Ogre
Ogre is a D&D 3.5 character class from HPG. Hit die d8; 2 + Int skill points per level.
- Type
- Prestige
- Hit Die
- d8
- Skill Points
- 2 + Int
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +2 | First - +1 1 +1 Str, +1 Agy |
| 4 | +3 | +1 | +3 | +3 | Second - +2 2 +1 Str, +1 Agy |
ogre families into strong clans. One such clan, the Stonemaul ogres, has rejoined the Horde, and many orcs hope that they can recruit other ogre clans as well. Other races see ogres as slow and dumb, and many of them are. However, underestimating an ogre is a good way to get killed. They possess a powerful cunning and an ability to work with each other that surprises their enemies. It is true, though, that ogres are pretty darn stupid - even those with two heads. Ogre adventurers are not as stra
Weapon and Armor Proficiency: Ogres are proficient in the use of simple weapons and with light and medium armor.
Growth (Ex): An ogre achieves Large size at 5th level. Her space and reach each increase to 10 feet. She takes a -1 size penalty to AC and a -1 size penalty on attack rolls. She must wield weapons of Large size or take penalties. Similarly, she must wear armor appropriately sized for her, which costs double. Her lifting and carrying capacities double. The ogre takes a -4 penalty on Stealth checks to hide, but gains a +4 size bonus on grapple checks and on checks to avoid being tripped. Note that the ogre's gear does not grow along with her. Ogre magi are smarter, spellcasting versions of ogres. Ogre magi came into existence in the Second War, when the orc warlock Gul'dan carved up an elven runestone and used its mystic powers to imbue ogre enforcers with the ability and intelligence to cast spells. The experiment was a success, with the only noticeable side effect the fact that it turned the ogres' skin blue. A small price to pay for the power they wield - indeed, blue skin is now a sign of cunning, potential and might among ogres. In many ways, ogre magi are similar to their less intelligent brethren. They belong to the same society. Because of their intellects and magic powers, ogre magi are often in leadership positions in an ogre clan. However, because they focus on developing their spellcasting potential, they are often not as strong physically as other ogres, and ogre chieftains and warlords are usually mighty barbarians or warriors instead of magi. However, such a leader usually has one or more ogre magi advising and assisting him. In the Second War, warlocks required a series of rituals and an altar of storms, created from a sliced piece of elven runestone, to turn normal ogres into ogre magi. Alliance forces destroyed many altars of storms in the Second War and its aftermath; the high elves in particular had a strong desire to eliminate the tainted magic. Few altars still exist, but ogre magi still appear in the most unlikely locales. Some speculate that ogre magi can breed to produce their own kind, while others think that some ogre magi - or darker forces - have developed a way to create more of them. Whatever the case, though ogre magi don't appear in the numbers they did in the Second War, they are still a part of Azeroth. Because of their intelligence, and the fact that they often desire to search for arcane knowledge to enhance their spellcasting abilities, ogre magi are more likely to adventure than other ogres. Their Table 2-5: The Ogre Level HD BAB Skill Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d8 +1 2 +0 +2 +2 First - +1 1 +1 Str 2nd 1d8 +1 - +0 +2 +2 - - +2 1 +1 Str, +1 Sta 3rd 2d8 +2 2 +0 +3 +3 - - +3 2 +1 Str 4th 3d8 +3 2 +1 +3 +3 Second - +3 2 +1 Str 5th 3d8 +3 - +1 +3 +3 - - +4 3 +1 Str, +1 Sta, growth 6th 4d8 +4 2 +1 +4 +4 - First +5 3 +1 Str spells, combined with their physical might, make them self-sufficient. They are uncommon, and meet with stares or violence in civilized towns, but they possess the smarts necessary to talk their way out of many volatile situations. Ogre magi allied with the Stonemaul clan are welcome in any Horde settlement, but the Alliance views all ogres as savages and enemies. Ogre Mage Racial Traits An ogre mage has the following traits: • +2 Strength, +2 Intellect, -2 Agility. Ogre magi are much smarter than lesser ogres and just as strong. They are also just as clumsy. • Medium: As Medium creatures, ogre magi have no special bonuses or penalties due to their size. • Ogre mage base land speed is 30 feet. • Darkvision: Ogre magi can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight. • Low-Light Vision: Ogre magi can see twice as far a s a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Monstrous Humanoid: Ogre magi are monstrous h umanoids, not humanoids. They are immune to effects that specifically target humanoids, like hold person. • +2 racial bonus on Knowledge (arcana) and Spellcraft checks. • Automatic Languages: Common and Low Common. • Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. Ogre magi enjoy learning other languages. • Creature Class: If you play an ogre mage, you must take levels in the ogre mage creature class. • Favored Class: Choose one spellcasting class, such as shaman or warlock. That class is the ogre mage's favored class. For example, if you chose warlock, the ogre mage's warlock class does not count when determining whether he suffers an XP penalty (see WoW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).