08-24-2017, 03:02 PM
(This post was last modified: 11-19-2017, 09:50 AM by Fortheseen.)
Ogre Family
Mad Ogre
Violence is a way of life for ogres. These crazed brutes mete out beatings for even the slightest infraction.
CR 9 XP 6400
Ogre berserker 6
CE Large Humanoid (Giant)
Init: +2; Senses darkvision 60 ft., low-light vision; Perception +16
AC 17, touch 8, flat-footed 15(+4 armor, +2 dex, +1 deflection, +5 natural, -4 rage, -1 size)
hp 95(HD 10; 4d8+6d10+44)
Fort +13, Ref +8, Will +4
Resist Earth 10, Ice 10
Speed 40 ft.
Melee +1 Greataxes +16/+16/+16/+11 (3d6+18/x3)
Ranged Javelin +10/+5 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks frenzy (16 rounds/day), rage powers(Powerful Stance, Renew Vigor)
Tactics:
Base Statistics When he's not raging, the brute's statistics are AC 21, touch 12, flat-footed 19; Melee +1 greataxe +13/+13/+8 (3d6+11/x3), Ranged javelin +10/+5 (1d8+7); Str 25; CMB +17; CMD 29; Skill Climb +13
Str 31, Dex 15, Con 19, Int 6, Wis 12, Cha 5
Base Atk +9; CMB +20; CMD 32
Feats Alertness, Double Slice, Power Attack, Toughness, Two-Weapon Fighting, Weapon Focus(greataxe)
Skills Climb +16, Perception +16, Survival +9(+12 track)
Languages Giant
SQ Ferocity, Ronso Grip, Track
Combat Gear cure potion(3), hi-potion; Other gear chain shirt, 2 +1 greataxes, javelin(3), cloak of resistance +1, ring of protection +1, 7d10 gil
Ferocity (Ex)
A mad ogre is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.
Frenzy (Ex)
A made ogre can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. Starting at 1st level, a mad ogre can frenzy for a number of rounds per day equal to 2 + his Constitution modifier. At each level after 1st, he can frenzy for 2 additional rounds. To end the frenzy, the character may attempt a DC 15 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any berserk ability the character may have as well as rage. The character can enter a frenzy as a free action. Even though this takes no time, he can do it only during her turn, not in response to another’s action. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy at the start of his next action, as long as he still has at least one round of usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn. While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. During a frenzy, the mad ogre must attack those he perceives as foes to the best of his ability. Should he run out of enemies before his frenzy expires, his rampage continues. He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or his own). When a frenzy ends, the mad ogre is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for 1 minute. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.
Powerful Stance (Ex)
The mad ogre can focus his ferocity. He gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every four levels the beastmaster has. This is a stance rage power.
Renewed Vigor (Ex)
As a standard action, the mad ogre heals 2d8 points of damage + his Constitution modifier. This ability can be used only once per day.
Ronso’s Grip (Ex)
The mad ogre has learned how to wield larger weapons in a single hand. He can wield two-handed melee weapons as if they were one-handed melee weapons, and wield one-handed melee weapons as if they were light weapons.
Track (Ex)
The mad ogre adds half his berserker levels to Survival skill checks made to follow or identify tracks.
Ogre
This creature's python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.
CR 3 XP 800
CE Large Humanoid (Giant)
Init: -1; Senses darkvision 60 ft., low-light vision; Perception +5
AC 17, touch 8, flat-footed 17(+4 armor, -1 Dex, +5 natural, -1 size)
hp 30(4d8+12)
Fort +6, Ref +0, Will +3
Resist Ice 5
Weakness Fire
Speed 40 ft.
Melee Greatclub +7 (2d8+7)
Ranged Javelin +1(1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Tactics:
Before Combat Ogres rarely lay ambushes, and when they do, it's not so much because they are lazy. If they can kill a man with a well-thrown javelin, they don't have to fight or chase him down.
During Combat Once battle is joined, ogres wade into the thick of melee, swinging their clubs at any target that presents itself.
Morale When their prey turns out to be more dangerous than they thought, the rare moment of good sense seizes ogres; they flee if reduced to less than 5 hp.
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Languages Giant
Combat Gear cure potion; Other gear chain shirt, greatclub, javelin(3), 5d10 gil
Ogre Chief
Violence is a way of life for ogres. Most of them learn the best ways to cause pain from their clans' chiefs, who mete out beating for even the slightest infraction. They also lead a small group of ogres around them.
