Oghrim

Meatboy

First Post
Another race for your perusal. Especially after the small, but positive, response I got on my previous racial posts. So here they are the oghrim. Another of the ancient races, like the dwarves. These guys have a lot of power backing them up and I just want to make sure that their abilities match their LA. So here we go ladies and gentlemen enjoy.

Oghrim (Northern)

Oghrim are one of the first born races, given life by the 4 Words of Creation. Children of the Word of Power oghrim epitomize strength. They are bigger and far more powerful than any of the other civilized races of Isankur, though over the millennia oghrim have born the brunt of many tragedies that have greatly reduced their numbers. Still they continue their duty as the front line between demonic forces and the lands of civilization.

Personality: Many oghrim are wanderers spending most of their lives alone and far away from civilization hunting demons and chaos spawn deep within the wilds of Isankur. Oghrim will usually come to the aid of travelers whom they come across in their journeys offering what assistance they can and despite their general lack of social contact most oghrim are pleasant enough if not always openly friendly. Towards humans however they might act standoffish, after helping them though. Their lives of solitude leave the oghrim a lot of time to think and they tend to do so before acting trying to see all the sides of a situation before deciding the best course of action. To some this may make oghrim seem shy or even simple, but they just tend to be thoughtful and contemplative.

Physical Description: Oghrim are big. Standing over 7 feet at adult hood (for males) with a weight of about 300 pounds oghrim are all muscle. With a strong jaw and prominent brow ridge some oghrim look quite neanderthalic. Oghrim possess grayish skin with a rough stone like texture. They have little or no body hair but usually possess a thick manes of pale hair on their head and males sometimes are able to grow thick beards as well. Running down the middle of an Oghrim’s forehead is a row of bumps and ridges. An Oghrim’s nomadic lifestyle means that they tend to wear whatever they can make themselves and their style of dress can vary wildly. Oghrim are one of the longest lived of the races on Isankur generally living well into their 3rd century.

Relations: Though a generally reclusive race the oghrim when confronted with social interaction are rather friendly peoples getting along well enough with most they come across in their travels. Considering their long history together oghrim tend to get along well with dwarves and treat them as siblings or at least cousins often referring to them little sisters or brothers, when the dwarves are out of earshot anyway. This attitude towards dwarves extends to Osterwald dwarves as well who are often baffled by such treatments when they meet the grey skinned giants. Oghrim tend to act reserved where humans are concerned and have a hard time forgetting past grievances, especially with their long lifespan, but will usually do their best to give individuals a chance. Exiles are a bit of a mystery to the oghrim, who so rarely venture into civilization, that they are not always sure how to react to these newcomers.

Alignment: Like all First Born Oghrim tend towards goodness, though there are always exceptions to prove the rule. Also due to their solitary nature Oghrim rarely follow any rules but those of their own heart, so they tend to be chaotic in outlook.

Oghrim Lands: Once long before the Lord of Beasts called upon fell magics to sunder the land the Oghrim ruled all the lands north of the Iron Peaks and east of the Volde Lands. This land they called Malphala. Unfortunately today Malaphala is no more than a remote island wilderness lying at the north eastern tip of Isankur which contains the last known city of the Oghrim, the seat of the tribal council, Gonn. There are reports of city on the northern edge of the Volde lands as well as rumors of Oghrim living within the Great Desert south of Shesh. Oghrim are most often found wandering the hills and forested dales of the north.

Language: Oghrim speak their language, Oghrish, which is based of the ancient First Tongue. Though it has its own characters the wandering nature of Oghrim is such that they rarely write anything down. Though it is said that the Elders in Gonn posses a wealth of ancient lore. Of the other languages of Isankur oghrim tend to learn either dwarvish or Isan before others. They may also learn languages of the creatures they hunt.

Names: Oghrim have 2 names, one will be their clan name the other will have been given to them by their parents. During their life an Oghrim may be given a title, by clan elders, which may denote either shame or pride.

Oghrim Racial Traits
· +6 strength, +4 constitution, -2 dexterity: Oghrim are exceptionally strong and hardy unfortunately they are not as graceful as other races.
· Medium: As medium creatures Oghrim do not gain any special bonuses or penalties due to their size.
· Low-Light Vision: An oghrim can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain their ability to distinguish colors and details under such conditions as well.
· Powerful Build: The physical stature of the oghrim lets them function in many ways as if they were one size category larger. Whenever an oghrim is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts and trip attempts), the oghrim is treated as one size larger if doing so is advantageous. An oghrim is also considered one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole), can effect him. An oghrim can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of creature his actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject’s size category. This ability does not effect an oghrim’s Massive Damage Threshold.
· +3 Natural Armor: The rough textured skin of oghrim provides moderate protection from attacks.
· Automatic Languages: Oghrim begin the game knowing Oghrish and Isan.
· Favored Class: Ranger
· Level adjustment: +2
 

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What the heck I may as well post the last PC race for my campaign here being that they are an off shoot of the oghrim. Again C&C is welcome.

Southern Oghrim (half oghrim)
Hailing from the slave pits and arenas of the Shesherim empire southern oghrim, or half oghrim as they are sometimes called, are the back bone of the Shesherim infrastructure. Born into slavery most live and die without knowing freedom, fighting and toiling for their human masters. Southern oghrim are much more prolific than their northern kin but so many live in bondage that they are almost as rarely seen.

Personality: Generations of subjugation have seemingly eroded much of the will of these once proud beings, yet underneath a defeated exterior lay hard hearts brimming with resolve. Indeed years of fighting in the gladiatorial displays has even given these half-breeds tremendous skill in combat, which many of them are all too willing to use on their servitors given any sign of opportunity or weakness. Stalwart, tireless and opportunistic that is the core of the hearts and minds of these southern oghrim.

