Ogre

Common Ogre
Level 4 (+3)
Awareness
13
Senses
Low-Light Vision
Initiative
10/1d10
Hitpoints: 35
Healing Value: 7
Resilience: +4
Morale
1
AC
16/18
Touch
14
Fort
16
Reflex
14
Will
13
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
19 / 22
DEX
9 / 12
CON
17 / 20
INT
6 / 7
WIS
8 / 9
CHA
8 / 9
REC 10
Actions (+3 AP)
Standard Attacks (2 AP)
+8 vs AC (ArN 3)
Swatting Spiked Great Club
1d12 + 12 (avg 19) Bludgeoning Piercing damage
Melee Reach 10ft • One creature
The Ogre swings heavily into its target with its massive weapon, attempting to crush its enemy.
+8P vs AC (ArN 3)
Hurl Rock
1d12 + 6 (avg 13) Bludgeoning damage
Range 30ft • One creature
The Ogre hefts a large stone in its palm, then throws it at its target with violent intent.
1d12 + 12 (avg 19) Bludgeoning damage
Grapple +10
Special Attacks (3 AP)
+8 vs AC (ArN 3)
Clobbering Blow  • Basic
2d12 + 12 (avg 25) Bludgeoning damage
Melee Reach 10ft • One creature
The Ogre brings its heavy club slamming down on top of its victim. On a hit, a creature of Large size or smaller is knocked Prone.
+8 vs AC (ArN 5)
Giant Swat [1/rest]  • Basic
2d12 + 12 (avg 25) Bludgeoning damage
Melee Reach 10ft • Up to 3 Creatures within reach
The Ogre winds it's club back, then swings it forward in a tremendously powerful Arc. Make a single attack roll and compare it to all targets. On a hit, creatures are Pushed 10ft and knocked Prone.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
60 ft
Overland Movement
30 mi/day
Qualities
  • Thuggish: Gain a +2 Bonus to Bravery
  • Natural Armor: AC +2/+4 (inc)
Skills: Climb R3 (+10), Jump R2 (+6), Listen R2 (+2), Spot R3 (+4), Hunting R2 (+3), Survival R2 (+5), Coercion R3 (+7), Deception R1 (+0), Aloofness R2 (+2), Bravery R3 (+9)
Feats: Heavy Hitter, Improved Negation
Philosophies: Rank 1 Mental, Rank 3 Physical
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +0, Brawn: +14
Equipment: None
Charm
-2
Coercion
+7
Deception
0
Manipulation
-2
Persuasion
-2
Aloofness
+2
Bravery
+9
Intuition
-2
Tolerance
-2
Suspicion
-2
Social
Composure: 10
Languages: Giant
Motives: Dominate territory, greed, survival
Prejudices:
    "About a half an hour after I slipped out of the Ogre camp, it would seem the tribe had noticed I was missing. I could tell because I could hear trees being knocked down at a furious pace, along with the slight rumbling of earth and distant howls of outrage. Why they were so intent on eating Halfling that day I have no idea, but fortunately for me it was a big forest, and ogres have a habit of destroying any trail they try to follow."
    ——Memoirs of Laster Alibaster, Halfling Explorer
    Your average adult Ogre tends to be a bit on the slow side. Unfortunately, they are also ill-tempered, large, and extremely strong. Very few adventurers underestimate an Ogre, even the more seasoned warriors prefer to stay away from these brutes. Ogres don't possess any particular set of skills, and aren't very well trained in combat, although this hardly matters given their size and strength. Ogres are greedy, selfish and petty, making them easily coerced into using their strength for another creature's goals, provided the payment is high enough. This payment can range anywhere from a sack of gold to a sack of sheep, Ogres tend not to focus on the details.

    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.