Unlike most other races found in Azag-Ithiel, half-ogres did not seek refuge from persecution at the hands of the Iron Crown Men or certain death from the elementalists of Enor Ashlord. They had lived in the high peaks for generations, an outcast race too savage for the world of men, too human for the ogres who sired them.

They watched from their mountains, and when the call was sent out for representatives to found the All-Races Senate, the half-ogres knew that great opportunity had come. Three half-ogre chieftains made the journey to Paradigm, initiating what was for most Newlanders first contact with their race. The chieftains offered the might of the clans in return for equal citizenship. The half-ogre clans had been met with open hostility from all they had encountered, and were thus prepared for what they saw as not only the possibility, but probability, that they would be turned away. To their great surprise and pleasure, the chieftains’ offer was readily ratified by the other members of the senate. It was at this very moment that the half-ogre people gained their first allies, an unbreakable bond they will defend until the end of time itself.

A towering race, half-ogres stand at around 8 feet tall, which of all the denizens of Azag-Ithiel, only the tallest taddols can match. A half-ogre’s powerful frame and imposing stature makes it virtually impossible to blend into a crowd. This is more often than not a source of great pride, as half-ogres appreciate the attention. It is not uncommon, however, for a half-ogre to feel very out of place in the larger cities, where his stature is often difficult to accommodate.

Half-ogres are typically chaotic neutral, preferring to live according to their impulses than by the precepts of society. Half-ogre settlements generally follow their own structure, paying heed to the national laws only in the broadest sense. Those half-ogres who are naturally inclined towards a life of order almost always pursue a lifetime military career, as it provides both the stability they cannot find in their hometowns and the perfect opportunity to utilize their great strength.
Half-ogres are drawn towards classes that complement their chaotic nature, such as barbarians and fighters. Those who feel a strong bond with the land often become druids, oracles, or sorcerers. Half-ogres typically lack the patience and self-restraint to advance as monks, paladins, and wizards, though some of the greatest half-ogre military champions have followed these paths.

Half-Ogre Racial Characteristics
Half-Ogre player characters are defined by class levels—they do not possess racial hit dice. All half-ogre characters possess the following racial characteristics.

  • +4 Strength, -2 Dexterity, -2 Intelligence: Half-ogres are powerful but clumsy and simple-minded.
  • Type: Half-ogres are Humanoid creatures with both the human and giant subtypes.
  • Size: Half-ogres are Medium creatures and have no bonuses or penalties due to their size.
  • Base Speed: Half-ogres have a base speed of 30 feet.
  • Low-Light Vision: In dim light, a half-ogre can see twice as far as a human.
  • Darkvision (60 feet): Half-ogres can see in the dark up to 60 ft.
  • Natural Armor: Half-ogres gain a +1 natural armor bonus to their Armor Class.
  • Skill Training: Half-ogres gain a +2 racial bonus on Climb and Intimidate checks, and these are always class skills for them.
  • Frenzy: Once per day, when a half-ogre takes damage, it may fly into a frenzy as a free action for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but suffering a -2 penalty to AC.
  • Ogre Blood: Half-ogres count as both ogres and humans for the purpose of any effect related to race.
  • Languages: Half-ogres begin play speaking Common and Giant. Half-ogres with high Intelligence scores can choose from the following: Draconic, Orc, Gnoll and Goblin.

The following trait is available to half-ogre player characters from Azag-Ithiel.

Primal Rage: You fuel the fire of your rage with your primal nature, tapping into an ancient wellspring of fury and hatred. You use Charisma instead of Constitution when determining the number of rounds per day you can rage. Temporary increases to Charisma do not increase the total number of rounds that can rage each day.

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.

  • War Mind: Add +1 CMD to resist bull rush.

See Also