Physical Description: Southern oghrim differ somewhat from their north born ancestors. Years ago, in Shesh, the pure-blood oghrim breeding stock was becoming thin and instead of finding new oghrim to strengthen it, an expensive and dangerous undertaking, the slave masters of Shesh instigated an interbreeding program with human bloodlines. So today though not as strong or as tough as their fore bearers these are still more than a match for any man. Most southern oghrim stand just shy of seven feet tall and many weigh in at more than 200 pounds. Their human ancestry has thinned their skin somewhat, no longer possessing the stone like quality it once did, and the tone of it has changed as well becoming a darker grey brown. Hair tone as well has changed most having dark blond or brown hair and a rare few sporting fiery red hair. Though not as long lived as their fore bearers most half oghrim will live to see their second century if they can survive that long.

Relations: Oghrim of the south almost unanimously loathe men. Generations of slavery and cruel blood sports have bred into these once gentle peoples a supreme hatred of their masters. Occasionally one might give a chance for certain humans to prove their worth, usually Keldrians, whose country was founded by ex-slaves. Among their northern cousins southern oghrim feel the most acceptance and, if they are able to free themselves, most head north to find their people. Dwarves are also accepting of these half-breeds doing their best to understand what torments their lives must have been. Because of their dark dispositions and penchant for slavery shadow dwarves are either killed or given wide berth. Of all the races of Isankur Southern oghrim get along better with the exiles than any other race. Both are used and belittled by the Shesherim princes, if only in different ways. This grants them a fellowship unfelt among the other races.

Alignment: Living a life of subjugation has drained much of the kindheartedness from these once proud people leaving in its wake a self centered determination. Most southern oghrim tend to follow the philosophy that your business is yours and other’s business is theirs. Meaning most of the half-breeds are usually neutral in disposition.

Oghrim Lands: Oghrim of the south have no lands of their own. Almost all of them are found within the borders of the Empire of Shesh. Those who aren’t usually migrate northward in secret trying to reach the slave less lands of Keldreal. It is rumored however, that there is a hidden group of escaped oghrim slaves living within the Great Desert south of Shesh.

Languages: As slaves southern oghrim are forbidden to learn their mother tongue and a forced to speak Sheshen, the language of their captors. Those few who are house slaves may learn Isan if they must understand foreigners. Any others who learn a language must do so in strictest secrecy.

Names: Southern oghrim are given names by their parents, if the stay together long enough, but usually who ever their master is will grant them a shesherim name. Once a slave is free they often cast off their slave name and either take up the name given by their parents or one they give themselves.

Southern Oghrim Racial Traits
- +2 strength, +2 dexterity, +2 constitution, -2 Intelligence, -2 wisdom: Generations of toil have left half oghrim extremely well conditioned when it comes to physical matters but, they tend to be somewhat lacking in restraint and education.
- Medium: As medium creatures southern oghrim do not gain any special bonuses or penalties due to their size.
- Low-Light Vision: A southern oghrim can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain their ability to distinguish colors and details under such conditions as well.
- Weapon Familiarity: Half oghrim may treat glory claws as martial weapons rather than exotic weapons.
- Automatic Languages: Southern oghrim begin the game knowing sheshen only.
- Favored class: Fighter
- Level Adjustment: +1
 

My memory is poor sometimes....what other races did you post previously? I know I remember seeing them, but can't remember now what they were, or what it was you had done with regards to languages and movement speeds....

Anyway, as written, these two races seem a bit underpowered for their Level Adjustments. Not weak enough to deserve a lower LA, but definitely kinda on the weak side of their +2 and +1 Level Adjustments, respectively. A human fighter would tend to be a better choice nearly every time (and would hardly ever be a worse choice). I think I'd suggest improving both races' natural armor bonus by +1, and give both races one copy of Toughness as a racial bonus feat. It's the simplest solution, anyway.

I don't have time at the moment to read through the entire background descriptions, but I'll probably read them later as usual.
 


I agree with Arkhandus' recommentations. Aside from that they are really cool races. You appear have to have a cool set of races in your world. :)
 

@Arkhandus
Thanks for the recomendations. I was worried that the oghrim would be to tough with both powerful build and +6 str. Increasing ac sounds good but, I am worried about the giving of toughness. In this campaign I use the some what common house rule of +1 hp per level for toughness. I am not sure if this changes your recommendation or not. I think what you are saying is that like most LA creatures they suffer from a lack of HP what with a 3rd level human fighter possibly having in excess of 30 hp well an oghrim would only have around 18, supposing a 14 con.
How about a flat increase to hp? I know some races get bonus powerpoints so why not HP. Say 5 for Oghrim and 3 for half ogrhim?

@Nycaricus
Thanks a lot for saving me the trouble of posting the links. High five!

@SpiralBound
I am glad you dig my race. It has always been my feeling, and the feeling of a lot of others reading the boards, that cool races and options are the heart of any campaign setting. A lot of times peoples opinions differ on what cool might be but, I am definately happy to hear some outside voices with some praise. Thanks a lot.

Again thanks everyone. All the comments and help are get are great.
 

The straight HP bonus was what I was going for. At high levels their HP evens out with a no-LA fighter, and eventually their HP slightly exceed that. The +5 and +3 you mentioned would be good, allowing low-level oghrim to remain active in battle nearly as long as no-LA fighters, while hitting just a bit harder.
 

Meatboy said:
@Nycaricus
Thanks a lot for saving me the trouble of posting the links. High five!
no problem - looks like you have another couple *awesome* races to add in to your campign setting; personally I've only read the fluff and haven;t even looked to hard at the crunch, but I like thus far. More comments to follow, likely :)
 

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