Half-Ogre Paragon (3.5e Racial Paragon Class)
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Your blood is infused with that of the Ogre; You tolerate much more pain, but are at much higher faults.
Making a Half-Ogre Paragon
Those with the blood of an Ogre coursing through their veins find themselves to be far more hostile, while being far more able to both sustain and produce abuse. However, physicality and intelligence takes a blunder and worsens as you grow.
Alignment: Typically either Chaotic Neutral, Chaotic Evil, or Neutral Evil. In very rare occasions, True Neutral, though Good and Lawful are almost impossible with their intense violent behavior.
Starting Gold: 6d8 x 10 GP; It is probably assumed you have recently taken down a traveling caravan or plundered a small township.
|Saving Throws||Special||Stat Changes|
|1st||1||2||0||0||Darkvision 90ft, Light Sensitivity, Low-Light Vision,||+6 Str/-6 Dex/+4 Con/-4 Int|
|2nd||2||3||0||0||Calloused Hide +2, Fast Movement +10ft, Improved Overrun||None.|
|3rd||3||3||1||0||Calloused Hide +3, Improved Bull Rush, Improved Grapple||None.|
|4th||4||4||1||1||Calloused Hide +4, Power Attack, Powerful Build||+2 Str/-2 Dex/+2 Con/-2 Int|
|5th||5||4||2||1||Calloused Hide +5, Cleave, Rage 1/Day||None.|
Weapon and Armor Proficiency: Half-Ogres are naturally proficient with Simple, Martial, One-Handed and Two-Handed Weapons as well as Light, Medium, or Heavy Armor though they are not proficient with any Shields. Half-Ogres are also proficient with throwing boulders, which deal 1d8 + Str Mod Bludgeoning Damage and increases per Size appropriately per Warhammer, including the x3 Critical. The range it can be thrown is +5 ft / +1 Strength Modifier
Stat Change: The Half-Ogre gains +6 to it's Strength and +4 to it's Constitution at 1st Level, while taking a penalty of -6 to it's Dexterity and -4 to it's Intelligence (Neither can not be reduced lower than 1 however). Every Level divisible by 4 (4, 8, 12, 16, 20...), when a new Ability Point is taken, the Half-Ogre can naturally gain stronger or hardier. The player may choose an automatic boost of either +2 Strength or +2 Constitution. This is in addition to whether or not the point is invested into Strength or Constitution; The player can select Strength for the +1 Ability Point at 4th Level while also selecting Strength for the +2 boost, for a total of +3 Strength. However, depending on which one is taken there is a penalty that follows; +2 Strength will also give a -2 Dexterity, while +2 Constitution will also give a -2 Intelligence. The idea is that the Half-Ogre can get stronger, but lose mobility or it can get hardier, but lose thinking capacity. Neither Dexterity nor Intelligence can be lowered past 1 by doing this. Once one of the two is lowered to 1, they can not be selected anymore until they are increased; A Half-Ogre with +26 Strength and +1 Dexterity can not select the +2 Strength boost anymore. This can be used to nullify the Aging effects (Which are as Giants for the purposes of the Half-Ogre Paragon.)
Darkvision: The Half-Ogre gains Darkvision out to 90 ft at 1st Level. If the Half-Ogre is already part of a Class or Race that gains Darkvision, than it is increased only by +30 ft when it is taken again.
Light Sensitivity: The Half-Ogre gains Light Sensitivity at 1st Level. In bright sunlight, immediate bursts of light, or under Light-based spells the Half-Ogre becomes Dazzled for 1d6 Rounds. If the Half-Ogre is already part of a Class or Race that gains Light Sensitivity, the effects are doubled and last twice as long when it is taken again.
Low-Light Vision: The Half-Ogre gains Low-Light Vision at 1st Level. If the Half-Ogre is already part of a Class or Race that gains Low-Light Vision, than it the distance is tripled when it is taken again.
