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Ogre variant
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<blockquote data-quote="The Great Bear King" data-source="post: 2193539" data-attributes="member: 21850"><p>This is a slightly modified ogre vairant post complete with a hit die chart.</p><p></p><p>Ogre variant</p><p></p><p></p><p>I got this idea to some extent from the film Shrek and other ideas just popped in to my head.</p><p></p><p>Ogre </p><p>Large Sized Fey</p><p></p><p>Int: 7+1d4+1d6</p><p>Wis: +2</p><p>Cha: -6</p><p>Str: 15+1d4+1d6</p><p>Con: 1d12+15</p><p>Dex: -4</p><p></p><p>Hit Dice: Add 4 steps to hit dice. * Multiply hit die by 4 at first level.</p><p></p><p>Alignment: Usually Chaotic Good</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><em>Inborn Alchemy:</em> 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, <em>Mending, Ray of Frost, Acid Splash, and Read Magic,</em> and first the level spells, <em>Alarm,</em> <em>Grease, and Burning Hands,</em> 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).</p><p></p><p><em>Nauseating Flatulence:</em> 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 <em>stinking cloud</em>.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>*Raise the Hit Die from 1d6 to 1d10</p><p></p><p>Now that I'm done with the ogre race for a while let's talk about Hit Die steps.</p><p></p><p>Below are the list of steps that I use.</p><p></p><p>Step# Hit Die</p><p> 1 1</p><p> 2 1d2</p><p> 3 1d3</p><p> 4 1d4</p><p> 5 1d5</p><p> 6 1d6</p><p> 7 1d6+1</p><p> 8 1d8</p><p> 9 1d8+1</p><p> 10 1d10 </p><p> 11 1d10+1</p><p> 12 1d12</p><p> 13 1d12+1</p><p> 14 1d14</p><p></p><p>All characters start out with a step 8 Hit Die that is modified first by class, creature type, and then by race.</p><p></p><p>Hit Die bonuses and penalties based on class:</p><p></p><p>Class Bonus or Penalty</p><p></p><p>Alchemist -4</p><p>Anti-paladin +2</p><p>Arcane Archer (PRC) 0</p><p>Arcane Trickster (PRC) -2</p><p>Assassin -2</p><p>Barbarian +4</p><p>Bard -2</p><p>Cleric 0</p><p>Dark Knight +2</p><p>Dragon Disciple (PRC) +4</p><p>Druid, Dark -2</p><p>Druid, True -2</p><p>Duelist (PRC) +2</p><p>Dwarven Defender (PRC) +4</p><p>Fighter +2</p><p>Freedom Fighter +2</p><p>Monk 0</p><p>Paladin +2</p><p>Ranger 0</p><p>Rogue -2</p><p>Sorcerer (PRC) -2</p><p>Wizard (PRC) -2</p><p></p><p>Hit Die bonuses and penalties based on type:</p><p></p><p>Elemental 0</p><p>Outsider 0</p><p>Humanoid 0</p><p>Undead d12 or what ever is higher</p><p>Fey(which includes elves, orcs </p><p>and, goblins) -2</p><p>Magical Beast +2</p><p>Abberation 0</p><p>Dragon +4</p><p>Giant +2</p><p></p><p>Hit Die bonuses and penalties based on race:</p><p></p><p>Halflings(Humanoid) -2</p><p>Kobalds(Humanoid) x.5</p><p>Ogres(Fey) +4 </p><p>Orcs(Fey) +2</p><p>Other Humanoids 0</p><p>Other Fey 0</p></blockquote><p></p>
[QUOTE="The Great Bear King, post: 2193539, member: 21850"] 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. [I]Inborn Alchemy:[/I] 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, [I]Mending, Ray of Frost, Acid Splash, and Read Magic,[/I] and first the level spells, [I]Alarm,[/I] [I]Grease, and Burning Hands,[/I] 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). [I]Nauseating Flatulence:[/I] 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 [I]stinking cloud[/I]. 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 [/QUOTE]
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