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<blockquote data-quote="77IM" data-source="post: 4284989" data-attributes="member: 12377"><p><span style="font-size: 15px"><u><strong>Ogre</strong></u></span></p><p><strong>Abilities:</strong> +2 Strength, +2 Constitution</p><p><strong>Size:</strong> Large</p><p><strong>Speed:</strong> 6 squares</p><p><strong>Vision:</strong> Normal</p><p></p><p><strong>Languages:</strong> Common, Giant</p><p><strong>Skill Bonuses:</strong> +2 Intimidate</p><p><strong>Sturdy:</strong> Ogres get a +1 racial bonus to Fortitude defense.</p><p><strong>Clumsy:</strong> Immensely strong but lacking hand-eye coordination, ogres take a -2 penalty on attack rolls using weapons.</p><p><strong>Large:</strong> Ogres are Large creatures, which grants them the following traits:</p><ul> <li data-xf-list-type="ul">2x2 space: An ogre occupies 4 squares and must squeeze to pass through a 1-square wide opening.</li> <li data-xf-list-type="ul">Reach: An ogre's melee attacks reach 1 square farther than usual (although they still make opportunity attacks only against adjacent foes).</li> <li data-xf-list-type="ul">Large weapons: An ogre uses Large-sized weapons, which deal damage 1 die size larger than normal.</li> <li data-xf-list-type="ul">Carrying capacity: An ogre can carry twice as much as a medium-sized creature (a normal load for an ogre is 20x their Strength score).</li> <li data-xf-list-type="ul">Specially sized equipment: Mundane weapons and armor sized for an ogre cost twice as much as normal. Magic items have their normal cost but may need to be resized using the enchant magic item ritual.</li> </ul><p><span style="color: LightBlue"><em>Notes: I can see now why the MM races (or heaven forbid, PHB races) do not include Large size. I decided to keep it for the ogre as an option for people who want that sort of complexity, and also because it's the ogre's shtick. He really hasn't got any salient traits other than "big and dumb" and at some point the Oversize ability given to bugbears and minotaurs just isn't going to cut it. I didn't give them an increased speed (even though the MM has them at speed 8) because running fast isn't their shtick.</em></span></p><p><span style="color: LightBlue"><em></em></span></p><p><span style="color: LightBlue"><em>Overall the ogre might be a slight bit too powerful. Large size isn't really that good -- 2x2 space is as much a hindrance as a benefit, reach is nice but not killer, and the damage die increase basically boils down to "+1 damage." Combined with the +2 Str and +2 Con, the ogre becomes a really good fighter-type. However, they are very much one-trick ponies. Their non-Fort defenses will probably be a bit low, and they don't get much in the way of skills. While I didn't explicitly give them any Int penalty, they get no sort of mental stat increase, and a properly min-maxed tank ogre will probably be skimping on the skills and such anyway.</em></span></p><p></p><p><u>Heroic Feats:</u></p><p></p><p><strong>OGRE'S MIGHT [Ogre]</strong></p><p><strong>Prerequisites:</strong> Ogre, Str 15</p><p>Once per counter, an ogre can use the Mighty Swing power.</p><p></p><p><u><strong>Mighty Swing</strong> / Ogre Racial Power</u></p><p><em>With a great bellow, you hurl lesser foes aside like twigs.</em></p><p><strong>Encounter * Weapon</strong></p><p><strong>Standard</strong> action / <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One creature, or two creatures that are both within range and adjacent to one another</p><p><strong>Attack:</strong> Strength vs AC</p><p><strong>Hit:</strong> 1[W]+Strength damage, and the enemy is pushed 1 square.</p><p> Increase damage to 2[W]+Strength at 21st level.</p><p><strong>Special:</strong> Roll damage once for all targets, but make attack rolls separately (as with an area attack).</p><p><span style="color: LightBlue"><em>Notes: I had this as a racial power for all ogres and decided that they were just good enough without it.</em></span></p><p></p><p><strong>IMPROVED OGRE'S MIGHT [Ogre]</strong></p><p><strong>Prerequisites:</strong> Ogre, Ogre's Might, Str 17</p><p><strong>Benefit:</strong> When attacking with your Mighty Swing power, you can target up to three creatures. At 11th level, you can target up to four creatures, and at 21st level, you can target up to five creatures. When targeting more than one creature, all targets must be within range and adjacent to at least one other target.</p></blockquote><p></p>
