Competitor Games

We are the Competition

Ogre Mage

Moderator: oslecamo

Ogre Mage

Postby oslecamo » Wed Feb 02, 2011 6:13 pm

Ogre Mage

1+0+2+0+2Ogre mage body, Beginner Mage, +1 Str, +1 Cha
2+1+3+0+3Lesser Mage, +1 Cha
3+2+3+1+3Regeneration, +1 Str
4+3+4+1+4Mage, +1 Cha
5+3+4+1+4Flight, Mage resistance, +1 Str
6+4+5+2+5Advanced Mage, +1 Cha
7+5+5+2+5Growth, change Shape, +1 Str
8+6+6+2+6Greater Mage,+1 Str, +1 Cha

Skills: 4+int mod per level, quadruple at 1st level. Class skills are spot, listen, spellcraft, concentration, intimidate, Use Magic Device, Knowledge(Arcana, Planes, Dungeonering), Apraise.

Proficiencies: Ogre Mages are proficient with simple and martial weapons and light armor.
Ogre Mage body:
the ogre mage loses all other racial bonuses and gains giant traits (basicaly low light vision). It's a medium giant with 40 feets base speed.

It also has a bonus to natural armor equal to his Con modifier.

Beginner mage:
The ogre mage can use sleep as a SLA twice per day for each HD it has. Save equal to 10+1/2 HD+Cha modifier. An ogre mage who multiclasses for an arcane class can count his Ogre mage levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Ogre Mage 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however. He would get the familiar ability, but ogre mage levels wouldn't count for it.

At 5 HD, the ogre mage's sleep SLA can affect one HD of oponents per CL.

Ability increase:The ogre mage gets a permanent bonus of +1 Str at levels 1, 3, 5, 7 and 8 and +1 Cha at levels 1, 2, 4, 6, 8, for +5 Str and +5 Cha at 8th level.

Lesser mage:At 2nd level the ogre mage can now use darkness and Charm person each 1/day as a SLA for each HD it has. Save equal to 10+1/2 HD+Cha modifier.

At 7HD the charm person upgrades to Charm Monster.

At 10 HD the Ogre Mage can ignore immunity to sleep, mind-affecting and cold from oponents inside a Darkness he created, but those who would normally be immune to those effects still gain a +5 bonus on their saves.

Regeneration:At 3rd level gains regeneration equal to 1/3 the HD of the ogre mage, rounded down. 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.

Mage: At 4th level the ogre mage can now use invisibility as a SLA 1/day for each HD it has.

In adition, a number of times per day equal to his Cha mod, he may cast any of his SLAs as a swift action, but if he does so he cannot cast a spell or use another SLA on the same round (he may still move and attack oponents by more physical means however).

Flight (Su): At 5th level an ogre mage can cease or resume flight as a free action. His fly speed is equal to his base speed. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Mage resistance:At 5th level the ogre magi gains SR equal to 15+it's HD.

Advanced Mage: at 6th level the ogre mage can now use gaseous form as a SLA 1/day for each 2 HD it has.

Growth:At 7th level the ogre mage grows one size category.

Change Shape (Su):At 7th level an ogre mage can assume the form of any Small, Medium, or Large humanoid or giant 1/day for each 2HD it has as a standard action
* The creature retains the type and subtype of its original form. It gains the size of its new form.
* The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
* The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
* The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
* The creature retains the ability scores of its original form.
* Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
* The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.

Greater Mage: the ogre mage can now use cone of cold as a SLA 1/day for each 2HD it has. Save equal to 10+1/2 HD+Cha modifier.

In adition, the ogre mage's Cone of Cold SLA has no damage die cap, and oponents wich fail their save against it are entangled for 1 round per caster level. Even if they suceed, they're entangled for 1 round.

As I pointed out, the original ogre mage monster is quite weak.

This one offers more uses of it's rarer SLAs, cuting down the at-will SLAs in return. I also buffed up some of the SLAs with custom abilities and allowed it to cast them as a swift action sometimes per day so he can keep bashing like the giant he is.

The ogre mage is quite MAD, so it gets bonus to both Str and Cha to help him be both a caster and frontline dude. Like the Mind Flayer, he'll get bonus for multiclassing for an arcane class.

His SR is higher than normal to represent his innate connection with magic, and the regeneration doesn't hurt also.
Posts: 12
Joined: Sun Jan 30, 2011 12:30 pm

Return to Monster Classes Project

Who is online

Users browsing this forum: No registered users and 0 guests