Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Al Quadim Ogrima
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Justin Xiang" data-source="post: 1224525" data-attributes="member: 15285"><p>Here's the neat Orima from 'Golden Voyages'</p><p></p><p>Ogrima</p><p></p><p>Large Giant</p><p>Hit Dice: 4d8+12 (30 hp)</p><p>Initiative: +4</p><p>Speed: 40 ft. (8 squares), fly 40 ft. (good)</p><p>Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 11, flat-footed 14</p><p>Base Attack/Grapple: +3/+12</p><p>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)</p><p>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)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Spell-like abilities</p><p>Special Qualities: Darkvision 75 ft., low-light vision, fast healing 1</p><p>Saves: Fort +7, Ref +1, Will +3</p><p>Abilities: Str 21, Dex 12, Con 16, Int 10, Wis 10, Cha 12</p><p>Skills: Climb +9, Listen +5, Spot +5</p><p>Feats: Power Attack, Weapon Focus (human-sized Great Sword or Great Club)</p><p>Environment: Cold hills</p><p>Organization: Solitary, Band (2-8) or Family (3-18)</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Chaotic or lawful evil</p><p>Advancement: By character class</p><p>Level Adjustment: +4</p><p></p><p>COMBAT</p><p>Spell-Like Abilities: 3/day: levitate, blur, chill touch (Fort DC 12); 1/day— alter self</p><p> Caster levels for these abilities are as a 6th level sorcerer. The save DCs are Charisma-based.</p><p>Fast Healing (Ex): Ogrima heal 1 hp per round (may not reattach limbs)</p><p></p><p>OGRIMA AS CHARACTERS</p><p>Ogrima characters possess the following racial traits.</p><p>— +10 Strength, +5 Constitution, +1 Dexterity, -1 Intelligence, -1 Wisdom, +1 Charisma.</p><p>—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.</p><p>—Space/Reach: 10 feet/10 feet.</p><p>—An ogrima’s base land speed is 40 feet.</p><p>—Darkvision: Ogrima can see in the dark up to 75 feet.</p><p>—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.</p><p>—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.</p><p>—Racial Feats: An ogrima’s giant levels give it two feats.</p><p>— +5 natural armor bonus. </p><p>—Special Attacks (see above): Spell-like abilities.</p><p>—Special Qualities (see above): Fast Heal 1</p><p>—Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Elf, Goblin, Janni, </p><p>—Favored Class: Barbarian.</p><p></p><p></p><p>Found only in the lands where both ogre and ogre mage dwell,</p><p>the ogrima is a half-breed resulting from the intermingling of blood</p><p>between the other two races, although by now the ogrima qualify</p><p>as a separate race. Thus, the ogrima have inherited a combination</p><p>of the best and worst features of their parents.</p><p></p><p>An ogrima stands eight- to nine-feet tall and has skin colored a</p><p>sickly bluish-green or yellow. Its head is covered with thick, greasy</p><p>hair from which juts a nascent horn, and oneís eyes may range from</p><p>bright blue to dark red. Their fingers end in cracked and thick nails,</p><p>wicked looking but ineffective in combat. Likewise, their mouths</p><p>are filled with jutting and broken fangs more fearsome than useful.</p><p>Ogrima typically dress in brilliant colors, although they are forced</p><p>to rely mostly on ill-matched clothing and gear taken as booty.</p><p>Combat: Although far from being the brilliant tacticians the ogre</p><p>magi are, the ogrima are not combatants to be underestimated.</p><p>They possess the strength of ogres, but have more cunning than</p><p>that race. Worse still, they have limited spell and regenerative</p><p>abilities.</p><p></p><p>Ogrima favor large weapons (Greatswords and Greatclubs</p><p>wielded with a single hand). However, they are wise enough to </p><p>mix melee and missile weapons, and most ogrima carry a stout</p><p>bow built for their size and strength. Aware of the danger of spells, </p><p>a common ogrima tactic is for one archer to hang back and target any</p><p>suspected spellcasters while the rest move into melee.</p><p></p><p>In addition to weapons, the ogrima can Levitate, Blur, and Chill</p><p>Touch three times per day (having not quite mastered the ogre</p><p>mageís ability to fly, become invisible, or cast a cone of cold). Once</p><p>per day they can Alter Self, although their great size tends to limit</p><p>the effectiveness of this illusion.</p><p></p><p>Defensively, the ogrima tend to eschew armor, relying on their</p><p>own natural armor and their ability to Fast Heal 1 hit point per</p><p>turn to carry them through. Those few that wear armor are</p><p>typically chieftains or particularly aggressive warriors who have</p><p>stolen or captured an ill-fitted assemblage of pieces.