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Norrathians: Races
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=Ogre= Intent on not being a meal or getting mauled, most of the world greets ogres with a rain of arrows and raised weapons, while the defenseless run for safety. Ogres are massive but as weak of mind as they are strong of body. They are motivated by hate, greed, and envy. Few things can tempt an ogre to think past his next meal, but sometimes, when presented with traces of their glorious past when they carried the banner of Rallos Zek in war against the gods themselves, something in the dim recesses of an ogre’s brain flares brightly and for a moment he once again has the mien of the truly fearsome creature his ancestors were. Then the flare sputters out, and the ogre’s thoughts again turn to mindless violence. '''Ogre Racial Traits''' * Abilities: +6 Strength, -1 Dexterity, +4 Constitution, -2 Intelligence, -1 Wisdom, -4 Charisma. The most physically powerful race, ogres are not smart, quick, or likable. * Classes: Ogres can become beastlords, shadow knights, shamans, or warriors. * Favored Class: Warrior. When determining whether a multiclass ogre takes an experience point penalty, his or her warrior levels do not count. * Feats: Due to their enormous size and strength, ogres begin play with the Slam feat as a bonus feat. * Language: An exception to the normal rule for starting ranks in language skills, ogres begin with only 3 ranks in Langugage: Dark Speech and 3 ranks in Language: Ogre. * Resistance: Racial bonus of fire resistance (3). * Size: As Large creatures, ogres suffer a -1 size penalty to Armor Class and to all attack rolls, and a -4 size penalty on Sneak checks. They gain a +4 size bonus on all Strength checks to break down doors, burst bonds, or the like, however. They may use larger weapons than humans, and their lifting and carrying limits are twice those of Medium-size characters with similar Strength scores. * Skills: Knowledge (monster lore [rallosian]) is always a class skill for ogres, who gain a +2 racial bonus to checks made for this skill. * Space/Reach: Ogres have a space of 10 feet, and a natural reach of 10 feet, making them very effective melee combatants. * Speed: Ogre base land speed is 30 feet. However, ogres can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). * Stability: Ogres receive a +4 bonus on their saving throw against any dazing or stunning effect, such as that from the Improved Bash feat or from the cleric spell stun. * Vision: Ogres have infravision. * Racial Hit Dice: An ogre begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0. * Racial Skills: An ogre’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Alcohol Tolerance, Intimidate, Knowledge (monster lore [rallosian]), Perception, Profession, and Survival. * Racial Feats: An ogre’s humanoid levels give it one feat. Most ogres choose Brutish, Combat Casting, Iron Will, Power Attack, Skill Focus (taunt), or Steadfast. * Level Adjustment: +1. An ogre has an effective character level (ECL) of 3 + his class levels. Ogre are more powerful and gain levels more slowly than most other races of Norrath.
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