Dungeons and Dragons Ogre Mage 3.5 PBP RPG

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Ogre Mage

Ogre Mage

Large Giant

Hit Dice:

5d8+15 (37 hp)

Initiative:

+4

Speed:

40 ft. (8 squares), fly 40 ft. (good)

Armor Class:

18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18

Base Attack/Grapple:

+3/+12

Attack:

Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)

Full Attack:

Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Spell-like abilities

Special Qualities:

Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19

Saves:

Fort +7, Ref +1, Will +3

Abilities:

Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17

Skills:

Concentration +11, Listen +10, Spellcraft +10, Spot +10

Feats:

Combat Expertise, Improved Initiative

Environment:

Cold hills

Organization:

Solitary, pair, or troupe (1-2 plus 2-4 ogres)

Challenge Rating:

8

Treasure:

Double standard

Alignment:

Usually lawful evil

Advancement:

By character class

Level Adjustment:

+7

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.

An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

Ogre mages speak Giant and Common.

Combat

Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.

Spell-Like Abilities: At will-darkness, invisibility; 1/day- charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level 9th. The save DCs are Charisma-based.

Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Ogre Mages as Characters

Ogre mage characters possess the following racial traits.


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People don't need Velon's permission to go bring the kids or the body down when the King has already instructed us to do so. I doubt anyone was worried that Velon would suddenly suggest they go against what they just offered to do for the King. Until we had the platform, HOW we were going to get them down was more of an issue since Daishain said there was nowhere nearby to land. I stuck around in the conversation with the King to subtly get back to the part of the conversation where he asked what more he could do for us, since we hadn't received any reward to that point (And to be nice to Zarra).

People don't need Velon's permission to extract parts from the dragon, swim out and tell the castle the battle is won, heal an elven prisoner, etc. Either. I already post plenty and it just bogs the game down. We should save 'permission' and gathering opinions from everyone for when it's life or death to the party, or other major things like which cult to go after next. Rogues should not ask permission, or 'offer' even, to check for traps, nor a wizard detect magic (If our wizard can detect magic, that is). JUST DO IT. There is no harm that can be done. If one cannot tell the difference between an action that should just be done and poses little to no risk to the group versus waking a sleeping dragon, that's a separate issue.

With regard to PC's needing leadership before acting, I've never been in another Dungeons & Dragons party that had to elect a leader. I can see a need for it here to help break up debates and choose a path, but not for mundane tasks.

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