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==Pathfinder== In [[Pathfinder]], things are slightly different. There, [[ogre]]s are disfigured horrors right out of a hillbilly slasher flick - distorted monsters mutated through generations of incest, [[Lamashtu]] worship, toxic food and who knows what other foulness. Of course, as a species of killer hillbillies, Pathfinder's ogres love them some rape. Most of the time, they don't remember to stop before their victim dies, but when they do - or when it's a horribly mutated ogre gal snu-snuing some unfortunate guy - the result is a horrible mutant. See, ogre genes are so foul and polluted that any creature with ogre blood in its veins winds up a disfigured abomination in their own right, and that's one gene-pool that won't ever come right. As a result, these ogre-blooded freaks tend to be just as nasty and inbred as their ogre progenitors - maybe more so. In Pathfinder, though, these unfortunates are called '''Ogrekin'''; a "half-ogre" is what you get when an ogre mates with a [[giant]], and whilst such critters are still deformed, they come off a lot better than the poor ogrekin do. Ogrekin status is handled as a template that can afflict Medium sized humanoids. There's two separate versions, but the idea remains fairly consistent. ===Ogrekin Template, mk 1=== This is the first version of the ogrekin template, which appeared in the original printing of "The Hook Mountain Massacre". ::Type changes to Giant ::+3 Natural Armor ::Low-Light Vision ::Roll once on the Advantageous Deformity table. ::Roll Once on the Disadvantageous Deformity table. ::Strength +6, Constituition +4, Intelligence -2, Charisma -2 '''Advantageous Deformity:''' # Webbed Digits: The ogrekin has a Swim speed equal to half its base land speed. # Oversized Limb: +2 Strength and can wield weapons one size category larger than normal with no penalty. # Thick Skin: +2 natural armor. # Enhanced Senses: +2 racial bonus on Search and Spot checks. # Triple-Jointed: +4 racial bonus on Escape Artist checks, can move through areas half its space in size without squeezing. # Oversized Maw: The ogrekin has a Bite attack that deals 1d4 damage as a secondary natural attack. # Vestigial Limb: +4 racial bonus on grapple checks. # Fierce Visage: +4 racial bonus on Intimidate checks. # Quick Metabolism: +2 racial bonus on Fortitude saves, double the normal amount of healing from resting. # Vestigial Twin: +2 racial bonus on Will saves, +2 racial bonus on one selected type of Knowledge checks. '''Disadvantageous Deformity:''' # Obese: -2 Dexterity (minimum of 1) # Extra Ugly: -4 penalty on all Charisma-based skill checks. # Light Sensitive: Dazzled when in areas of bright sunlight or a Daylight spell. # Weak Mind: -2 penalty on all Will saves. # Speech Impediment: -2 penalty on all skill checks that rely on speech, +20% spell failure chance for spells with a verbal component. # Deformed Hand: Cannot use a weapon in that hand, -2 penalty on attack rolls with two-handed weapons. # Stunted Legs: -10 feet in speed (5 feet minimum). # Pinhead: -2 Intelligence # Fragile: Lose the normal +4 Con bonus. # Freakish Birth: This lucky ogrekin has no crippling mutations at all! ===Ogrekin Template, mk 2=== This is the finalized version of the ogrekin template, which appeared in the Bestiary 2 and gained further mutations in the Inner Sea Monster Codex. ::Type changes to Giant ::+3 Natural Armor ::Low-Light Vision ::Select 1 Beneficial Deformity or roll to determine. ::Select 1 Disadvantageous Deformity or roll to determine. ::Strength +6, Constituition +4, Intelligence -2, Charisma -2 '''Beneficial Deformities:''' # Oversized Limb: +2 Strength, can wield weapons one size category larger without penalty. # Oversized Maw: Gain a Bite attack that deals 1d4 damage. # Quick Metabolism: +2 racial bonus on Fortitude saves. # Thick Skin: +2 natural armor bonus. # Vestigial Limb: +4 racial bonus on grapple checks. # Vestigial Twin: All-around Vision. The Inner Sea Monster codex added these extra deformities: # Bulging Eye: Gain Darkvision 60 feet. # Enlarged Skull: Negates the normal Int penalty for Ogrekin. # Gnarled Hands: Gain a Claw attack that deals 1d6 damage as a primary natural attck, or Improved Natural Attack (Claw) as a bonus feat if the base creature already has claw attacks. # Grotesque Ears: Blindsense 10 feet, +4 racial bonus on Perception checks. # Lanky: Reach increases by +5 feet. # Snout: Gain the Scent quality. # Thick Feet: +4 racial bonus to CMD against bull rush, overrun and trip, +2 to AC against attacks made whilst charging. # Vice Grip: +2 racial bonus on disarm and grapple, +4 racial bonus to CMD against disarm and grapple. # Warty Knuckles: Gain Improved Unarmed Strike as a bonus feat. # Webbed Fingers: The ogrekin gains a Swim speed equal to half its land speed. '''Disadvantageous Deformities:''' # Deformed Hand: Cannot use a weapon in that hand, -2 penalty on attack rolls with two-handed weapons. # Fragile: Lose the normal +4 Con bonus. # Light Sensitive: Dazzled when in areas of bright sunlight or a Daylight spell. # Obese: -2 Dexterity (minimum of 1) # Stunted Legs: -10 feet in speed (5 feet minimum). # Weak Mind: -2 penalty on all Will saves. The Inner Sea Monster codex added these extra deformities: # Atrophied Eyes: Gain the Light Blindness weakness. # Bad Eyes: Attackers increase their Flanking bonus to +4, the ogrekin suffers a -2 penalty on all ranged attack rolls against targets more than 30 feet away. # Brittle Bones: Attackers gain a +4 bonus on their confirm critical hit rolls against this ogrekin. # Deformed Feet: The ogrekin can't run, and takes a -2 penalty to CMD against bull rush, overrun and trip. # Distractible: If the ogrekin rolls a natural 1 on an ability check, attack roll, saving throw or skill check, it becomes Confused until the end of its next turn. # Flaking Skin: Natural Armor Bonus decreases to +1, gain Vulnerability to Non-Lethal Damage. # Massive Girth: Size category is +1 when attempting Stealth checks. # Offensive Odor: Charisma penalty is -4 instead of -2, creatures with Scent can detect this ogrekin from twice as far. # Trusting: -2 penalty on Will saves against mind-affecting effects, -1 penalty on Initiative checks. # Twisted Spine: -4 penalty on grapple and trip checks, standing up from Prone requires a full-round action.
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