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Ogre MagiThe ogre magi has a light blue, light green or brownish skin; he also has two small ivory horns. The hair is usually darker and of different colour (green is he has light blue skin, blue if he has green skin; the only exception consists in ogre magi with light brown skin and yellow hair). Nails are black and eyes are dark with a white pupil; teeth and fangs are very white. Ogre magi are averagely 3.15 meters tall and wear oriental-looking cloth and armor. Ogre Magi statistics
Other characteristics
Ogre Magi racial skills
Hit-points bonus (10): the ogre magi adds +1 to his hit points per level. Damage bonus (5): +1 to damage with one hand-to-hand weapon To-hit bonus (5): +1 to hit with one hand-to-hand weapon Constitution bonus (20): +1 on the score (max. 19) Improved movement (5): base movement factor is 12 rather than 9. Spell resistance (5): 1+ on saves versus spells. Fearless (5): +1 on saves versus fear. Unarmed fighting (5): normallt, when a character fights bare-handed with an armed foe or a beast with natural attacks, his enemy has the opportunity of immediately making a free attack with a +4 ot his before any other attack. This makes it very dangerous for unarmed characters to attack most foes. An Ogre Magi with this skill, however, has a deep knowledge of martial arts: so, when it attacks bare-handed he ahs no penalty. Martial arts (10):
when he buys this skill, the ogre magi learns a martial arts style
chosen among the following: Spells (20): once per day the ogre magi can cast the following spells: Charme, Sleep, Wraithform and Cone of Cold (18 meters long, with a diameter of 6 meters at the base, inflicts 1d8 wounds per level - max. 8d8 - that can be halved with a save versus spells) as a wizard of the same level. When the character reaches 5th level he can add the Invisibility, Darkness 4,5 meters and Fly (12 turns) spells, Polymorph Sekf (becomes an analog biped 1,2 to 3,6 meters tall) and regeneration (lasts 2d4 rounds + 1 round per level, regenerates 1 HP per round, severed limbs must be reattached to regenerate them). Kiai shout (10): the ogre magi, with a great kiai scream, draws his inner strength to inflict a devastating strike. One round of concentration is required and after this minute the character's strength improves by 1d3 points (minimum 18/00) for that round. This power can be used in situations different from fight, for example, to move a heavy item or to make prodigious jumps. The ogre magi can use this power once per day. Source: Fabio.
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