Ogre
- This page is about the player species. For the monster, see Ogre (monster).
Ogres are huge, chunky creatures who typically are strong rather than smart, and not nimble at all. Their size also makes them hunger more than smaller folk. Ogres mature almost as quickly as Humans.
Their preferred methods of avoiding beatings are dodging and the use of shields. Many Ogres find it natural to wield some large and blunt weapon. (Countless lethal incidents have taught them to leave most edged weapons be.) While all sophisticated forms of missile combat are too awkward for them, they are good at throwing things, in particular boulders. Contrary to expectations, Ogres are not reduced to mindless brutes. They possess a raw talent for witchcraft, letting them pick up the basics of spellcasting at an amazing speed. However, the more arcane schools of magic are foreign to them and are only learned at poor rates. |
Contents
Innate Abilities
- Tough Skin 1: Ogres have +1 AC.
- Fast Metabolism 1: Ogres burn sustenance quicker than other species.
- Saprovore 1: Ogres can eat rotten chunks if Hungry or worse.
- Ogres are large creatures. Unlike smaller species, they can use giant clubs and giant spiked clubs, but cannot wear any armour but robes, cloaks, animal skins, troll hides, troll leather armours, dragon hide, or dragon armour. Bucklers are also too small for them, but they can wield shields and large shields more easily than normal.
- Ogres are large enough to attack at normal speed while standing in shallow water (though they still move slowly through it).
Ogres have a base Strength of 12, Intelligence of 7 and Dexterity of 5 (before Background modifiers).
Preferred Backgrounds
- Warriors: Hunter
- Zealots: Berserker, Death Knight
- Warrior-mages: Arcane Marksman
- Mages: Wizard, Fire Elementalist
Level Bonuses
- +1 strength every 3rd level.
- 30% more HP than average.
- Average MP.
- +4 magic resistance per level.
Starting Skills and Equipment
Ogres start with the skills and equipment listed for their background, with the following exceptions:
- Incompatible body armour is replaced with an animal skin or robe.
- Helmets are replaced with hats.
- Meat rations replace bread rations, and Ogres start with an extra ration.
- Any Armour skill is replaced by Dodging.
- Ogre hunters are given a choice of large rocks instead of javelins.
- Ogre hunters and artificers start with a club instead of a short sword.
Difficulty of Play
Simple • Intermediate • Advanced |
Ogres enjoy a number of advantages over other species, but have an equal amount of disadvantages. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable AC and EV in the early game. On the plus side, their offenses become powerful very quickly, with a good proficiency in Maces & Flails, and access to both giant spiked clubs and large rocks. Despite having terrible magic aptitudes, it is still entirely possible and very beneficial for ogres to eventually learn a spell or two. Their excellent Spellcasting aptitude allows them to learn and cast any low-level spell fairly easily (though at low spellpower), and eventually mid-level spells that don't rely on too many schools (like Haste) may be worth the investment.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 3 | Armour | -2 | Spellcasting | 1 |
Dodging | -1 | ||||
Maces & Flails | -1 | Shields | 0 | Conjurations | -1 |
Axes | 0 | Stealth | -2 | Hexes | -1 |
Polearms | 0 | Summonings | -1 | ||
Staves | 0 | Invocations | 1 | Necromancy | -1 |
Unarmed Combat | -1 | Evocations | -2 | Translocations | -1 |
Throwing | 0 | Shapeshifting | -1 | Alchemy | -1 |
Fire Magic | -1 | ||||
Short Blades | -1 | Ice Magic | -1 | ||
Long Blades | -1 | Air Magic | -1 | ||
Ranged Weapons | -3 | Experience | 0 | Earth Magic | -1 |