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For other Ogres, see Ogre (disambiguation).

Ogre Mage (Complete Book of Humanoids)[]

Ability Score Adjustments. The initial ability scores are modified by a +1 bonus to Strength, and a -2 penalty to Wisdom.

Ability Score Range
Ability Minimum Maximum
Strength 12 18
Dexterity 7 18
Constitution 8 14
Intelligence 8 17
Wisdom 3 16
Charisma 2 14
Class Restrictions
Class Maximum Level
Warrior
9
Wizard
8
Priest
7
Rogue
8

Hit Dice. Player character ogre magi receive hit dice by class. In addition they receive 5 bonus hit points at first level.

Alignment. Ogre magi tend toward lawful evil. PC ogre magi may be of any lawful alignment.

Natural Armor Class. 4.

Background. Ogre magi have light blue, light green, or pale brown skin. Ivory horns jut from their foreheads. They are 10% feet tall, with black nails, dark eyes with white pupils, and white teeth and tusks. They favor oriental clothing, armor, and weapons.

These larger, more intelligent ogre magi live in fortified dwellings or caves. They raid for slaves, treasure and food, and are very protective of their young. They follow many oriental traditions, including respect and honor for their clans and clan symbols.

Ogre magi are more civilized than their primitive, smaller cousins. This does not make them less fierce or dangerous, just smarter and more cultured. They prefer to use magic instead of physical force, and are much more reflective than normal ogres.

Ogre magi shamans are usually female.

Languages. Ogre magi, ogre, common

Role-Playing Suggestions. Ogre magi that become player characters often do so because of a particular need, or because they are forced into it. Those who strike out for a particular need are often driven by the desire to learn (usually magic) or to find some special item that their clan requires. These individuals will work with adventurers for as long as it benefits their personal goals. An ogre mage may become a forced outcast for some crime against the clan (be it real or imagined). The ogre mage must find a way to regain honor and status, but until then will take up the life of an adventurer. Others are cast out because they fail to display the proper attitudes of the ogre magi. These individuals might follow good or neutral alignments, or seek to change long-standing traditions.

A few ogre magi are kidnapped when they are very young and raised away from their clans. These PCs have little knowledge about their heritage, but display tendencies which match the people who raised them. In the case of those kept as slaves, their adventuring days usually begin when they gain their freedom. While they might be interested in finding their clans, these ogre magi usually find themselves alone and without any culture or society to call their own.

Special Advantages. Ogre magi develop special abilities as they gain hit dice: 1) assume gaseous form once per day (as the potion), fly for 12 turns; 2) become invisible at will, charm person once per day; 3) cast sleep once per day, regenerate one hit point per round (lost members must be reattached to regenerate); 4) cause darkness in a 10-foot radius at will; 5) polymorph to a human or similar biped creature (4 feet to 12 feet in height), cone of cold once per day (creates a 60-foot cone, 20 feet in diameter at the far end, that inflicts 8d8 points of damage, save vs. spells for half damage).

Ogre magi are +1 on morale.

Special Disadvantages. Ogre magi take damage as large creatures. Oriental equipment is often both rare and expensive.

Ogre magi must earn twice as many XP as a human character to advance each level (2nd level fighter at 4,000 XP, 3rd at 8,000, etc).

Monstrous Traits. Size, appearance.

Superstitions. Ogre magi fear losing honor or disgracing their clans. Optionally, the character can use the Honor system from the Oriental Adventures book.

Weapon Proficiencies: Daikyu, katana, naginata, scimitar, tetsubo, wakizashi, whip; oriental versions of the halberd, spear, and trident.

Nonweapon Proficiencies: Acting, armorer, bowyer/fletcher, etiquette, fortune telling, poetry, reading/writing, spellcraft, weaponsmithing, weaving, wild fighting.

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