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  1. - Top - End - #1
    Bugbear in the Playground
     
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    Apr 2008

    Default [3.5 Monster Classes] Hyudra's Hordes

    Hyudra's Hordes: Monster Classes by Hyudra

    This thread is devoted to my work on Monster Classes. I'm aiming to present monster classes that are balanced, but more importantly, that are interesting and original to play. This means I'm striving to offer monster classes that are versatile and give you options in combat. No sticking to the old staples of full attack, standard attack, trip, bull rush and all that garbage. No. If you're the kind of player who wants to play a Yeti, you should be tearing people in half, Pelor dammit.

    Links:
    Just so we're all on the same page:
    • This is a guide & a collection of FAQs I wrote for people making monster classes. You should get a sense of what my design approach is, there, and there's good tips (and a template) if you're looking to do your own monsters.
    • These are old threads about Monster Classes. Note that older work (mine included) is far less consistent as far as quality, so use at your own risk:

    That spree of threads ended at the moderator's request, so please don't post in any of said threads that are open. It's just there for reference.

    The community has started to revive the Monster Class creations under a different format, and you can view some of the notable threads here:

    Competition threads to be added to the above list as/if the competition(s) get underway.

    My Monsters:
    In this thread you'll find my monsters. I'll link them below this point as I post them. Some are new, some are revised/touched up versions of my old submissions.
    {table=head]Monster|Status|Notes
    Ogre Mage|Just written, unrevised.|Exhortations to be found here.
    [/table]
    Last edited by Hyudra; 2011-06-28 at 04:11 PM.

  2. - Top - End - #2
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    Default Monster Class: Ogre Mage

    Ogre Mage

    Monster Class
    Source: Monster Manual, SRD

    Class Details and Description:
    The Ogre Mage is a cousin to the Ogre, though most Ogre Mages would argue that they are as distant a relative to the Ogre as man is to the monkey. In truth, what sets them apart from their Ogre kin is a natural intelligence on par with a human and the ability to see and communicate with the spirits that suffuse the world. Throughout the world, there are elementals and spirits so minor and inconsequential that most would not recognize them for what they were, even if they had the ability to see them. Most Ogre Mages do not cooperate with these spirits, however, but bully them into submission. An Ogre Mage might demand a year and a day's service from the spirits of the air, using the power to carry themselves aloft and blast enemies with gusts of wind. Should the spirits of air refuse to bow to him, the Ogre Mage might set a dozen campfires and leave offal and hair in each, choking the skies with foul smoke until the spirits relent. In this way, the Ogre Mage builds up a collection of subservient spirits and elementals that he can leverage to crush and subdue his enemies.

    Ogre Mages are naturally strong - not just in physical power, but in spiritual power as well. With the barest minimum of exercise, the Ogre Mage builds more muscle than an ordinary human would in a day's hard training. In a similar light, their minds are like steel traps - it is rare for an Ogre Mage to forget something, especially secrets, promises or grudges. An Ogre Mage stands between eight and twelve feet tall and is massive in every respect of the word, with arms and legs like tree trunks and a chest so big around that two men would be hard pressed to circle their arms around it. Their skin is often an unusual color - typically grayish with the tint of one color or another in their youth and growing bolder and brighter as they age. This color is often blue or green, but can be violet, orange, yellow, red, alabaster white or jet black. Their hair can be white, gray, brown or black, but it is not unknown for an Ogre Mage to dye it a bright color to offset their skin. The eyes of old and/or powerful Ogre Mages are known to glow red or yellow when they are angry.

    All Ogre Mages have horns of some sort or another (such as the horns of a bull, goat, gazelle or stag), which are merely bumps on the head at birth and sprout from the skull at adolescence, growing larger and longer as the Ogre Mage ages. Similarly, Ogre Mages often have tusks and/or fangs that curve like scimitars, growing in at or around the same time that their horns do. These horns and tusks rarely grow large enough to be used in battle, but an Ogre Mage might use magical talents to modify and exaggerate these features to make themselves more frightening. Other Ogre Mages tattoo themselves extensively, or add wicked barbs, hooks, scales, manes and other wild features to their bodies by way of warping their own flesh. In short, anything that might aid them in cowing spirits, elementals, least gods or common mortals.

    The Ogre Mage is a capable hand to hand powerhouse with the ability to use Exhortations. Exhortations are a shamanistic brand of magic that forces the spirits and elementals to do as he demands, resulting in a cruder and more unrefined form of spellcasting that is nonetheless versatile in its own way, doing much to compliment the Ogre Mage's fighting abilities.

