Ogre0


Level KXP
Spells
1 3.6 (owe) (none)
2 7.2 (none)
3 10.8 (none)
4 14.4 (none)
5 28.8 (none)
6 57.6 (none)
7 115.2 (none)
8 216 (none)
9 432 (none)
10 648 (none)
11 864 (none)
12 1080 (none)
13 1296 (none)
14 1512 (none)
15 1728 (none)
16 1944 (none)
17 2160 (none)
18 2376 (none)
19 2592 (none)
20 2808 (none)
21 3024 (none)
22 3240 (none)
23 3456 (none)
24 3672 (none)
25 3888 (none)
26 4104 (none)
27 4320 (none)
28 4536 (none)
29 4752 (none)
30 4968 (none)
31 5184 (none)
32 5400 (none)
33 5616 (none)
34 5832 (none)
35 6048 (none)
36 6264 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 16, Con 12
Alignment: any E
HD/level: +++d12
Weapon Prof.: 6+level
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM
Groups: Warrior, Monster
 
Gets Barbarian Str and Con. Weapon specialization uses the "Barbarian" line for number of attacks.
Level N (each level) ¶: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1 ¶: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1 ¶: Considered one size larger for purposes of what weapons can be wielded.
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Hag0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get +LVL TH and dmg vs. that enemy.
Bloodmaul: The "LVL*4 gp costing 0" power becomes LVL*10 gp instead.
Boulderfist: Another +LVL dmg with boulders.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become an Ogre Mage your Cone of Cold is d10's.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Str bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Tactical Movement (+1 group you can melee with per segment); Another +LVL TH with clubs.
Dustbelcher: Mouth's P, 1/t: Breathe Dust (1 group, dmg = half current hit points, no save)
Firegut: +1 Henchman slot that you can fill will 10 DL=(LVL+2)/3 Orcs during reset time for free.
Gordok: +3 Str; Sustain Str.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 100 DL=(LVL+3)/4 Orcs during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore all skins, WR, + needed to hit on NPC Parties.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Ogre Mage you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: +LVL TH and dmg with Axes.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: You can throw boulders with every limb (instead of the usual 1 missile weapon per set of limbs rule).
Urok: Use d16's instead of d12's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though