Ogres

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There are several types of Ogres on Habololy. The most numerous and widely known are simply called ogres. They inhabit any and all area of the world where they can find food and shelter. The Sron Mhor ogres were first noted within the past century in the Great Forest and have not made their way to many other places on Habololy. The Sylvan Ogres have been around for as long as anyone remembers. While originally from the Great Forest, they have long since left their first home. Their primary residence in in the Odd Lands, in Pacyr and Iott.


ALIGNMENT: The typical ogres are cruel, grumpy and uninterested in organization and tend toward chaotic and evil. The Sron Mhor and calmer and more civilized and tend toward neutral and good. The Sylvan Ogres, reclusive and moderate are mostly neutral in all ways.


RELIGION:

POPULAR NAMES:

Male:

Female:


WHAT MAKES OGRES DIFFERENT:

Although all Ogres share some bonds with each other, there are some differences. Described below are what all ogres have in common and what nuances make them distinct from others.

  • All Ogres are large-sized
  • All Ogres have a base speed of 35ft.
  • All Ogres have an ECL of +2.
  • All Ogres have a space/reach of 10 feet.
  • All Ogres receive a +4 natural bonus to armor class.
  • All Ogres start with 10 hit point in addition to class levels.
  • Ogres may never take the Technology feat
  • Ogres can sustain themselves without water for three times the normal length of a human


Common Ogres

  • have low-light vision
  • favored class is Berserker
  • may not be Psions or Wizards
  • receive a +6 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -2 Charisma
  • may select from the following racial feats:


Sron Mhor

  • favored class is Fighter
  • can see through invisibility
  • receive a +4 Strength, -2 Dexterity, +4 Constitution, -2 Intelligence, -2 Charisma
  • may select from the following racial feats:


Sylvan Ogres

  • receive a +4 bonus to all Knowledge (Nature), Hide, Move Silently, and Survival checks while in a forest
  • favored class is Ranger
  • may move through any sort of natural undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment.
  • receive a +8 bonus to saves against any natural poison
  • receive a +4 Strength, -2 Dexterity, +4 Constitution, -2 Intelligence, -2 Charisma
  • may select from the following racial feats: