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The Half-ogre Class

by Jim Bobb

Ability Score Ranges and alternate dice rolling methods*:
Str: 9-18 (d10+8)
Int: 7-16 (3d4+4)
Wis: 7-16 (3d4+4)
Dex: 3-18 (3d6)
Con: 9-18 (d10+8)
Cha: 3-13 (2d6+1)
*The usual method of generating ability scores may be used, however, the alternate method creates a character within the acceptable ranges as well.

Prime Requisite: Strength
Other Requirements: Constitution of 9 or greater Experience Bonus: +5% for strength of 13 or greater; +10% for strength of 16 or greater.
Hit dice: 1d8 per level with constitution adjustments up to 9th level; at 10th level and after half-ogres gain 3 hit points per level with no constitution adjustments.
Maximum Level: 18th.
Weapons Allowed: All
Armour Allowed: All; shields allowed.
Special Abilities: Base AC 9, 15' infravision, base movement is 90'(30'), use 2 handed melee weapons (not pole-arms) with one hand, can carry 1.5x more than size M and S characters, armour and gear costs 1.5x normal due to size, fighter manoeuvres at 1st level, 2 attacks per round at 12th level, fighter combat options at 12th level, stronghold and followers at 9th level, 3 attacks per round at 16th level.

Half-ogres are hybrids of ogre and orc, human, hobgoblin, bugbear and hill giants. The most common is the ogre-human crossbreed, since ogre males and females find humans the most attractive lot. Many ogre raids will result in the capture of a few humans in addition to material wealth.

Standing slightly shorter than their full-blooded ogre relatives, half-ogres are about 7' to 8' tall and weigh in between 300 and 500 pounds.

Their lanky hair is usually a light dull colour to pitch black and their eyes are black iris-less orbs that can be unsettling to see. Because of the crossbreeding half-ogres tend to be brighter and quicker than their ogrish parent and many times lead ogre reading parties if they are raised among humanoids. Half-ogres raised among humans usually have a hard lot in life, mostly never fully accepted because of their mixed heritage, but they can achieve far more than others credit them. Because of their greater size, they can more effectively carry greater weights and objects and wield greater weapons more effectively. They attack and save as fighters of equal level.

Higher Levels: Half-ogres reaching 9th level may become Half-ogre Lords and build a stronghold (some type of keep or fortification) and attract followers. Depending on his alignment he may have some monstrous followers that have heard of his prowess and tales of his exploits. Numbers and details are the same as for a fighter. Should the half-ogre wish to continue travelling, he becomes known as a Half-ogre Champion and may swear allegiance much as a knight. Depending on his alignment and your campaign, the Half-ogre may also become a Paladin, Avenger or Druidic Knight.

At 12th level, half-ogres gain 2 attacks per round and the fighter combat options smash, parry and disarm and at 16th level they gain 3 attacks per round.

Half-ogre Experience Chart

Level

Experience

Hit Dice

1

0

1d8

2

2,200

2d8

3

4,400

3d8

4

8,800

4d8

5

17,000

5d8

6

35,000

6d8

7

70,000

7d8

8

150,000

8d8

9

300,000

9d8

10

600,000

9d8+3

11

900,000

9d8+6

12

1,200,000

9d8+9

13

1,500,000

9d8+12

14

1,800,000

9d8+15

15

2,100,000

9d8+18

16

2,400,000

9d8+21

17

2,700,000

9d8+24

18

3,000,000

9d8+27

19*

3,300,000

9d8+30

20**

3,600,000

9d8+33

*This level is only attainable by using a Wish or an Immortal Bestow spell.
**This level is attainable only by using an Immortal Bestow spell.