Showing posts with label half-ogre. Show all posts
Showing posts with label half-ogre. Show all posts

Wednesday, June 17, 2015

Character Class Preview: The Half-Ogre

HALF OGRE
Requirements:   STR 15, CON 9

Prime Requisite: CON
Hit Dice: 1d10
Maximum Level:   6th
Half Ogres are the offspring of human women that have been ravaged by repulsive Oni (Ogres). Large, brutish hulks that are shunned by most, they lead a lonely life. Many seek a life of adventure, seeking comrades who welcome their brute strength and ability to cause harm to their foes.

Half-Ogres stand close to seven feet tall, and have immense strength. To determine your character’s size, roll 2d6 and add it to 78. The total is your height in inches (between 6’6” to 7’5”).

Half-Ogres are able to use all weapons (except for bows) and can wear any armor. Although armor cost is doubled due to their immense size.

Special Abilities
Brute Strength:  Half-Ogres have supernatural strength, as such they add 2 points of damage for each strength point above 14 to any melee attack (or unarmed combat) when they roll for damage (in addition to the STR table). So, for example, a Half-Ogre with a STR score of 16 would add 4 points of damage to any melee attack (in addition to the STR score). In addition, they are able to break down doors on any 1d6 roll of 2 or better (failing only with a result of 1), regardless of their STR score.


Intimidation: A Half-Ogre is fearsome to behold to most folks, any 0 level human and 1 HD monster (not animals or spirits) must make a save vs. Petrify/Paralyze or they will quake in fear or flee (as determined by the GM). If a Half-Ogre wishes to amplify this, they can bare their teeth and stare down their targets to provide a -2 to their save. (This amplification can only be done once per day per level of the Half-Ogre).

Infravision: Half-Ogres are able to see up to 60’ in the dark.

Half-Ogre Advancement Table
ExperienceLevelHit Die (d10)
-12
2,25023
4,50034
9,00045
18,00056
36,00067

Thursday, March 12, 2009

Old school, new class.


I have been struggling to come up with a good non-human character class for my Ruin & Ronin supplement. I don't want to use the typical Oriental Adventures stuff, and elves and dwarves just seem to out of place for me. Then inspiration hit while watching Yojimbo, take a look at the guy in the picture, he is a damn giant - so I came up with my Half-Ogre class. This is a big brute of a guy that can fight and dish out damage. You can download the class here. He can only reach 9th level in experience, but he has a couple of cool (I think) class abilities.


Here is the class description along with it's abilities.


You are a giant, and an outcast. Most people shun you because of your heritage, but all fear you because of your size and ferociousness. You get along well with adventurers as they can see the benefit of having a person of your stature. You fight, and fight well.

Half-ogres stand over 6 ½ feet tall and weigh at least 300 pounds. You must have a Strength score of 13+ to play a Half-Ogre character.

Ogre's Ferociousness: Half-ogres are strong, and can deal massive amounts of damage because of their strength. A half-ogre character gains +2 to all melee and unarmed damage rolls (in addition to their normal Strength bonus). In addition, they add +3 to their Strength bonus (in addition to their normal Strength bonus) for any contest of Strength with humans or medium sized creatures. Half-ogres can break down doors on a d6 roll of 4 or less.

Iron Constitution: Half-ogre's resist poison and disease better than most other races, they make saving throws against these threats as if they were 4 levels higher than their current level.