Gets Barbarian Str and Con. Weapon specialization uses the "Barbarian" line for number of attacks.
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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.
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Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
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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.
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Level 1 ¶: Considered one size larger for purposes of what weapons can be wielded.
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Level 1: You can hit targets that need a +LVL or better weapon to hit.
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Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
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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.
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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.
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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)
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Ogre/Hag Clans:
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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.
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Bladespire: Specify a species enemy (broad monster type such as Dragons). Get +LVL TH and dmg vs. that enemy.
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Bloodmaul: The "LVL*4 gp costing 0" power becomes LVL*10 gp instead.
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Boulderfist: Another +LVL dmg with boulders.
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Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become an Ogre Mage your Cone of Cold is d10's.
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Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
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Dreadmaul: Extra-Barbarian Str bonus.
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Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
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Duskbelch: Tactical Movement (+1 group you can melee with per segment); Another +LVL TH with clubs.
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Dustbelcher: Mouth's P, 1/t: Breathe Dust (1 group, dmg = half current hit points, no save)
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Firegut: +1 Henchman slot that you can fill will 10 DL=(LVL+2)/3 Orcs during reset time for free.
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Gordok: +3 Str; Sustain Str.
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Gordunni: Resist Priest Magic, Resist Negative
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Laughing Skull: +1 Henchman slot that you can fill will 100 DL=(LVL+3)/4 Orcs during reset time for free.
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Mo'grosh: You can't be targetted by NPC Parties. You ignore all skins, WR, + needed to hit on NPC Parties.
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Mok'Nathal: +3 HNCL.
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Mosh'ogg: +1 Chr; If you are an Ogre Mage you get +1M action.
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Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
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Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
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Stonemaul: +LVL TH and dmg with Axes.
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Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
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Torchbelcher: You can throw boulders with every limb (instead of the usual 1 missile weapon per set of limbs rule).
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Urok: Use d16's instead of d12's for Hit Dice.
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Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though
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