-quote="frankthedm" data-source="post: 3248161" data-attributes="member: 1164"><p>Thanks everyone on the input. Been adjusting the format a touch. I've been trying to build a LA+1 Half ogre less bestial than the Wotc version [Races of destiny half ogre is a LA+2].</p><p></p><p>I've tried to make it <em>versatile</em>, strong enough for a front liner, but not pidgeon holed into barbarian any more than the system makes Level adjusted races. Once a LA is applied to a race, mental stat hits don't really balance much out IMHO.</p><p></p><p>Any input? Playable? Too breakable? The +4 Strenght bonus go too far?</p><p></p><p>[sblock=Half-ogre, human favoring] </p><p>While not as fecund as orcs, the blood of ogres can mix with humans. Some of those progeny favor their larger parent, while others favor their human side. These human favoring ones, while far stronger and hardier than their smaller parent, have psychological closeness to humans to make them well suited to being player characters. There are some that would even argue the half ogre has a more ‘human’ outlook than most other demi-human races. Their appearance certainly is, other than their height and mass, many could pass for a human. The Heresy miniature’s Big Boris is a good depiction of one of these human favoring half ogres. <a href="http://www.heresyminiatures.com/heroes.htm" target="_blank">http://www.heresyminiatures.com/heroes.htm</a> </p><p></p><p>Their relations with other races are about the same as human, though dwarves treat them slightly better than half orcs often citing their human heritage being the larger problem..</p><p></p><p>+4 Strength, -2 Dexterity, +2 Constitution. Half-ogres are tough and strong, but heavy muscles and thick skin limit their movement. </p><p></p><p><strong>Type:</strong> Humaniod [human] [Giant Blooded] Half-ogres are human enough to be treated as a humaniod for spells and effects though enough giant blood flows through their veins to be affected by special effects that affect giants. This also allows them to use magical items that are only usable by giants. Dwarves may claim ½ of their normal dodge bonus against giants when fighting half ogres. A human bane and / or Giant bane weapon's bonuses would apply against them, though only one effect at one time would apply.</p><p><strong></strong></p><p><strong>Medium size</strong>: See also Big ‘un! </p><p></p><p>Half-ogre base land speed is 30 feet. </p><p></p><p><strong>Darkvision 60’: </strong> Half ogres inherit their ogre parent’s darkvision.</p><p></p><p><strong>Low-Light Vision: </strong> The human blood cleanses the ogre’s physical make up slightly, allowing them to make use of this trait of their giant ancestors. </p><p></p><p><strong>Natural armor</strong>: +2. The half ogre also qualifies for the improved natural armor feat.</p><p></p><p>Proficient in greatclub.</p><p></p><p>+2 to saves vs ingested poison and food born illnesses</p><p></p><p><strong>Automatic Language:</strong> Common. Bonus Languages: Saurian, Giant, Gnoll, dwarf; orc.</p><p></p><p><strong>Favored Class:</strong> Any. Half ogres, while often viewed as brutes, are as blessed with versatility from their human ancestors as they are blessed with strength from their giant ancestors. They may not be destined to take scholarly paths, but the choice is theirs to make</p><p></p><p><strong>Level Adjustment: </strong> +1. </p><p></p><p><em><strong>Big ‘un!: </strong> The half ogre is about as large as a medium critter can get </em></p><p><em></em></p><p><em>They get a +2 bonus on checks where larger size helps and a -2 on checks where larger size hurts. </em></p><p><em></em></p><p><em>+50% carrying capacity</em></p><p><em></em></p><p><em>+100% recommended daily intake of food and drink.</em></p><p><em></em></p><p><em><strong>Monkey grip </strong> as a bonus feat </em></p><p><em></em></p><p><em>Can wield a Large bastard sword, large dwarven war axe and large “Wotc Maul” as martial weapons when wielded with both hands [no wrong size penalty].</em></p><p><em></em></p><p><em>Can treat certain exotic weapons, typically ones that are exotic due to mass, as if martial weapons. Bastard sword, War Axe, Wotc Maul [hammer version of the war axe], Heavy halberd (2d6 x3 crit), heavy glaive [poleaxe](2d6 x3 crit), Daikyu [greatbow] (1d10 x3 crit) and similar weapons.</em></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3248161, member: 1164"] Thanks everyone on the input. Been adjusting the format a touch. I've been trying to build a LA+1 Half ogre less bestial than the Wotc version [Races of destiny half ogre is a LA+2]. I've tried to make it [I]versatile[/I], strong enough for a front liner, but not pidgeon holed into barbarian any more than the system makes Level adjusted races. Once a LA is applied to a race, mental stat hits don't really balance much out IMHO. Any input? Playable? Too breakable? The +4 Strenght bonus go too far? [sblock=Half-ogre, human favoring] While not as fecund as orcs, the blood of ogres can mix with humans. Some of those progeny favor their larger parent, while others favor their human side. These human favoring ones, while far stronger and hardier than their smaller parent, have psychological closeness to humans to make them well suited to being player characters. There are some that would even argue the half ogre has a more ‘human’ outlook than most other demi-human races. Their appearance certainly is, other than their height and mass, many could pass for a human. The Heresy miniature’s Big Boris is a good depiction of one of these human favoring half ogres. [url]http://www.heresyminiatures.com/heroes.htm[/url] Their relations with other races are about the same as human, though dwarves treat them slightly better than half orcs often citing their human heritage being the larger problem.. +4 Strength, -2 Dexterity, +2 Constitution. Half-ogres are tough and strong, but heavy muscles and thick skin limit their movement. [B]Type:[/B] Humaniod [human] [Giant Blooded] Half-ogres are human enough to be treated as a humaniod for spells and effects though enough giant blood flows through their veins to be affected by special effects that affect giants. This also allows them to use magical items that are only usable by giants. Dwarves may claim ½ of their normal dodge bonus against giants when fighting half ogres. A human bane and / or Giant bane weapon's bonuses would apply against them, though only one effect at one time would apply. [B] Medium size[/B]: See also Big ‘un! Half-ogre base land speed is 30 feet. [B]Darkvision 60’: [/B] Half ogres inherit their ogre parent’s darkvision. [B]Low-Light Vision: [/B] The human blood cleanses the ogre’s physical make up slightly, allowing them to make use of this trait of their giant ancestors. [B]Natural armor[/B]: +2. The half ogre also qualifies for the improved natural armor feat. Proficient in greatclub. +2 to saves vs ingested poison and food born illnesses [B]Automatic Language:[/B] Common. Bonus Languages: Saurian, Giant, Gnoll, dwarf; orc. [B]Favored Class:[/B] Any. Half ogres, while often viewed as brutes, are as blessed with versatility from their human ancestors as they are blessed with strength from their giant ancestors. They may not be destined to take scholarly paths, but the choice is theirs to make [b]Level Adjustment: [/b] +1. [I][B]Big ‘un!: [/B] The half ogre is about as large as a medium critter can get They get a +2 bonus on checks where larger size helps and a -2 on checks where larger size hurts. +50% carrying capacity +100% recommended daily intake of food and drink. [B]Monkey grip [/B] as a bonus feat Can wield a Large bastard sword, large dwarven war axe and large “Wotc Maul” as martial weapons when wielded with both hands [no wrong size penalty]. Can treat certain exotic weapons, typically ones that are exotic due to mass, as if martial weapons. Bastard sword, War Axe, Wotc Maul [hammer version of the war axe], Heavy halberd (2d6 x3 crit), heavy glaive [poleaxe](2d6 x3 crit), Daikyu [greatbow] (1d10 x3 crit) and similar weapons.[/I] [/sblock] [/QUOTE]
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