Boneguard Captain

Boneguard Captain
Level 6 (+4)
Awareness
16
Senses
Low-light Vision
Initiative
12/1d10
Max HP
208
Resilience: +4
Healing Value: 41
Morale
1
Defenses
AC
20/24
Touch
16
Fort
19
Reflex
19
Will
16
Resistances:
Vulnerabilities:
Attributes / Saving Throws
STR
24 / 27
DEX
8 / 11
CON
17 / 20
INT
8 / 9
WIS
13 / 14
CHA
11 / 12
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 3
Skirmish 35ft / 4
Sprint 50ft / 4
At-Will
+13 vs AC (Crit 3%/6)
Bastard Sword
1d12+8 damage (ArN 0)
REC 6, Reach 10ft
+12 vs AC (Crit 8%/9)
Ham Fist
1d10+7 damage (ArN 3)
REC 7, Reach 10ft
Martial Powers
Cleave [REC Weapon Speed + 1]: Target up to 2 continuous creatures within reach, make a single melee weapon attack on all targets. (Hulking Sprinter adds Charge) (Basic)
Sure Strike: On a miss, 4 damage. (Hulking Sprinter adds Charge, which grants additional +4 damage on hit or miss). (Basic)
Disheartening Blow: 2 WD damage and make opposed +15 vs Bravery on target. On success, deal 1 Morale Damage. (If charge w/ Hulking Sprinter, gain +4 to Coercion check). (Advanced)
1d10+14 damage
Grapple +12
Special Actions
Hulking Sprinter Stance
REC 1
Gain a 5ft racial bonus to Skirmish and Sprint speeds. (Basic)
Overland Movement
30 mi/day
Qualities
  • Battle Hardened: Must have 2 advantages on the Boneguard Captain to upgrade a Glancing Hit to a Full Hit.
  • Leader Among Ogres: Gain a +1 racial bonus to Morale when in combat with other Ogres. (inc)
  • Improvised Club: Ogre’s can wield improvised weapons as clubs or greatclubs.
  • Thuggish: +2 racial bonus to Bravery (inc)
Skills: Rank 1 Balance [-4], Rank 3 Climb [+4], Rank 1 Escape [-7], Rank 2 Jump [-1], Rank 3 Listen [+6], Rank 3 Spot [+6], Rank 2 Hunting [A: +4/L&T: +4], Rank 5 Survival [A: +13/L&T: +10], Rank 5 Coercion [+15], Rank 1 Manipulation [+1], Rank 4 Persuasion [+8], Rank 4 Bravery [+12], Rank 3 Intuition [+6], Rank 2 Suspicion [+4]
Feats: Imp. Toughness [2], Weapon Spec. (Bastard Sword), Imp. Stamina, Imp. Grapple
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 4 Martial
Combat Training: Melee 3, Ranged 1, Parry 1, Fort 2, Reflex 2, Will 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Bone Armor, Heavy Shield, Bastard Sword, Throwing Long Knives (x5)
Social
Languages: Giant, Common
Composure: 15
Charm
-1
Coercion
+15
Deception
-1
Manipulation
+1
Persuasion
+8
Aloofness
-1
Bravery
+12
Intuition
+6
Tolerance
+1
Suspicion
+4
Prejudices:
    Motives:
    "The well-armed behemoth strode over to the insolent, younger ogre who had challenged his authority. Quite calmly, I might add, very strange for an Ogre. Without a word, he turned quickly, almost too fast to be believed for a creature of that size, and in a flash, the younger ones head was resting on the flat of his blade. There was a still silence in the camp, until a sudden roar of thundering approval rose up from his comrades. I used the distraction to make my escape."
    ——Memoirs of Laster Alibaster, Halfling Explorer
    The Boneguard is a title given to an Ogre who has undergone elite training at the hands of the only known pocket of Ogre civilization on the planet. It is a great city existing within a large network of caves known to Ogres and other races as Boneyard. In Boneyard, Young Ogres are brought in to serve under a great king of unknown racial heritage, but whom the Ogres respect and fear immensely. If an Ogre return from his training in one piece, he is forever changed. Still brutal, but more cunning, focused and perhaps even touched. Anyone who manages to employ the services of a Boneguard can expect that they will be well protected, just as long as the Boneguard is well compensated.

    Ogre Characteristics

    Ogres are large, hairy brutes with crude and volatile habits. They tend to be lazy, stupid and survive by taking from other creatures weaker than them. They associate with other troublesome creatures such as Trolls, Orcs, Giants and the like, usually to join forces for raiding and pillaging large settlements. Ogres have protruding jaws, large, sloped foreheads overshadowing beady, black eyes. Their skin color ranges from light brown to sickly green. They dress in patches of whatever clothing they can find, and are usually equipped with broken pieces of armor and massive clubs. The typical ogre weighs from 600 to 700 lbs. and can stand anywhere from 9 to 11 feet.

    History

    Ogres do not have much of a legacy, other than one of stupidity, ignorance, brutality and an appreciation for crude humor. Ogres have appeared in many great battles and events, but usually as additional forces or in raiding bands of their own, but from what scholars can tell, Ogres have little stake in anything save their immediate needs, which is probably why Ogre clans are rarely organized well enough to present much of a threat to the goodly races. Ogres have been spotted in various places all over the world, and their appearances and mannerisms can be different depending on their environment. There is in fact a rumor that far to the east is a clan of ogres that are highly sophisticated, intelligent philosophers who abhor violence. Of course, whenever this is mentioned, most listeners will find cause to make the subject the butt of a sarcastic joke.

    Culture

    Ogres can usually be found in small raiding bands, or sometimes living in solitude. They seem to live a transient lifestyle, as their activities and treatment of other creatures tend to attract unwanted attention from local authorities. Rewards for slain ogres are commonly offered in more rural villages. Ogres tend to take what they want, then when there is nothing left, simply leave. They enjoy crude, dirty humor, and beyond a large appetite, seem to have little interest in anything other than shiny objects and violence.