Half-dwarf/half-ogre: so this is pretty weird

Vorith

First Post
so this is pretty weird

okay all the "half" races are always 1 part human


Well I want to play a Half Dwarf Half Ogre...I shall call it a Dwogerf!

So what do you people think a dwogerf would consist of?Here's what I've got so far.




Dwarves and Ogres wage war often. Sometimes (rarely) leaving Dwarven women (assuming they exist) raped and pregnant. All dwogerf are raised by their mother.

Dwogerf often find themselves attacking others for various reasons considering their very short temper. Dwogerf do not fit in with any race...at all (that is why most of them adventure). Dwogerf value strength over all else,except maybe gold or their beards. Dwogerf are fearless combatants,they often wade into battle recklessly.


Dwogerf are broad and compact much like dwarves. Dwogerf stand between 6 1/2 to 7 1/2 feet tall and usualy weigh between 280 and 400 pounds. They have bulbous craniums with sloping foreheads. Most have long coarse beards, that are worn with much pride. Dwogerf generally wear crude leather clothing (likely made by them) decorated with battle trophys (such as enemy's teeth, ears, lips, etc.). Dwogerf reach adulthood at the age of 30, and typically live about 300 years, though most die at an early age.


Dwogerf tend to be chaotic to say the least. They're pranksters and thieves. A typical dwogerf might not think laws apply to them.

okay heres the interesting part

DWOGERF RACIAL TRAITS

*+4 str, -2 dex, +6 con, -2 int, -4 cha.
Being half ogre and dwarf they are very stout and able to take a hit. Being part dwarf and ogre they are reserved, dull, and ugly with very little communication skill. Their ogre blood shows in their physical strength.
*medium: nothing special here
*base speed 30ft
*darkvision 60ft
*favored class: fighter
*automatic languages: dwarven and common


so what else do you think they should have or not have?
 

log in or register to remove this ad

Sounds like an interesting concept. I don't know why you made them pranksters and thieves, it seems like they are just dumb brutes that wouldn't be able to think up good pranks and wouldn't be graceful or nimble enough to steal from people. I would also change the favored class to barbarian, and the bonus to con is 6 and strength is 4 so you might want to tone those down or make it a LA+1 race or something. But I could be wrong, the best way to find out would be to playtest it I suppose.
 

+4 Str, +6 Con? That's a Level Adjustment right there. -4 Cha isn't balanced with this unless you play in a high Psionics world, and even then... erk!

Why not use the stats for Bugbears but change the flavor text? (Or, just say that that's where Bugbears come from...)

-- N
 

ya, those stats are a little off. A fighter really has no use for Cha so that -4 dosent really affect them that much. I could see this with maybe a +2 level adjust.
 

Vorith said:
DWOGERF RACIAL TRAITS

*+4 str, -2 dex, +6 con, -2 int, -4 cha.
Being half ogre and dwarf they are very stout and able to take a hit. Being part dwarf and ogre they are reserved, dull, and ugly with very little communication skill. Their ogre blood shows in their physical strength.
*medium: nothing special here
*base speed 30ft
*darkvision 60ft
*favored class: fighter
*automatic languages: dwarven and common


so what else do you think they should have or not have?

Based on the stat bonuses dwarves and ogres receive, I'd change the stats to the following:

+4 Str, -2 Dex, +2 Con, -2 Int, -4 Cha (though a good argument could be made for +4 Con)

Also, ogres receive a +5 natural armor bonus. Your dwogerf should probably have +2 natural armor.

Ogres have low-light vision - don't know if you want to give that to these folks.

Dwarves have a +2 bonus on saves vs poison, and vs spells and spell-like abilities. Your dwogerf could have a +1 to these saves. (Or not... ;) )

I would give them 2 racial hit dice and a +1 LA.

Thus, a base dwogerf:

Medium Humanoid [Dwarf]
HD: 2d8 + 2 (11 hp)
Initiative: -1
Speed: 30 feet (20 feet in hide armor)
AC: 16 (-1 Dex, +2 natural, +3 hide armor, +2 wooden shield), touch 9, flat-footed 14
BAB/Grapple: +1/+3
Attack: Battleaxe +4 melee (1d8+3) or Javelin +0 ranged (1d6+3)
Full Attack: Battleaxe +4 melee (1d8+3) or Javelin +0 ranged (1d6+3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft., low-light vision, bonus to saves
Saves: Fort +3, Dex -1, Will +0
Abilities: Str 15, Dex 8, Con 13, Int 8, Wis 10, Cha 8
Skills: Climb +4, Listen +2, Spot +2
Feats: Weapon Focus (battleaxe)
Environment: Temperate hills and mountains, underground
Organization: Solitary, pair, gang (3-4), band (5-8)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: By character class
Level Adjustment: +1
 

Andre said:
ogres receive a +5 natural armor bonus. Your dwogerf should probably have +2 natural armor.
Half-ogres get +4 and IMO dwogerfs shouldn't be any less tough.
 

Darkness said:
Half-ogres get ...

Sorry, I couldn't read the rest of your post due to the voices in my head laughing really, really loud.

It would make me sad if people started to balance LA +0 races off of the ur-borken Half-Ogre.

-- N
 

Have you looked at the Dworg from Midnight? It is a dwarf/orc crossbreed. All of the races in the setting are more powerful than the baseline PHB classes. I think they recommend making them LA+1 if you use them in other campaigns. I'd recommend taking a look at it. It also has other unusual crossbreeds if you're so inclined.

Starman
 

Nifft said:
Sorry, I couldn't read the rest of your post due to the voices in my head laughing really, really loud.

It would make me sad if people started to balance LA +0 races off of the ur-borken Half-Ogre.

-- N
Ah, missed that he said it should be +0. :o In that case, +4 is of course too much.

Half-ogre is +2 LA now, BTW - yay!
 



Write your reply...
Remove ads

Top