</p><p></p><p>Ogrima Chieftains: The frequency of powerful chieftains among</p><p>the ogrima varies according to the overall alignment of the tribe.</p><p>Lawful evil tribes have recognized the merits of discipline and</p><p>organization. Among such tribes, there is normally one chieftain</p><p>for every twenty ogrima and a clan chief for every fifty. Among the</p><p>chaotic tribes, there are chieftains for every thirty ogrima and</p><p>there are no clan chiefs. Chieftains usually have at least one level </p><p>of the barbarian class. In some regions, ogrima tribes are led by </p><p>ogre magi.</p><p></p><p>Habitat/Society: Ogrima are hunters and scavengers, favoring the</p><p>same terrain as their cousins the ogres. Both ogres and ogre magi</p><p>consider the ogrima to be social outcasts and treat them</p><p>accordingly. This has hardly done anything to improve the evil</p><p>temper the ogrima inherited from their parents. Consequently, the</p><p>ogrima are a foul and irritable race, quick to anger and attack, yet</p><p>easily cowed by displays of might and terror.</p><p></p><p>The ogrima are basically social -more so than the ogres. Their</p><p>skills with tools and crafts are greater, which allows them to</p><p>prepare dwellings more like the fortified compounds of the ogre</p><p>magi. Each compound is the work and property of an extended</p><p>ogrima family. Careful preparations are made to defend the home</p><p>against attackers, and family compounds are typically crude</p><p>wooden stockades or caves with entrances fortified by rocks and</p><p>wooden walls. Several exits are sure to exist, and a guard is always</p><p>on watch.</p><p></p><p>Aside from good humanoids who may or may not be a problem, the</p><p>ogrima must always be watchful against raids by their own cousins,</p><p>the ogres and ogre magi. Ogres seek to destroy the more skilled but</p><p>inferior-ranked ogrima, thus removing any threat. Ogre magi prefer</p><p>the ogrima over the ogres as slaves. The ogrima are more difficult</p><p>to enslave, but have greater understanding and resources that the</p><p>ogre magi favor.</p><p></p><p>The standard ogrima tribe is organized into different families,</p><p>3d4 families total. These families may be spread over a broad range</p><p>of land, but the tribe centers around the chieftainís or clan chiefís</p><p>compound. Each family builds its own compound, independent of</p><p>the other families. Beyond this, cooperation amidst the tribe</p><p>depends on alignment. Among the lawful evil tribes, these</p><p>compounds are closely grouped, allowing families of the tribe to</p><p>quickly unite against any danger. The more chaotic-minded tribes</p><p>have compounds that are more widespread, mutual defense being</p><p>of less concern to these families.</p><p></p><p>A single compound contains 3d6 family members of all ages and</p><p>sexes. In terms of ability or role, there is no difference between</p><p>male and female ogrima. Both are expected to fight and hunt for</p><p>the family as needed. The young are minded by those too elderly to</p><p>go out. The extremely aged, crippled, and deformed are ruthlessly</p><p>left out in the wilderness to die.</p><p></p><p>In particularly dangerous times, an ogrima tribe may submit itself</p><p>to an ogre magi chieftain, but the majority of chieftains are drawn</p><p>from their own blood. The clan chieftain can only be an ogrima of</p><p>the family line; only large tribes without fear of their neighbors</p><p>choose clan chieftains, it seems.</p><p></p><p>Ogrima blood runs true from generation to generation, hence</p><p>there is no longer a need for interbreeding between ogres and ogre</p><p>magi (although it can happen). Indeed, reverse discrimination is</p><p>practiced. Ogres and ogre magi who mate into an ogrima clan are</p><p>treated with great contempt.</p><p></p><p>Ecology: Ogrima are hunters and scavengers. Their diet is mainly</p><p>carnivorous, supplemented by a smattering of wild fruits. The</p><p>tribes tend to move frequently, for they are prone to over-hunting</p><p>any given area they settle in. As such, the ogrima are the bane of</p><p>rangers, druids, and those who make their living from the wild.</p></blockquote><p></p>
[QUOTE="Justin Xiang, post: 1224525, member: 15285"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Al Quadim Ogrima
Top