Calloused Hide: The Half-Ogre gains Calloused Hide at 1st Level, which adds +1 Natural AC per Level. The Half-Ogre's thick leathery hide also gives DR1/Bludgeoning per Level, with an additional Fire Resistance/5 every odd Level starting at Level 3. This Feat stacks with similar accounts of Natural Armor, but the effects do not stack as per Fire Resistance and Damage Reduction, (Where you take the highest of the multiple values.)
Incredible Roar: The Half-Ogre can use a deep, prolonged bellowing roar at 1st Level. This is a Full-Action Round, in which during this time the Half-Ogre is considered Flat-Footed. For the purposes of being able to use this, the Half-Ogre must have a Charisma score of at least 1. When using this, the Half-Ogre is allowed to use both it's Charisma Modifier and it's Strength Modifier for the purposes of using Intimidate, while neither can be considered below 1 (Even if they are at 0 or in the negative). The Incredible Roar produces a 60 ft Cone that tapers 20 ft wide. Anyone within this range (Including allies) must succeed a Will Save DC 10 + 1/2 BAB + Cha Mod + Str Mod or become Frightened for 1d6 Rounds, while those who succeed are only Shaken for 1d6 Rounds and can not fall victim to the Incredible Roar again (Or for 1 Day for allies).
Natural Weapons: The Half-Ogre can use powerful Slam and Bite attacks at 1st Level. Their Slam does 1d8 + Str Mod Bludgeoning and their Bite does 1d12 + Str Mod Piercing. Their Full Attack allows them x2 Slams and their choice of either a Bite or an immediate Grapple attempt. If the Half-Ogre is already part of a Class or Race that allows it to use Natural Weapons, select the strongest of the two Slam and Bite Attacks.
Fast Movement: The Half-Ogre gains Fast Movement +10 ft at 2nd Level. If the Half-Ogre is already part of a Class or Race that gains Fast Movement, than it stacks when taken again normally.
Improved Overrun: The Half-Ogre gains Improved Overrun at 2nd Level. If the Half-Ogre is already part of a Class or Race that gains Improved Overrun, than per choice of the player they can choose either a Bonus Feat for which they qualify for when it is taken again, or add an additional +2 to the Strength Check to knock down your opponent.
Improved Bull Rush: The Half-Ogre gains Improved Bull Rush at 3rd Level. If the Half-Ogre is already part of a Class or Race that gains Improved Bull Rush, than per choice of the player they can choose either a Bonus Feat for which they qualify for when it is taken again, or add an additional +2 to the Strength Check to push back their opponent.
Improved Grapple: The Half-Ogre gains Improved Grapple at 3rd Level. If the Half-Ogre is already part of a Class or Race that gains Improved Grapple, than per choice of the player they can choose either a Bonus Feat for which they qualify for when it is taken again, or add an additional +2 to the Strength Check to Grapple their opponent.
Power Attack: The Half-Ogre gains Power Attack at 4th Level. If the Half-Ogre is already part of a Class or Race that gains Power Attack, than they may select a Bonus Feat for which they qualify for when it is taken again.
Powerful Build: The Half-Ogre's weight and strength has greatly increased and it has now gained Powerful Build at 4th Level; The physical stature of a Half-Ogre lets it function in many ways as if it were one size category larger. Whenever a Half-Ogre is subject to a size modifier or special size modifier for an opposed check (such as during Grapple Checks, Bull Rush attempts, and Trip attempts), the Half-Ogre is treated as one Size category larger if doing so is advantageous to it. A Half-Ogre is also considered to be one Size larger when determining whether a creature's special attacks based on Size (such as Improved Grab or Swallow Whole) can affect It. A Half-Ogre can use weapons designed for a creature one size larger without penalty. However, it's space and reach remain those of a creature of it's actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. If the Half-Ogre is already part of a Class or Race that has Powerful Build, than per choice of the player they can choose either a Bonus Feat for which they qualify for, or they can be considered yet another Size larger.
Cleave: The Half-Ogre gains Cleave at 5th Level. If the Half-Ogre is already part of a Class that gains Cleave, than they may select a Bonus Feat for which they qualify for when it is taken again.