CR 7 XP 3200
Ogre fighter 4
CE Large Humanoid (Giant)
Init: +3; Senses darkvision 60 ft., low-light vision; Perception +7
AC 22, touch 8, flat-footed 21(+9 armor, -1 Dex, +5 natural, -1 size)
hp 76(8 HD; 4d8+4d10+36)
Fort +12, Ref +1, Will +5
Resist Earth 5, Ice 10
Weakness Fire
Speed 30 ft.
Melee Mwk Greatsword +15/+10 (3d6+15/19-20) or Greatclub +14/+9 (2d8+14)
Ranged Javelin +5/+0 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Tactics:
During Combat The ogre chief closes with soft-looking enemies and use her massive reach (with lunge, if necessary) to box them in.
Str 26, Dex 8, Con 19, Int 8, Wis 12, Cha 7
Base Atk +7; CMB +16; CMD 25
Feats Improved Initiative, Iron Will, Lunge, Power Attack
Skills Climb +10, Intimidate +3, Perception +7
Languages Giant
SQ Chosen Weapon(Greatsword), Melee Power, Rain of Blows
Combat Gear cure potion(2), hi-potion, bag of tricks(gray); Other Gear full plate, greatclub, javelins(3), mwk greatsword, 40d10 gil
Rain of Blows(Ex)
When wielding a melee weapon that a fighter has Chosen Weapon with, he may, as a full attack action, make an extra melee attack at his highest BAB, but all such attacks receive a -2 penalty. This does not stack with anything that grants additional attacks (such as haste)
Ogre Mage
Clad in beautiful robes, this exotically garbed giant roars, its tusks glistening and it eyes afire with murderous intent.
CR 8 XP 4800
Ogre black mage 5
LE Large Humanoid (Giant)
Init: +7; Senses darkvision 60 ft., low-light vision; Perception +13
AC 17, touch 12, flat-footed 14(+3 Dex, +5 natural, -1 size)
hp 81(9 HD; 4d8+5d6+54); regeneration 5
mp 13
Fort +11, Ref +5, Will +9
Defensive Abilities Elemental Shield; Resist Fire 5, Ice 10; SR 19
Speed 40 ft.
Melee Greatsword +12 (3d6+10)
Ranged Power Staff(ice) +8(1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Spells Known(Black Mage CL 5th; concentration +7)
0th – Dark Orb, Daze(DC 14), Elemental Orb, Read Magic, Touch of Fatigue(DC 14)
1st – Blind(DC 15), Blizzard(DC 16), Dark(DC 15), Mage Armor, Sleep(DC 15),
2nd – Blizzard II(DC 17), Dark II(DC 16), Frost Fall(DC 17), Icy Breath(DC 17), Temper
3rd – Blindga(DC 17), Blizzara(DC 18), Blizzard III(DC 18), Dark III(DC 17), Darkra(DC 17), Elemental Aura(Ice)[DC 18], Haste, Sleepga(DC 17), Slow(DC 17)
Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Base Atk +5; CMB +13; CMD 26
Feats Combat Casting, Combat Expertise, Improved Initiative, Iron Will, Martial Weapon Proficiency(greatsword)
Skills Bluff +14, Disguise +14, Intimidate +14, Knowledge(arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14
Languages Common, Giant
SQ Arcane Pool, Concentrate, Dark Affliction, Focused Caster, Spell Mastery(2), Spell Proficiency
Combat Gear cure potion(2), ether(1); Other gear voidfrost robe, greatsword, power staff(ice), 5d10 gil
Arcane Pool (Su) [4 points]
The ogre mage gains an arcane pool, as if he was a red mage of the same level as his black mage level. The black mage does not naturally gain any ruby arcana, but may select extra ruby arcana feat. The black mage treats his black mage level as his red mage level for all ruby arcana, and must meet their prerequisites. The black mage does not gain any other red mage class feature (such as spell combat, spellstrike, or spell recall), and cannot select ruby arcana that affect or depend on these abilities.
The ogre mage can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. Multiple uses of this ability do not stack with themselves.
Concentrate (Ex)
The black mage can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The black mage must take the second roll, even if it is worse. The black mage can use this ability once per day.
Dark Affliction (Su)
Any black magic enfeebling spells that the ogre mage casts provide a penalty to saving throws against that status effect equal to the spell level of the spell for 1 round.
Elemental Shield (Su)
Ogre mages can use his knowledge of the elements and shield allies for a brief duration. As an immediate action, an ogre mage can shield himself and allies within 30 feet from elemental damage, gaining Elemental Resistance equal to 4 to all elements for the round. An ogre mage may use elemental shield five times per day.
Focused Caster (Ex)
An ogre mage may roll twice on any concentration check and take the higher result.
