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D&D 3E/3.5 Orogs in 3.5 edition?


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I think Races of Faerûn has Orogs - OK, it's 3.0, but they wouldn't have changed that much (and I think RoF was also rather forward-compatible).

However, from a metagame perspective they aren't "needed" in 3e. Many monsters in AD&D were designed as "A tougher variant of common monster _______." Orogs and ogrillons are tougher orcs, flinds are tougher gnolls, and so on. In 3e, you can make a tougher orc by just adding a few class levels to it.
 

RoF is mostly 3.5, and not 3.0, as it anticipated most of the changes that 3.5 was going to have.

The Orogs are on page 71 of RoF, and unless I missed it in the text it makes no mention of them being crossbreeds of the two species that you mentioned.
 

The Orogs in Races of Faerun are more like the Orogs in Birthright - same name as the half-Orc/half-Ogre breed, but different beastie otherwise.

The old familiar ones are done for 3.0 in Tome of Horrors, from Necromancer games, and should not be hard to 3.5-ize from there. MANY of the old favorites (including Flinds) are there.

As a side note, while I appreciated seeing the Flind, the Orog, the Ogrillon, the Nilbog, and the Flumph for nostalgia's sake, I don't find them all that useful in my games. Their role, as Staffan pointed out, was to be "Advanvced versions" of the regular monsters. Such separate creatures are no longer necessary, as 3.x has rules for "Advancing" the standard creatures.

[Edit: Oh, and the Flumph is the Advanced version of the "Throw Pillow". ;) ]
 
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In MM 3.5 it's described as a Character, but not as a template. Seems quite powerful an, say, adding +10 to an ogrish orc with a score of 15 in Str...
 

Dragon 313 (November 2003) has a half-ogre template along with other half-monster templates. You could stick it to an orc to get a half-orc/half-ogre. But I advise against doing so since the template is somewhat broken IMHO. A half-orc/half-ogre would get a modifier of +12 to it's strength.

Here is a half-orc/half-ogre I wrote up for my own game world.

* +8 Str, -2 Dex, +2 Con, -2 Int, -2 Wis, -4 Cha.
* Large Size Giant
* Space/Reach 10 feet/10 feet
* Base Speed 40 feet.
* Darkvision 60 feet
* Racial Hit Dice: A half-orc/half-ogre starts out with two levels in Giant. These give him 2d8 hp, +1 BAB and the following base saving throw modifiers: Fort +3, Ref +0, Will +0.
* Racial Skills: A half-orc/half-ogre's Giant levels give him 5 × (2+ Int modifier, minimum 1) skill points. It's class skills are Climb, Listen and Spot.
* Racial feats: The Giant levels give the half-orc/half-ogre one feat.
* Weapon and Armor Proficiency: All half-orc/half-ogres are proficient in all simple and martial weapons, light and medium armor, and shields.
* +3 natural armor bonus
* Automatic Languages: Common, Giant, Orc. Bonus Languages: Goblin.
* Favored class: Barbarian.
* Level Adjustment: +2
 


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