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Table A–38: The Ogre

Hit Base Attack Fort Ref Will Skill


Level Dice Bonus Save Save Save Points CR Special
1st 1d8 +0 +2 +0 +0 (2 + Int mod) × 4 1 Feat, +3 natural armor
2nd 2d8 +1 +3 +0 +0 2 + Int mod 1 +2 Str, +2 Con
3rd 3d8 +2 +3 +1 +1 2 + Int mod 1 Feat, +4 natural armor
4th 3d8 +2 +3 +1 +1 — 1 +2 Str, +2 Con
5th 4d8 +3 +4 +1 +1 2 + Int mod 2 Large size, reach 10 ft., +2 Str, –2 Dex
6th 4d8 +3 +4 +1 +1 — 2 +2 Str, +5 natural armor

OGRE Class Skills

APPENDIX 1
Giant The ogre’s class skills (and the key ability for each skills) are
Ogres stand out as physically powerful combatants, even if Climb (Str), Craft (Int), Listen (Wis), Profession (Int), and
they lack sophistication. Yet style and grace are something Spot (Wis).
that an ogre character seldom needs. The ogre proves its On reaching Large size, an ogre takes a –4 size penalty on
worth in single combat and to a party of adventurers in Hide checks.
almost every encounter,
dealing out terrible Class Features
punishment to its ene- All of the following are class features of the ogre mon-
mies—and that’s in addi- ster class.
tion to its naturally repel-
lent odor.
Building the ogre mon-
ster class focuses on the crea-
ture’s Strength, size, and
natural armor. The 1st-
level ogre begins play
strong but with less than
half of its eventual Strength.
The rest is gained over sev-
eral levels until the ogre char-
acter reaches 8th level. Simi-
larly, the ogre’s natural armor
slowly accrues over those levels,
beginning at 2nd level. Finally,
at lower levels, the ogre is
merely Medium-size.

Racial Traits
• Starting Ability Score Ad- Weapon and Armor Proficiency: Ogres are proficient
justments: +2 Str, –4 Int, –4 with all simple and martial weapons, with light armor, and
Cha. An ogre is physically powerful but dumb as a post, with shields.
and severely lacking in social skills. Feats: An ogre receives one feat at 1st level and another
• Speed: Ogre land speed is 40 feet. one at 3rd level. After 6th level it gains feats normally
• Darkvision: Ogres can see in the dark up to 60 feet. according to its character level, as shown on Table 2–5:
• Automatic Languages: Giant. Experience and Level-Dependent Benefits.
• Favored Class: Ogre. The best multiclassing choices for
an ogre are fighter and barbarian. Training in more than OGRE MAGE
a single additional class is difficult for their uncompli- Giant
cated minds to accept. Said to be magical beings native to distant lands, ogre
mages are the opposite of their slow, crude, and brutish
cousins. They can be highly organized and sometimes lead
pqqrs groups of common ogres, devising tactics that make the
best of ogre strengths while minimizing their weaknesses.
MERROW
Merrow (aquatic ogres) live in freshwater lakes and rivers.
With the ability to change shape, fly, charm enemies, and
Merrow use all information from the ogre class, with the follow-
escape from danger as smoke, some ogre mages let others
ing changes: They have a swim speed of 40 feet, can breathe believe that they are actually vampires, fooling enemies
water as well as air, and are proficient with the longspear into wasting time trying to turn them or harm them with
instead of the greatclub. holy water. As smart as the average wizard, ogre mages are
clever beings and make good characters for players who
pqqrs
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