Spell Proficiency (Ex)
Ogre mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch.
Mad Ogre
Violence is a way of life for ogres. These crazed brutes mete out beatings for even the slightest infraction.
CR 9 XP 6400
Ogre berserker 6
CE Large Humanoid (Giant)
Init: +2; Senses darkvision 60 ft., low-light vision; Perception +16
AC 17, touch 8, flat-footed 15(+4 armor, +2 dex, +1 deflection, +5 natural, -4 rage, -1 size)
hp 95(HD 10; 4d8+6d10+44)
Fort +13, Ref +8, Will +4
Resist Earth 10, Ice 10
Speed 40 ft.
Melee +1 Greataxes +16/+16/+16/+11 (3d6+18/x3)
Ranged Javelin +10/+5 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks frenzy (16 rounds/day), rage powers(Powerful Stance, Renew Vigor)
Tactics:
Base Statistics When he's not raging, the brute's statistics are AC 21, touch 12, flat-footed 19; Melee +1 greataxe +13/+13/+8 (3d6+11/x3), Ranged javelin +10/+5 (1d8+7); Str 25; CMB +17; CMD 29; Skill Climb +13
Str 31, Dex 15, Con 19, Int 6, Wis 12, Cha 5
Base Atk +9; CMB +20; CMD 32
Feats Alertness, Double Slice, Power Attack, Toughness, Two-Weapon Fighting, Weapon Focus(greataxe)
Skills Climb +16, Perception +16, Survival +9(+12 track)
Languages Giant
SQ Ferocity, Ronso Grip, Track
Combat Gear cure potion(3), hi-potion; Other gear chain shirt, 2 +1 greataxes, javelin(3), cloak of resistance +1, ring of protection +1, 7d10 gil
Ferocity (Ex)
A mad ogre is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.
Frenzy (Ex)
A made ogre can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. Starting at 1st level, a mad ogre can frenzy for a number of rounds per day equal to 2 + his Constitution modifier. At each level after 1st, he can frenzy for 2 additional rounds. To end the frenzy, the character may attempt a DC 15 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any berserk ability the character may have as well as rage. The character can enter a frenzy as a free action. Even though this takes no time, he can do it only during her turn, not in response to another’s action. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy at the start of his next action, as long as he still has at least one round of usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn. While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. During a frenzy, the mad ogre must attack those he perceives as foes to the best of his ability. Should he run out of enemies before his frenzy expires, his rampage continues. He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or his own). When a frenzy ends, the mad ogre is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for 1 minute. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.
Powerful Stance (Ex)
The mad ogre can focus his ferocity. He gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every four levels the beastmaster has. This is a stance rage power.
Renewed Vigor (Ex)
As a standard action, the mad ogre heals 2d8 points of damage + his Constitution modifier. This ability can be used only once per day.
Ronso’s Grip (Ex)
The mad ogre has learned how to wield larger weapons in a single hand. He can wield two-handed melee weapons as if they were one-handed melee weapons, and wield one-handed melee weapons as if they were light weapons.
Track (Ex)
The mad ogre adds half his berserker levels to Survival skill checks made to follow or identify tracks.
Ogre
This creature's python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.
CR 3 XP 800
CE Large Humanoid (Giant)
Init: -1; Senses darkvision 60 ft., low-light vision; Perception +5
AC 17, touch 8, flat-footed 17(+4 armor, -1 Dex, +5 natural, -1 size)
hp 30(4d8+12)
Fort +6, Ref +0, Will +3
Resist Ice 5
Weakness Fire
Speed 40 ft.
Melee Greatclub +7 (2d8+7)
Ranged Javelin +1(1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Tactics:
Before Combat Ogres rarely lay ambushes, and when they do, it's not so much because they are lazy. If they can kill a man with a well-thrown javelin, they don't have to fight or chase him down.
During Combat Once battle is joined, ogres wade into the thick of melee, swinging their clubs at any target that presents itself.
Morale When their prey turns out to be more dangerous than they thought, the rare moment of good sense seizes ogres; they flee if reduced to less than 5 hp.
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Languages Giant
Combat Gear cure potion; Other gear chain shirt, greatclub, javelin(3), 5d10 gil
Ogre Chief
Violence is a way of life for ogres. Most of them learn the best ways to cause pain from their clans' chiefs, who mete out beating for even the slightest infraction. They also lead a small group of ogres around them.
