Agreed, and agreed to everything in Shade's post above. Looking at the original numbers, though, I think the climb speed should probably be higher (base climb about 2/3 base speed). How about 20 ft for the climb speed?
Tripple damage sometimes seems to fit in better than double damage more often.freyar said:For the arbalest, let's leave the threat range at 20 but give it triple damage on a crit. I'm all for ranged sunder attempts, too.
Ogre's Organization: Solitary, pair, gang (3–4), or band (5–8)ORGANIZATION: Tribe or company
INTELLIGENCE: Common low (8-10), Leader/Captain average (11-12)
HIT DICE: Common 4+3, Leader 5+4, Captain 6+6
Units of Stonecrown ogres that have worked and trained together for long periods can control their battle frenzy, raging only when they deem it appropriate. The sight of an entire company of ogres going into battle-rage at once has routed more than one army.
Stonecrown ogre leaders always have maximum hit points and superior armor, generally a form of chain. Mercenary captains have superior armor and often carry Stonecrown arbalests.
This sounds good. The "once per round" makes it very clear.Shade said:Rather than make it a feat, we can just follow the frenzied berserker's example and allow another Will save to end the frenzy early.
"To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues."