Ogre variant

I got this idea to some extent from the film Shrek and other ideas just popped in to my head.

Ogre
Large Sized Humanoid

Int: 9-17
Wis: +2
Cha: -6
Str: 15+1d4+1d6
Con: 1d12+15
Dex: -4

Hit Dice: Add 2 steps to hit dice. * Multiply hit die by 4 at first level.

Alignment: Usually Chaotic Good

The typical ogre stands at about 8 feet tall weighs 600 pound and has skin color varying from light mauve to snot green. The ears stick straight out and are funnel shaped.

In spite of their savage reputation and minor penalty to Intelligence ogres are in fact more culturally and to a smaller extent technologically advanced than humanity. But they are not whimps! In fact if you drop an ogre in to a forest with a compass and a few hunting weapons (including a battle-axe) they can live rather comfortably for an indefinite period of time. Ogre civilization is rather similar to Renascence culture, but there’s no political (or literal) backstabbing or totalitarian government to mar it at all. And in the truest sense of the word they are definitely unchivalric. This is because they believe that all women are to be treated decently not just those of equal or higher status (the historical code of Chivalry says that those of lower status may be taken by force). On top of all of this ogres are brilliant painters and sculptors and they invented the internal combustion engine specifically for motorcycles.

Racial Traits: Because of their general skill as artists they gain a +4 to any visual arts skill. Ogres also gain a +4 to all engineering skills.

Other Races: There are only four races ogres get along with as a whole, elves whom they love like brothers, dwarves are their favorite drinking buddies, gnomes are fellow inventors and mild kooks (as well as walking disaster areas) and halfling whom they frequenlty patronize. As for orcs and other typically evil races they are considered the greatest of enemies.

Favored Gestalt Classes: Any combination of two of these four classes, Barbarian, Wizard, Ranger and Paladin of Freedom. If not Chaotic Good replace Paladin of Freedom with Fighter.

P.S. I'm not going to even try to calculate the level adjustment for this race.
 

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well the stat mods are wierd is this 3.5 or 2nd edition la, gestalt, and stuff are all 3.5 things so if thats the case redo the stats in standard form +/- a number none of this 1d12+15 crap
 

Yeah, these rules are far from being consistent with the way they work for everything else.

That, in itself, is not a problem for you if you don't care. But you'll have trouble finding appreciative feedback.
 

Ogre variant


I got this idea to some extent from the film Shrek and other ideas just popped in to my head.

Ogre
Large Sized Humanoid

Int: 7+1d4+1d6
Wis: +2
Cha: -6
Str: 15+1d4+1d6
Con: 1d12+15
Dex: -4

Hit Dice: Add 2 steps to hit dice. * Multiply hit die by 4 at first level.

Alignment: Usually Chaotic Good

The typical ogre stands at about 8 feet tall weighs 600 pound and has skin color varying from light mauve to snot green. The ears stick straight out and are funnel shaped.

In spite of their savage reputation and minor penalty to Intelligence ogres are in fact more culturally and to a smaller extent technologically advanced than humanity. But they are not whimps! In fact if you drop an ogre in to a forest with a compass and a few hunting weapons (including a battle-axe) they can live rather comfortably for an indefinite period of time. Ogre civilization is rather similar to Renascence culture, but there’s no political (or literal) backstabbing or totalitarian government to mar it at all. And in the truest sense of the word they are definitely unchivalric. This is because they believe that all women are to be treated decently not just those of equal or higher status (the historical code of Chivalry says that those of lower status may be taken by force). On top of all of this ogres are brilliant painters and sculptors and they invented the internal combustion engine specifically for motorcycles.

Racial Traits: Because of their general skill as artists they gain a +4 to any visual arts skill. Ogres also gain a +4 to all engineering skills.

Other Races: There are only four races ogres get along with as a whole, elves whom they love like brothers, dwarves are their favorite drinking buddies, gnomes are fellow inventors and mild kooks (as well as walking disaster areas) and halflings whom they frequently patronize. As for orcs and other typically evil races they are considered the greatest of enemies.

Favored Gestalt Classes: Any combination of two of these four classes, Barbarian, Wizard, Ranger and Paladin of Freedom. If not Chaotic Good replace Paladin of Freedom with Fighter.

P.S. I'm not going to even try to calculate the level adjustment for this race.


Ok, they aren't consistant with other races when it comes down to ability scores, but you can also give other races ability score ranges aswell. Besides who really wants an orc with a Strength score of 7 or an elf with a Dexterity 5 or Intelligence score of 3 anway.
 

