Dalamar said:Did some adjustments according to feedback, and added another feat.
Comments welcome
Of course, meanwhile the ogre can't do much else to anyone else either. I like how it works. I think it's fairly balanced, and while not optimal, it's fun and flavorful.Dalamar said:A 3rd-level fighter could theoretically pick all the feats (Imp Unarmed Strike and Imp Grapple at 1st, Expert Thrower at 2nd, and Built for Throwing at 3rd, one level earlier for a human fighter). Such a character would then have a regural Grapple bonus of +10, and +14 for throwing if their opponent was pinned the last round. So such a character stands a good chance of throwing an ogre 10ft, given a couple of rounds to get into position (grapple, pin, throw). He'd have dealt a total of 1d3+3 nonlethal and 1d6+3 lethal damage to the ogre, compared to the possible 2d6+4 times three (which stands a good chance to kill the ogre) he would've stood a good chance to deal with a great sword instead.
If there was a pit or cliff deep enough, however, the damage could be even higher.
I saw someone post a feat Exotic Weapon: Goblin somewhere in the rules or RPG forum. Damage was done to the opponent and the goblin. The note that live goblins tend to scream and make a lot of noise when used was also quite entertainingDalamar said:Edit - I just had a delightful image of an ogre having chained a squad of goblins next to its lair to use them as weapons in case of pesky adventurers![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.