Races: Ogre (CR 3)

Physical Description

Society

Relations

Alignment and Religion

Adventurers

Ethnicities


Languages


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Racial Traits


Standard Traits (73 CP)

  • Hit Dice: Ogres begin play with 3 Hit Dice (d8). (0 CP)
  • Type: Ogres are humanoids with the giant subtype.
  • Ability Score Modifiers: Ogres gain +16 Strength, +15 Constitution, -2 Intelligence, -4 Charisma. (50 CP)
  • Ability Score Increases: Ogres begin play with 6 points to allocate to their ability scores, up to 3 points to a single score.
  • Size: Ogres are Large creatures and gain +2 Strength, -2 Dexterity, +1 Constitution, -1 size penalty to attack rolls, +1 size bonus to CMB and CMD, -1 size penalty to DV, -2 size penalty to Fly, -2 size penalty to Stealth, creature's space and reach increases by 5 ft. (2 CP)
  • Speed: Ogres have a base speed of 40 feet.
  • Languages: Ogres begin play knowing one regional Giantish language. Ogres with high Intelligence scores can choose from regional languages from the following: Dwarvish, Goblish, Giantish, Human, and Orcish. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Natural Armor: Ogres have a natural armor bonus equal to their total Hit Dice. (2 CP)
  • Saving Throws: Ogres begin play with Fortitude +3, Reflex +1, and Will +1 as their base saving throw bonuses. (1 CP)

Feat and Skill Racial Traits

  • Class Skills: Ogres always consider Climb, Craft, Handle Animal, Heal, Intimidate, Perception, Profession, Ride, Survival, and Swim as class skills. (5 CP)
  • Feats: Ogres begin play knowing one feat per Hit Die and 1 racial feat.
  • Skill Ranks: Ogres begin play with 2 + Intelligence modifier skill ranks per Hit Die, and have 3 skill proficiency increases to allocate. (0 CP)

Offense Racial Traits

  • Base Attack Bonus: Ogres begin play with a base attack bonus of +2 (medium progression). (0 CP)
  • Bite: Ogres have a bite natural attack that deals 2d4 points of damage. At 7th Hit Die, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)
  • Grab: The ogre's slam attacks have the grab ability. When the ogre hits a target up to his size with a slam attack, he deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. The attack does not need to deal damage in order to start the grapple. The ogre has the option to conduct the grapple normally, or simply use the part of his body he used in the grab to hold the opponent. If he chooses to do the latter, he takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition himself. Each successful grapple check he makes during successive rounds automatically deals the slam attack's damage. Ogres receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. (4 CP)
  • Slam: Ogres have 2 slam natural attacks that each deal 1d6 points of damage. At 7th Hit Die, and every 7 HD after, the damage of each slam increases by 1 size. (2 CP)

Senses Racial Traits

  • Darkvision: Ogres can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)
  • Low-Light Vision: Ogres can see twice as far as humans in conditions of dim light. At 7th Hit Die, they can see three times as far, four times as far at 14th HD, and so on every 7 HD after. (1 CP)

Alternate Physical Traits

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Cultural Traits

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Racial Feats


Feat Name Category/Type Prerequisites Benefit
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