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<blockquote data-quote="Arkhandus" data-source="post: 1552701" data-attributes="member: 13966"><p>Well, first of all, I'd like to know if the half-ogre in T13K's revised setting guide has any racial hit dice, and if so, how many?</p><p></p><p>Also, are half-ogres of the Giant creature type of the Humanoid creature type? The Giant Blood racial trait isn't clear, because it says they count as giants rather than simply saying that they are Giant in type or simply saying that they count as ogres for purposes of magic item usage and such.... If they are actually of the Giant creature type, then they don't count as Humanoids and are unaffected by Charm Person, Hold Person, and similar spells, which would be slightly beneficial for them.</p><p> </p><p>If they have racial hit dice though, regardless of which creature type they belong to, then the number of hit dice determines how much of their other racial traits are balanced with that part of their ECL before Level Adjustment. Humanoid racial hit dice, and Giant racial hit dice, are equivalent to levels in the Warrior or Expert NPC classes pretty much, much less potent than actual PC class levels. If T13K half-ogres have some racial hit dice, then that easily balances out their natural armor, darkvision, and extra bit of Strength bonus, as long as they have something like 2 to 4 racial hit dice.</p><p> </p><p>If T13K half-ogres have no racial hit dice, then they deserve nothing worse than a +1 Level Adjustment. The natural armor, darkvision, giant blood, and specific favored class are fine for a +0 LA, so only the slight imbalance in ability scores matters in that case. 2 points of Dex are traded off for 2 points of Str, 2 points of Int are traded off for 2 points of Con, another 2 points of Int are traded off for 1 point of Str, and 2 points of Cha are traded off for 1 more point of Str, leaving them with effectively +2 Strength in excess. That's a fairly weak +1 LA, but deserves it if they have no racial hit dice to balance it out. If you do give them +1 LA then, also change their Con bonus to +4 so it balances out better and isn't such a pathetic tradeoff. +1 LA for just +2 extra Strength is hardly worth it from a play standpoint, and half-ogres would then be a bit too frail compared to other level 2 PCs early on, and that weakness would carry on until the half-ogre was around 5th or 6th-level when the amount of reduced HP is less significant. If half-ogres aren't of Large size, then at least their Strength bonus won't be too significant (as they won't be able to use extra-big weapons to dish out even more excessive damage).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 1552701, member: 13966"] Well, first of all, I'd like to know if the half-ogre in T13K's revised setting guide has any racial hit dice, and if so, how many? Also, are half-ogres of the Giant creature type of the Humanoid creature type? The Giant Blood racial trait isn't clear, because it says they count as giants rather than simply saying that they are Giant in type or simply saying that they count as ogres for purposes of magic item usage and such.... If they are actually of the Giant creature type, then they don't count as Humanoids and are unaffected by Charm Person, Hold Person, and similar spells, which would be slightly beneficial for them. If they have racial hit dice though, regardless of which creature type they belong to, then the number of hit dice determines how much of their other racial traits are balanced with that part of their ECL before Level Adjustment. Humanoid racial hit dice, and Giant racial hit dice, are equivalent to levels in the Warrior or Expert NPC classes pretty much, much less potent than actual PC class levels. If T13K half-ogres have some racial hit dice, then that easily balances out their natural armor, darkvision, and extra bit of Strength bonus, as long as they have something like 2 to 4 racial hit dice. If T13K half-ogres have no racial hit dice, then they deserve nothing worse than a +1 Level Adjustment. The natural armor, darkvision, giant blood, and specific favored class are fine for a +0 LA, so only the slight imbalance in ability scores matters in that case. 2 points of Dex are traded off for 2 points of Str, 2 points of Int are traded off for 2 points of Con, another 2 points of Int are traded off for 1 point of Str, and 2 points of Cha are traded off for 1 more point of Str, leaving them with effectively +2 Strength in excess. That's a fairly weak +1 LA, but deserves it if they have no racial hit dice to balance it out. If you do give them +1 LA then, also change their Con bonus to +4 so it balances out better and isn't such a pathetic tradeoff. +1 LA for just +2 extra Strength is hardly worth it from a play standpoint, and half-ogres would then be a bit too frail compared to other level 2 PCs early on, and that weakness would carry on until the half-ogre was around 5th or 6th-level when the amount of reduced HP is less significant. If half-ogres aren't of Large size, then at least their Strength bonus won't be too significant (as they won't be able to use extra-big weapons to dish out even more excessive damage). [/QUOTE]
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