Sledged's Ogrillons (3.5e Race)
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Also see the Ogrillon creature listing.
In areas where orcs and ogres are neighbors, ogrillons may be found. Orcs and ogres will just as easily fight with each other as they will trade, and it's not uncommon for them to fight along side each other against a common enemy. Orcs value an ogre's size and strength, and they occasionally earn respect from them through their cunning and slightly higher intellect. Ogrillons are the product of a male ogre and female orc and are always sterile. They can be found among either race. Though they do not quite have the size of a half-ogre (the product of a human and an ogre), ogrillons are typically stronger, more brutish, and more violent than their larger cousins.
Ogrillons are short-tempered, brutish, and know only one solution to any problem. To an ogrillon, there is no issue that can't be solved with violence. They inherit the most volatile personality traits common to orc and ogres. It's not that an ogrillon doesn't understand the concept of non-violent solutions. They just don't believe they work as well or are as much fun.
Ogrillons love mayhem. Combat is their favorite way to pass the time. An ogrillon out of combat is restless and troubled, but it will be seen chuckling merrily to itself during a good fight. Ogrillons are happy to fight simply for the love of destruction, but they're smart enough to know they can hire out their services (usually to orcs), and often do so in exchange for gold.
Other favored pastimes for ogrillons include fighting, feasting, drinking, fighting, wrestling, boasting, fighting, drumming, fighting, wild dancing, fighting, and beating the living daylights out of others.
Ogrillons are the size of orcs, and closely resembles one. They typically have black hair, lupine ears, and reddish eyes. Enganged in combat alongside orcs, ogrillons of this type can only be distinguished from an orc by a Spot check (DC 20). An adult male ogrillon stands a little over 6 feet and weighs about 270 pounds. Females are about 5 inches shorter and 40 pounds lighter. One in every ten ogrillons is born with features and coloration very similar to those of ogres (see the racial feat Big Brute), such as dull yellow to dull brown warty skin, and they are typically about a foot taller and 40 lbs heavier than normal. The most distinguishing feature that identifies ogrillons of either type is the small horn plates that cover their bodies.
Due to their violent nature, ogrillons are almost always at odds with the more civilized races of humans and halflings. Relations with elves and gnomes are even worse due to ogrillons being orc—which are sworn enemies of elves—and giant—which have an enmity to gnomes. Lastly, because dwarves have an intense dislike of both orcs and giants, they generally attack ogrillons on recognition just on principle alone.
Ogrillons can typically get along with ogres as well as orcs do, meaning they can just as easily be at odds as they will enjoy each other's company. They are almost always on good terms with orcs, due to their strength, agressiveness, and love for combat. Ogrillons are often approached by orcs when they need good fighters against some enemy.
Ogres are usually chaotic and evil. Orcs are usually chaotic and evil. There's no guess work here.
Ogrillons have no land of their own, but they most often live among orcs. Those that do not, live among ogres.
Ogrillons typically worship Gruumsh (deity of orcs, war, and territory), Vaprak (deity of ogres and trolls), Erythnul (deity of slaughter and panic), and/or Grolantor (deity of hill giants, ettins, and ogres). It is also not unheard of for ogrillons to worship Annam (giants), and Hextor (tyranny, war, conflict, fitness), and for female ogrillons to worship Hiatea (female giants).
Orc and Giant, neither of which has an alphabet of their own, both use Dwarven script on the rare occasions when someone writes something down.
Orc and Ogre names are very similar. They're usually a gutteral name meant to intimidate. Players may choose from the orc lists (see Half-Orcs, page 18 of the Player's Handbook) when making their characters.
- +8 Strength, +2 Constitution, −2 Intelligence, −2 Wisdom, −2 Charisma.
- Giant (Orc): Ogrillons are creatures with the giant type and the orc subtype. For all effects related to race, a ogrillon is considered an orc in addition to being a giant. In instances where the effects based on the two would conflict, giant type supercedes orc subtype.
- Medium size.
- An ogrillon's base land speed is 30 feet.
- An ogrillon's giant type grants it low-light vision.
- An ogrillon's giant type grants it proficiency with all simple and martial weapons.
- Darkvision out to 60 feet.
- +6 natural armor bonus.
- Natural Weapons: 2 Slams (horn-reinforced fists; 1d4).
- Armor discomfort: Ogrillons are covered with horn plates which makes wearing armor uncomfortable. Ogrillons (or any creature assuming the ogrillon form) suffer an additional −2 to armor check penalties, attack rolls, and all skill checks that involve moving, including Ride when wearing armor. It also imposes an additional +10% to arcane spell failure chance.
- Automatic Languages: Common, Orc. Bonus Languages: Common, Dwarven, Giant, Gnoll, Goblin, Undercommon, Terran.
- Favored Class: Barbarian.
- Level Adjustment: +3.
Ogrillon Monster Class
The ogrillon monster class is for players with ogrillon characters that want to begin play at 1st level. An ogrillon must take all levels in the ogrillon monster class (reaching his 4th effective character level) before taking his 2nd character level.
Racial Traits at 1st Level
- Starting Ability Score Adjustments: +2 Strength, −2 Intelligence, −2 Wisdom, −2 Charisma.
- Giant (Orc): Ogrillons are creatures with the giant type and the orc subtype. For all effects related to race, a ogrillon is considered an orc in addition to being a giant. In instances where the effects based on the two would conflict, giant type supercedes orc subtype. Unlike other giants, ogrillons do not automatically gain low-light vision, or proficiencies with any weapons based on type.
- Darkvision out to a 60 feet.
- An ogrillon starts with one level in a character class.
- +1 natural armor bonus.
- Armor discomfort: Ogrillons are covered with horn plates which makes wearing armor uncomfortable. Ogrillons (or any creature assuming the ogrillon form) suffer an additional −1 to armor check penalties, attack rolls, and all skill checks that involve moving, including Ride when wearing armor. It also imposes an additional +5% to arcane spell failure chance.
|1st||1||+2 Str, −2 Int, −2 Wis, −2 Cha||Character class, darkvision 60 ft., +1 natural armor, armor discomfort|
|2nd||1||+2 Str||Low-light vision, natural armor +2|
|3rd||2||+2 Con||Natural armor +2, slams, armor discomfort −2/+10%, simple weapon proficiencies|
|4th||2||+4 Str||Natural armor +1, martial weapon proficiencies|
Character Class: An ogrillon starts play with a level in a character class.
Ability Boost: An ogrillon gains the listed ability score adjustments at the indicated levels.
Natural Armor Bonus: An ogrillon's natural armor bonus increases by +2 at 2nd and 3rd levels and by +1 at 4th level.
Slams: An ogrillon gains two slam attacks (1d4) at 3rd level.