[QUOTE="77IM, post: 4284989, member: 12377"] [SIZE=4][U][B]Ogre[/B][/U][/SIZE] [B]Abilities:[/B] +2 Strength, +2 Constitution [B]Size:[/B] Large [B]Speed:[/B] 6 squares [B]Vision:[/B] Normal [B]Languages:[/B] Common, Giant [B]Skill Bonuses:[/B] +2 Intimidate [B]Sturdy:[/B] Ogres get a +1 racial bonus to Fortitude defense. [B]Clumsy:[/B] Immensely strong but lacking hand-eye coordination, ogres take a -2 penalty on attack rolls using weapons. [B]Large:[/B] Ogres are Large creatures, which grants them the following traits: [list] [*]2x2 space: An ogre occupies 4 squares and must squeeze to pass through a 1-square wide opening. [*]Reach: An ogre's melee attacks reach 1 square farther than usual (although they still make opportunity attacks only against adjacent foes). [*]Large weapons: An ogre uses Large-sized weapons, which deal damage 1 die size larger than normal. [*]Carrying capacity: An ogre can carry twice as much as a medium-sized creature (a normal load for an ogre is 20x their Strength score). [*]Specially sized equipment: Mundane weapons and armor sized for an ogre cost twice as much as normal. Magic items have their normal cost but may need to be resized using the enchant magic item ritual. [/list] [COLOR=LightBlue][I]Notes: I can see now why the MM races (or heaven forbid, PHB races) do not include Large size. I decided to keep it for the ogre as an option for people who want that sort of complexity, and also because it's the ogre's shtick. He really hasn't got any salient traits other than "big and dumb" and at some point the Oversize ability given to bugbears and minotaurs just isn't going to cut it. I didn't give them an increased speed (even though the MM has them at speed 8) because running fast isn't their shtick. Overall the ogre might be a slight bit too powerful. Large size isn't really that good -- 2x2 space is as much a hindrance as a benefit, reach is nice but not killer, and the damage die increase basically boils down to "+1 damage." Combined with the +2 Str and +2 Con, the ogre becomes a really good fighter-type. However, they are very much one-trick ponies. Their non-Fort defenses will probably be a bit low, and they don't get much in the way of skills. While I didn't explicitly give them any Int penalty, they get no sort of mental stat increase, and a properly min-maxed tank ogre will probably be skimping on the skills and such anyway.[/I][/COLOR] [U]Heroic Feats:[/U] [B]OGRE'S MIGHT [Ogre][/B] [B]Prerequisites:[/B] Ogre, Str 15 Once per counter, an ogre can use the Mighty Swing power. [U][B]Mighty Swing[/B] / Ogre Racial Power[/U] [I]With a great bellow, you hurl lesser foes aside like twigs.[/I] [B]Encounter * Weapon[/B] [B]Standard[/B] action / [B]Melee[/B] weapon [B]Target:[/B] One creature, or two creatures that are both within range and adjacent to one another [B]Attack:[/B] Strength vs AC [B]Hit:[/B] 1[W]+Strength damage, and the enemy is pushed 1 square. Increase damage to 2[W]+Strength at 21st level. [B]Special:[/B] Roll damage once for all targets, but make attack rolls separately (as with an area attack). [COLOR=LightBlue][I]Notes: I had this as a racial power for all ogres and decided that they were just good enough without it.[/I][/COLOR] [B]IMPROVED OGRE'S MIGHT [Ogre][/B] [B]Prerequisites:[/B] Ogre, Ogre's Might, Str 17 [B]Benefit:[/B] When attacking with your Mighty Swing power, you can target up to three creatures. At 11th level, you can target up to four creatures, and at 21st level, you can target up to five creatures. When targeting more than one creature, all targets must be within range and adjacent to at least one other target. [/QUOTE]
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