half-ogre

xenotrim

First Post
well, I'm sitting here at work, and I got bored, so I decided to do what every gamer should when they get bored, so I decided to make a character.

I am going to make a half-dragon, half-ogre

but I don't have my copy of savage species with me.

can anyone give me the racial traits that come with half-ogre?


Thanks! :)
 

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+6 Str, -2 Dex, +2 Con, -2 Int, -2 Cha
Large: -1 AC, -1 attack rolls, 10 foot reach
Speed: 30
Darkvision 60
+4 natural armor
Treated as giants (can use giant weapons and racially specific magic items useable only by giants)
Auto Lang: Giant and Common
Bonus Lang: Draconic, Gnoll, Goblin, Orc, and Abyssal.
Fav Class: Barbarian
Level Adjustment: +1.
 


Technik4 said:
I still think at low levels its too good for ECL +1.

Technik

I second that. Just wanted to say the same. +1 is to low IMO, as they get +4 natural Armor and a net +2 Bonus to ability scores (which includes +6 Str).

In comparison to a Human Ftr2 (against a Half-Ogre Ftr1), both using a greatsword, the Half-Ogre has a net +1 on Attack Rolls (+3 Str -1 Size -1 for worse BAB), +2 AC (+4 Natural -1 Dex -1 Size), and + 6/7 damage (+4/5 Str two-handed +2 avg. for bigger weapon). Plus, he has a natural Reach of 10 ft.
 

Yes but he has one less hit die (which becomes less important as he advances thanks to his higer Con, but the issue is low level play). His saves are lowere (his Fort remains equal because of higher Con, but his REF is lower. He's always a level behind in Wis.) Also, because of his high damage output, DM will concentrate fire on him. With less hitpoints that means that he's only fighting a couple of rounds until he's out of commision. (Seen this happen in the last two ecounters we've played. Our Half-ogre deals out a smashing 25 hps, and then he's lost 30).

When making comparisons about balance you have to take into account evrything. The half-ogre is actually quite fragile. About the only good thing is that he can't be affected by charm person.
 
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iwatt said:
Yes but he has one less hit die (which becomes less important as he advances thanks to his higer Con, but the issue is low level play). His saves are lowere (his Fort remains equal because of higher Con, but his REF is lower. He's always a level behind in Wis.) Also, because of his high damage output, DM will concentrate fire on him. With less hitpoints that means that he's only fighting a couple of rounds until he's out of commision. (Seen this happen in the last two ecounters we've played. Our Half-ogre deals out a smashing 25 hps, and then he's lost 30).

When making comparisons about balance you have to take into account evrything. The half-ogre is actually quite fragile. About the only good thing is that he can't be affected by charm person.

A few points in saves do not balance the bonuses.

The idea that a character is balanced because he will attact fire is out of line. By that reasoning, any character is balanced because the high level characters will attract more fire than the lower level characters.
 

Thats an ECL of + 4 for the same ECL you can get an Feral Anthropomorphic Baleen Whale (3d10 Monstrous Humanoid HD, Speed 40ft, Large, Str +12 Dex +2 Con +6 Int -4 Wis +6, Natural AC +9, 2 claws 2d6, Improved Grab, Darkvision 60ft, Fast Healing 2).
 

Note that it's not Int -4; it's Int 7.

Anthropomorphic animals all have an Int of 11. Feral template puts a -4 on top of that.

You're not going to see any anthropomorphic wizard PCs running around.

And a half-ogre isn't ECL +4, it's ECL +1...

-Hyp.
 
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Hypersmurf said:
Note that it's not Int -4; it's Int 7.

Anthropomorphic animals all have an Int of 11. Feral template puts a -4 on top of that.

You're not going to see any anthropomorphic wizard PCs running around.

And a half-ogre isn't ECL +4, it's ECL +1...

-Hyp.

The Half-dragon Half-ogre which the orginal poster (xenotrim) was talking about is ECL +4. A base racial ability score of 7 translates into a racial modifer of -4 for character generation. Unless you want to be draconian in the aplication of the template and ignore the Adjustments for Anthropomorpic Animals table.
 

The Half-dragon Half-ogre which the orginal poster (xenotrim) was talking about is ECL +4.


Ah, point.

A base racial ability score of 7 translates into a racial modifer of -4 for character generation. Unless you want to be draconian in the aplication of the template and ignore the Adjustments for Anthropomorpic Animals table.

Yup - all the others are modifiers, but it specifically states that all Anthropomorphic Animals have their intelligence set to 11 by the template.

-Hyp.
 

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