Ogre, Boneguard

Ogre, Boneguard
Level 6 (+4)
Awareness
17
Senses
Low-light Vision
Initiative
11/1d10
Hitpoints: 102
Healing Value: 20
Resilience: +4
Morale
0
AC
20/24
Touch
16
Fort
19
Reflex
18
Will
16
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
22 / 25
DEX
7 / 10
CON
16 / 19
INT
7 / 8
WIS
13 / 14
CHA
6 / 7
REC 10
Actions (+3 AP)
Standard Attacks (2 AP)
+13 vs AC (ArN 2)
Long Sword
1d10+12 Slashing damage
Melee Reach 10ft
+12P vs AC (ArN 2)
Throwing Long Knife
1d6+6 damage
Range 30ft
1d10+12 Bludgeoning damage
Grapple +14
Special Attacks (3 AP)
Martial Techniques
Cleave: Target up to two continuous creatures with a single attack (Basic)
Shoving Strike: On a hit, the target is Pushed 10ft. (Basic)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
35 ft
Sprint
50 ft
Overland Movement
30 mi/day
Qualities
  • Battle Hardened: Must have 2 advantages on Ogre to automatically turn a Glancing Hit into a Full Hit.
  • Improvised Club: Ogre’s can wield improvised weapons as clubs or greatclubs.
  • Thuggish: +2 racial bonus to Bravery (inc)
Skills: Rank 1 Balance [-2], Rank 3 Climb [+6], Rank 1 Escape [-4], Rank 3 Jump [+4], Rank 3 Listen [+6], Rank 4 Spot [+8], Rank 3 Hunting [+6], Rank 5 Survival [+12], Rank 2 Investigate [+4], Rank 4 Coercion [+12], Rank 4 Bravery [+10], Rank 2 Intuition [+4], Rank 2 Suspicion [+4]
Feats: Improved Attack
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 4 Martial
Combat Training: Melee 3, Ranged 2, Parry 2, Fort 2, Reflex 2, Will 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Bone Armor, Light Shield, Long Sword, Throwing Long Knives (5)
Charm
-2
Coercion
+12
Deception
-2
Manipulation
-2
Persuasion
0
Aloofness
-2
Bravery
+10
Intuition
+4
Tolerance
0
Suspicion
+4
Social
Composure: 10
Languages: Giant, Common
Motives:
Prejudices:
    "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.