Half-Ogre player character

Darklone said:
http://www.wakinglands.com/htm_files/races_half-ogres.htm

This is a starting 3 level setup like Savage species from the author of the halfogre IIRC...

Two giant levels as well.
I'd change it to no HD and ditch the charisma negative since that is no penalty to those who would go half ogre purely for the numbers and kills the half ogre paladin. Immunity to humanoid affecting ailments is not something a LA+1 should have unless that is it’s main feature IMHO. .

+4 Strength, +2 Constitution, –2 Dexterity, –2 Intelligence
Medium size with +2/-2 on size related checks due to mass.
Humaniod type, [Human] subtype, [giant blood] subtype {vulnerable to special effects that affect giants as their giant ancestors are, and they can use magical items that are only usable by giants]
speed: 30 feet.
Monkey grip as a bonus feat. {I call it Ogre’s Grip]
Proficiency with the greatclub and Large heavy mace [2 hands, no hit penaty]
Treat the medium weapons that are exotic due to weight as martial :Bastard swords, war hammer, greatspear etc..
Darkvision: like the ogre
Low-Light Vision: granted from purifying the giant blood
Automatic Languages: Common and Giant. Bonus Languages: Abyssal, Draconic, Gnoll, Goblin, and Orc.
Human bonus skill points
Favored Class: Any

I think this is fair for LA+1, If not drop the Int penalty [possibly drop the bonus skill points]
 

log in or register to remove this ad

Powerful Build would cover several of those (the bonus to checks, the Monkey Grip, and the ability to use a large heavy mace). But yeah, I'd start with the Goliath and go from there.
 


IceFractal said:
Powerful Build would cover several of those (the bonus to checks, the Monkey Grip, and the ability to use a large heavy mace). But yeah, I'd start with the Goliath and go from there.
Powerful build is a bit too oversimplified IMHO. +4 from size when you want it while ignoring the -4 from size completely never sat well with me when there is a happy 'medium' of +2 / -2. Expanding their weapon list to include heavier, though still human scale weapons, rewards the player for keeping the character imagry sane, rather than…

83284.jpg
 

frankthedm said:
Powerful build is a bit too oversimplified IMHO. +4 from size when you want it while ignoring the -4 from size

Where do we get -4 from size for large? I know of the +4 for grapple and the like, and the -1 for AC, attacks and the like.
 



diaglo said:
i still like Grog from Dungeon Magazine #4... Trouble at Grog's

Damn straight, d. Grog was the man. Trouble at Grog's was a great little investigative adventure... I'm still fond of that one. I should run it again some time.
 

Kae'Yoss said:
Right. I knew it was something. But it's not exactly something that decides whether the thing is overpowered now or not.
No it is not a make or break, It is more a fairness issue to others, If somone is large enough to claim a +4 on sized based combat maneuvers, it should be easier to see them coming.

This playable at LA+1? The grey text hightlight some things that don't mesh perfectly with the d20 rulest.
Half-ogre
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 parents, 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 relations with other races are about the same as human, though dwarves treat them slightly better than half orcs.

+4 Strength, +2 Constitution, -2 Dexterity. Half-ogres are tough and strong, but heavy muscles and thick skin limit their movement.

Type: 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.

-4 to hit dwarves due to being Giant Blooded.


Medium size: See also see Big ‘un!

Big ‘un! 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.
Monkey grip as a bonus feat.
Large bastard sword (and equivalents) are treated as martial weapons when wielded with both hands. The wrong size penalty [-2] is not assigned for this use of those weapons since the half ogre's frame can control the mass when both hands are on the weapon.
They can treat certain exotic weapons, typically ones that are exotic due to mass, as if martial weapons. Bastard sword, war axe, war sledge [hammer version of the war axe], Heavy halberd (2d6), heavy glaive [poleaxe](2d6), Daikyo [greatbow] (1d10) and similar weapons.
Longstrike: As a standard action, a half ogre can make a melee attack up to 5’ outside his normal reach when wielding a non light weapon.

Half-ogre base land speed is 30 feet.

Darkvision 60’: Half ogres inherit their ogre parent’s darkvision.

Low-Light Vision: The human blood cleanses the ogre’s physical make up slightly, allowing them to make use of this trait of their giant ancestors.

Natural armor: +2. The half ogre also qualifies for the improved natural armor feat.

Proficient in Tetsubo [Large heavy mace] & greatclub.

+2 to saves vs ingested poison and food born illnesses

Automatic Language: Common. Bonus Languages: Dragon, Giant, Gnoll, dwarf, orc.

Favored Class: 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 take well to more scholarly paths, but the choice is theirs to make.

Level Adjustment: +1
 


Pets & Sidekicks

Remove ads

Top