The Great Bear King said:
Ogre variant
Int: 7+1d4+1d6
Wis: +2
Cha: -6
Str: 15+1d4+1d6
Con: 1d12+15
Dex: -4

Taking a stab at normalization, since you commented in my thread:

Int: 7+1d4+1d6 == 9->19 == +0 or +2
Wis: +2
Cha: -6
Str: 15+1d4+1d6 == 17->25 == +6 or +8
Con: 15+1d12 == 16->27 == +6 or +8
Dex: -4

Add two steps to Hit Dice. Multiply Hit Dice by four at first level

Not sure what steps mean. Die Size? At any rate, going with the normal Giant type d8, he'll have 4d8, starting with 4 racial levels of 'giant'.

So, assuming:

+8 Str, -4 Dex, +8 Con, +2 Wis, -6 Cha
Large Size
Racial Skill Bonuses as you described

Probably a LA +2, which means ECL 6, I believe.

Best I can do :)

Koewn
 
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Koewn said:
Taking a stab at normalization, since you commented in my thread:

Int: 7+1d4+1d6 == 9->19 == +0 or +2
Wis: +2
Cha: -6
Str: 15+1d4+1d6 == 17->25 == +6 or +8
Con: 15+1d12 == 16->27 == +6 or +8
Dex: -4



Not sure what steps mean. Die Size? At any rate, going with the normal Giant type d8, he'll have 4d8, starting with 4 racial levels of 'giant'.

So, assuming:

+8 Str, -4 Dex, +8 Con, +2 Wis, -6 Cha
Large Size
Racial Skill Bonuses as you described

Probably a LA +2, which means ECL 6, I believe.

Best I can do :)

Koewn
Alignment: Usually Chaotic Good

The typical ogre stands at about 8 feet tall weighs 600 pound and has skin color varying from light mauve to snot green. The ears stick straight out and are funnel shaped. The males are always bald.

In spite of their savage reputation and minor penalty to Intelligence ogres are in fact more culturally and to a smaller extent technologically advanced than humanity. But they are not whimps! In fact if you drop an ogre in to a forest with a compass and a few hunting weapons (including a battle-axe) they can live rather comfortably for an indefinite period of time. Ogre civilization is rather similar to Renascence culture, but there’s no political (or literal) backstabbing or totalitarian government to mar it at all (and they also consider long range spitting and deadly flatulence admirable). And in the truest sense of the word they are definitely unchivalric. This is because they believe that all women are to be treated decently not just those of equal or higher status (the historical code of Chivalry says that those of lower status may be taken by force). On top of all of this ogres are brilliant painters and sculptors and they invented the internal combustion engine specifically for motorcycles.

Racial Traits: Because of their general skill as artists they gain a +4 to any visual arts skill. Ogres also gain a +4 to all engineering skills.

Other Races: There are only four races ogres get along with as a whole, elves whom they love like brothers, dwarves are their favorite drinking buddies, gnomes are fellow inventors and mild kooks (as well as walking disaster areas) and halflings whom they frequently patronize. As for orcs and other typically evil races they are considered the greatest of enemies.

Favored Gestalt Classes: Any combination of two of these four classes, Barbarian, Wizard, Ranger and Paladin of Freedom. If not Chaotic Good replace Paladin of Freedom with Fighter.

Why not comment on the Ogre cultrue as well.
 
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Iv'e added a new special ability (an optional one) for Ogres. Please tell me if its out of bounds.

Ogre variant


I got this idea to some extent from the film Shrek and other ideas just popped in to my head.

Ogre
Large Sized Humanoid

Int: 7+1d4+1d6
Wis: +2
Cha: -6
Str: 15+1d4+1d6
Con: 1d12+15
Dex: -4

Hit Dice: Add 2 steps to hit dice. * Multiply hit die by 4 at first level.

Alignment: Usually Chaotic Good

The typical ogre stands at about 8 feet tall weighs 600 pound and has skin color varying from light mauve to snot green. The ears stick straight out and are funnel shaped. Ogres are also a somewhat stocky race.

In spite of their savage reputation and minor penalty to Intelligence ogres are in fact more culturally and to a smaller extent technologically advanced than humanity. But they are not whimps! In fact if you drop an ogre in to a forest with a compass and a few hunting weapons (including a battle-axe) they can live rather comfortably for an indefinite period of time. Ogre civilization is rather similar to Renascence culture, but there’s no political (or literal) backstabbing or totalitarian government to mar it at all. And in the truest sense of the word they are definitely unchivalric. This is because they believe that all women are to be treated decently not just those of equal or higher status (the historical code of Chivalry says that those of lower status may be taken by force). On top of all of this ogres are brilliant painters and sculptors and they invented the internal combustion engine specifically for motorcycles.