CR 7 XP 3200
Ogre fighter 4
CE Large Humanoid (Giant)
Init: +3; Senses darkvision 60 ft., low-light vision; Perception +7
AC 22, touch 8, flat-footed 21(+9 armor, -1 Dex, +5 natural, -1 size)
hp 76(8 HD; 4d8+4d10+36)
Fort +12, Ref +1, Will +5
Resist Earth 5, Ice 10
Weakness Fire
Speed 30 ft.
Melee Mwk Greatsword +15/+10 (3d6+15/19-20) or Greatclub +14/+9 (2d8+14)
Ranged Javelin +5/+0 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Tactics:
During Combat The ogre chief closes with soft-looking enemies and use her massive reach (with lunge, if necessary) to box them in.
Str 26, Dex 8, Con 19, Int 8, Wis 12, Cha 7
Base Atk +7; CMB +16; CMD 25
Feats Improved Initiative, Iron Will, Lunge, Power Attack
Skills Climb +10, Intimidate +3, Perception +7
Languages Giant
SQ Chosen Weapon(Greatsword), Melee Power, Rain of Blows
Combat Gear cure potion(2), hi-potion, bag of tricks(gray); Other Gear full plate, greatclub, javelins(3), mwk greatsword, 40d10 gil
Rain of Blows(Ex)
When wielding a melee weapon that a fighter has Chosen Weapon with, he may, as a full attack action, make an extra melee attack at his highest BAB, but all such attacks receive a -2 penalty. This does not stack with anything that grants additional attacks (such as haste)
Ogre Mage
Clad in beautiful robes, this exotically garbed giant roars, its tusks glistening and it eyes afire with murderous intent.
CR 8 XP 4800
Ogre black mage 5
LE Large Humanoid (Giant)
Init: +7; Senses darkvision 60 ft., low-light vision; Perception +13
AC 17, touch 12, flat-footed 14(+3 Dex, +5 natural, -1 size)
hp 81(9 HD; 4d8+5d6+54); regeneration 5
mp 13
Fort +11, Ref +5, Will +9
Defensive Abilities Elemental Shield; Resist Fire 5, Ice 10; SR 19
Speed 40 ft.
Melee Greatsword +12 (3d6+10)
Ranged Power Staff(ice) +8(1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Spells Known(Black Mage CL 5th; concentration +7)
0th – Dark Orb, Daze(DC 14), Elemental Orb, Read Magic, Touch of Fatigue(DC 14)
1st – Blind(DC 15), Blizzard(DC 16), Dark(DC 15), Mage Armor, Sleep(DC 15),
2nd – Blizzard II(DC 17), Dark II(DC 16), Frost Fall(DC 17), Icy Breath(DC 17), Temper
3rd – Blindga(DC 17), Blizzara(DC 18), Blizzard III(DC 18), Dark III(DC 17), Darkra(DC 17), Elemental Aura(Ice)[DC 18], Haste, Sleepga(DC 17), Slow(DC 17)
Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Base Atk +5; CMB +13; CMD 26
Feats Combat Casting, Combat Expertise, Improved Initiative, Iron Will, Martial Weapon Proficiency(greatsword)
Skills Bluff +14, Disguise +14, Intimidate +14, Knowledge(arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14
Languages Common, Giant
SQ Arcane Pool, Concentrate, Dark Affliction, Focused Caster, Spell Mastery(2), Spell Proficiency
Combat Gear cure potion(2), ether(1); Other gear voidfrost robe, greatsword, power staff(ice), 5d10 gil
Arcane Pool (Su) [4 points]
The ogre mage gains an arcane pool, as if he was a red mage of the same level as his black mage level. The black mage does not naturally gain any ruby arcana, but may select extra ruby arcana feat. The black mage treats his black mage level as his red mage level for all ruby arcana, and must meet their prerequisites. The black mage does not gain any other red mage class feature (such as spell combat, spellstrike, or spell recall), and cannot select ruby arcana that affect or depend on these abilities.
The ogre mage can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. Multiple uses of this ability do not stack with themselves.
Concentrate (Ex)
The black mage can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The black mage must take the second roll, even if it is worse. The black mage can use this ability once per day.
Dark Affliction (Su)
Any black magic enfeebling spells that the ogre mage casts provide a penalty to saving throws against that status effect equal to the spell level of the spell for 1 round.
Elemental Shield (Su)
Ogre mages can use his knowledge of the elements and shield allies for a brief duration. As an immediate action, an ogre mage can shield himself and allies within 30 feet from elemental damage, gaining Elemental Resistance equal to 4 to all elements for the round. An ogre mage may use elemental shield five times per day.
Focused Caster (Ex)
An ogre mage may roll twice on any concentration check and take the higher result.
Spell Proficiency (Ex)
Ogre mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.