Rage: The Half-Ogre gains Rage/1 Day at 5th Level. A Half-Ogre can fly into a rage a certain number of times per day. In a rage, a Half-Ogre temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Half-Ogre’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Half-Ogre cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any Feat it has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Half-Ogre may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). This stacks with the number of allowed Rages per day that the Half-Ogre may already have from it's Class or Race.
One can only become an Ex-Half-Ogre if they become either Lawful or Good, in which case progression stops immediately. They will also lose their ability to use Incredible Roar and Rage/1 Day.
Playing a Half-Ogre
Other Classes: Half-Ogres tend to get along well with other Barbarians and Fighters, however they tend to be wary of any Magic-Based or Stealth-Based Classes, while absolutely hating Paladins and Druids.
Combat: Half-Ogres are known to charge into battle, howling as loudly as possible and smiting as many small enemies as possible as they Overrun their way to the largest or most commanding of the group.
Advancement: Half-Ogres start with a +4 LA (4d8) and are best played as Barbarians.
Half-Ogre in the World
|“||Fear? You know nothing of fear. When you hear the grinding of stones beneath the growls of a Half-Ogre; When you see it wear blood like a second skin; When you watch it casually eat your friend's leg as though it were a drumstick, THEN you can talk to me about fear.||”|
|—Ser Harrok, Human Paladin|
Daily Life: The daily life of a Half-Ogre is simple, crude, filthy, and primitive. They are not afraid to wear the bloodied armor of their freshly fallen foes, nor are they opposed to eating them either. Free armor AND free food?? Why not!?.
Sunder-Gkon is a Half-Ogre Orc who was raised with unnaturally thick skin and heavy bones. Though his name is Gkon, it is said his full name comes form the fact he can sunder weapons and armor with his bare hands.
Organizations: Half-Ogres tend to be outsiders; Normal Ogres will become far more hostile toward them as they can smell the taint in their blood, while non-Ogres despise them for their cruel and violent upbringings. However, Half-Ogres are known to be very friendly with Orcs and often associate with Orc Clans as formidable warriors.
NPC Reactions: A keen distaste is known to all who happen a glance upon the Half-Ogre. All NPCs are treated as through their normal Attitude (Diplomacy) toward a Half-Ogre is Unfriendly. However, when dealing with an Orc, the Half-Ogre's normal Attitude is almost always Helpful, so long as the Orc isn't already Hostile against them (I.E. Encounter.)
Characters with ranks in Knowledge: Nature can research Half-Ogres to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Ugly brutes. Vile, repulsive, and rancid.|
|10||Keeping your distance is the best when handling these monsters.|
|15||Sudden bursts of light can blind them.|
|20||Their sluggish but violent fighting style leaves them open to Flanking.|
Half-Ogres in the Game
At most there should only be one Character in the game with this Paragon, and they are very clearly the Tank of the group, however if encountered as Hostile NPCs, as many as Px3 should be allowed, where "P" is the amount of Players: A party of 4 should be able to take on 12 Half-Ogre Paragons.
Dwarf Half-Ogre Paragon: Enraged, powerful, and fast the Dwarf benefits in a greater speed and a stronger Bull Rush.
Human Half-Ogre Paragon: With a more defined Strength and Constitution, the Human is more well prepared to become a Fighter or other Combat-Focused Classes. With the Rage, a Human can become an even deadlier Monk.
Sample Encounter: Flynn, an Elvish Rogue, is perched up top of the highest branch of a tall tree. He is attempting to scout ahead for his companions. Off in the distance the distinct howls of an Ogre were heard, only they sounded ... weak. Almost sick. As Flynn stabilized himself on the branch, he noticed the leaves shaking as heavy thuds slammed against the ground. A short shout followed by the sound of metal caving in made Flynn realize this thing had found them. Flynn turned just in time to see the blood lathered shield with part of the arm of his fighter companion being hurled at him like a disk.
EL whatever: Though their deluded blood prevent the player from taking the Subtype Giant (Unless their Race naturally contains this Subtype), the Half-Ogre Paragon will allow for a +4 LA (Given above with the Racial HD of +4d8; Standard Ogre HD).