Racial Traits: Because of their general skill as artists they gain a +4 to any visual arts skill. Ogres also gain a +4 to all engineering skills.

Inborn Wizardry: When any ogre, unless they start out as a wizard, begins at first level they gain spell points equal to 1d6+Int bonus and they may learn and cast cantrips aswell as first level spells as a wizard of equal level to their character level. These spell points do not increase.

Other Races: There are only four races ogres get along with as a whole, elves whom they love like brothers, dwarves are their favorite drinking buddies, gnomes are fellow inventors and mild kooks (as well as walking disaster areas) and halflings whom they frequently patronize. As for orcs and other typically evil races they are considered the greatest of enemies.

Favored Gestalt Classes: Any combination of two of these four classes, Barbarian, Wizard, Ranger and Paladin of Freedom. If not Chaotic Good replace Paladin of Freedom with Fighter.

P.S. I'm not going to even try to calculate the level adjustment for this race.
 

This is a slightly modified ogre vairant post complete with a hit die chart.

Ogre variant


I got this idea to some extent from the film Shrek and other ideas just popped in to my head.

Ogre
Large Sized Fey

Int: 7+1d4+1d6
Wis: +2
Cha: -6
Str: 15+1d4+1d6
Con: 1d12+15
Dex: -4

Hit Dice: Add 4 steps to hit dice. * Multiply hit die by 4 at first level.

Alignment: Usually Chaotic Good

The typical ogre stands at about 8 feet tall weighs 600 pounds and has a skin color varying from light mauve to snot green. The ears stick straight out and are funnel shaped.

Racial Traits: Because of their general skill as artists they gain a +4 to any visual arts skill. Ogres also gain a +4 to all engineering skills.

Inborn Alchemy: When any Ogre, unless they start out as an alchemist, begins at first level they gain spell points equal to 1d6+Int bonus and they learn to cast the cantrips, Mending, Ray of Frost, Acid Splash, and Read Magic, and first the level spells, Alarm, Grease, and Burning Hands, as a wizard of equal level to their character level divided by two. After ward they may learn all other cantrips and first level spells of the divianation, transmutation, evocation, or conjuration schools. These spell points do not increase. If a spell calls for a material component it must be used. When casting the spell the aproprate alchemy skill must also be used (alchemy will be a skill category in my campaign).

Nauseating Flatulence: When an ogre uses this racial ability any non-ogre within a 20 foot radius must make a fortitude saving throw with a DC of 14 or suffer the effects of a stinking cloud.

Other Races: There are only four races ogres get along with as a whole, elves whom they love like brothers, dwarves are their favorite drinking buddies, gnomes are fellow inventors and mild kooks (as well as walking disaster areas) and halflings whom they frequently patronize. As for orcs and other typically evil races, they’re considered great target practice.

Favored Gestalt Classes: Any combination of two of these four classes, Barbarian, Wizard, Ranger and Freedom Fighter. If the ogre is not Chaotic Good replace Freedom Fighter with Fighter.

*Raise the Hit Die from 1d6 to 1d10

Now that I'm done with the ogre race for a while let's talk about Hit Die steps.

Below are the list of steps that I use.

Step# Hit Die
1 1
2 1d2
3 1d3
4 1d4
5 1d5
6 1d6
7 1d6+1
8 1d8
9 1d8+1
10 1d10
11 1d10+1
12 1d12
13 1d12+1
14 1d14

All characters start out with a step 8 Hit Die that is modified first by class, creature type, and then by race.

Hit Die bonuses and penalties based on class:

Class Bonus or Penalty

Alchemist -4
Anti-paladin +2
Arcane Archer (PRC) 0
Arcane Trickster (PRC) -2
Assassin -2
Barbarian +4
Bard -2
Cleric 0
Dark Knight +2
Dragon Disciple (PRC) +4
Druid, Dark -2
Druid, True -2
Duelist (PRC) +2
Dwarven Defender (PRC) +4
Fighter +2
Freedom Fighter +2
Monk 0
Paladin +2
Ranger 0
Rogue -2
Sorcerer (PRC) -2
Wizard (PRC) -2

Hit Die bonuses and penalties based on type:

Elemental 0
Outsider 0
Humanoid 0
Undead d12 or what ever is higher
Fey(which includes elves, orcs
and, goblins) -2
Magical Beast +2
Abberation 0
Dragon +4
Giant +2

Hit Die bonuses and penalties based on race:

Halflings(Humanoid) -2
Kobalds(Humanoid) x.5
Ogres(Fey) +4
Orcs(Fey) +2
Other Humanoids 0
Other Fey 0
 
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