Eight to ten feet tall and disproportionately broad, these hulking humanoids generally live brutish lives in the wilderness, killing and eating animals and the occasional passing human. But a few have higher ambitions than living in a cave atop a heap of stinking furs and broken loot. These ogres—some young, some old, some sickly, some simply strange—have been known to associate with adventurers and similar outcasts.
The prime requisites for an ogre are Strength and Constitution. An ogre character whose Strength or Constitution score is 13 or higher will receive a 5% bonus on earned experience. Ogres whose Strength and Constitution scores are 13 or higher will receive a 10% bonus to earned experience.
RESTRICTIONS: Ogres use ten-sided dice (d10) to determine their hit points. They may advance to a maximum of 8th level of experience. Ogres may wield polearms, two-handed swords and enormous clubs that deal 1-10 damage per hit. They cannot fit through narrow tunnels and openings designed to accommodate creatures smaller than man-sized, such as goblin warrens and halfling holes. Ogres’ tough hides grant them a base AC of 5, but they may not wear armor or use shields. Ogres must have a minimum score of 9 in Strength and Constitution.
SPECIAL ABILITIES: Ogres live in caves and caverns, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. Their long arms give them an impressive reach in combat; when rolling for individual initiative (an optional rule), ogres add +1 in addition to any Dexterity bonus. Even the weakest ogre is tough and resilient by human standards: an ogre takes the maximum result of 10 on its initial hit die at first level. All ogres speak Common, Ogrish and the alignment language or dialect of the character, plus the language of orcs.
SAVING THROWS: As fighters.
ATTACK PROGRESSION: As fighters.
ADVANCEMENT: As per the fighter advancement table.