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