    Adventures: Ogre Mages thrive, as a rule, by virtue of their bullying and powerful personalities. They eat well when they kill a traveling merchant and partake of his stock, they rest well when they force another creature from a well kept lair, they grow more powerful when they bully the local spirits into following and serving them for a duration. As such, an Ogre Mage with nobody left to bully is liable to feel unfulfilled. Even with a village paying regular tribute and every local spirit under his thrall, an Ogre Mage may opt to move on to greener pastures, telling himself there is more people, more coin, better food and greater power to be had elsewhere. In truth, it is just boredom, as any Ogre Mage feels most satisfied when he sees shock and terror on the faces of those around him, rather than just resignation and hopelessness. This can prompt an Ogre Mage to move on to greater things, higher aspirations, and adventure.

    In other situations, an Ogre Mage might have his pride wounded. Being defeated by a stronger foe, the Ogre Mage might make a quest of finding that individual and squashing them. In other circumstances, upon hearing that there is a great power or an individual stronger than them elsewhere, the Ogre Mage might set to taking that power and respect for themselves.

    Finally, Ogre Mages do have their own warped sense of honor. It is possible for someone to defeat or trick an Ogre Mage and coerce an oath of fealty. In such a manner, the Ogre Mage might find themselves set on a task by the victor, traveling with others to guard a person or location, find a relic or assassinate a great villain. Often it won't even cross an Ogre Mage's mind that he could break the terms of the oath.

    Background/Ecology: Ogre Mages are long lived, using the Dwarf's aging chart to determine their age categories. That said, most Ogre Mages do not live well past one hundred years of age, given their violent personalities and their predilection for challenging the toughest foes they think they can defeat. The children of Ogre Mages are most often born to human women following an attack on an outlying village or settlement and the defeat of every able bodied man present. A given Ogre Mage fathers between one and three children in a given night by different mothers. The Ogre Mage promises to return at a set date to claim his children, threatening the mothers with death and ruin should they not care for his sons in the meantime. A period of time later (typically one, two or three years), on schedule to the day, the father will return, defeat the townspeople and/or mercenaries that are awaiting him and claim his children, placing a wealth of treasure before the mothers in a a warped form of payment for their services before leaving. Should his children be dead or gone, he will simply demolish the town, track down and murder the mothers and try again elsewhere. Should the Ogre Mage be defeated, his bloodline typically ends there. Such keeps the Ogre Mage a relatively rare species in the Prime Material.

    An Ogre Mage child grows up either utterly alone or with his siblings, his father taking him from his place of birth and depositing him and his brothers (if any) in an isolated location (such as a ruined castle, a watchtower on a mountaintop, a solidly built home in deep forests or a more or less empty dungeon). The father stops in regularly to oversee the development of his sons and leaves more and more often as his sons grow older. In exchange for bringing them into the world and setting them up as he did, the Ogre Mage expects a fealty of sorts. His sons are his soldiers, should he decide he needs such, and when they claim their own command of spirits and lesser elementals, they will often leave a share to (or direct the spirits to find and serve) their father, bolstering his power. This cycle will then repeat, with the sons growing up and fathering their own children somewhere else far enough away that the pattern oft goes unnoticed.

    Female Ogre Mages exist, but are about as rare as twins are to human parents. Ogre Mage fathers are often at a loss regarding what to do with their daughters, and the father-daughter relationship is often a volatile and combative one as a result. Those female Ogre Mages that surpass their father's expectations that they be servants and scrub girls (a hurdle most often surpassed by way of patricide) are more careful and reserved than their male kin, and consequently tend to be longer lived and in the end, far more powerful.
    Class:
    Spoiler
    Show


    HD: D10

    {table=head]Level|BAB|Fort|Ref|Will|
    Special
    |
    Exhortations Known

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Ogre Mage Body, Powerful Build, Exhortations, +1 Str|
    2

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Menacing Power, Daunting Glower, +1 Str, +1 Con|
    3

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Regeneration, Speak to the Spirits, +1 Con|
    4

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Growth, +1 Str, +1 Con|
    5

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Flight, +1 Str, +1 Con|
    6

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Spell Resistance, +1 Str|
    7

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Triumphant Power, +1 Con|
    8

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Onslaught of Power, +1 Str, +1 Con|
    9
    [/table]

    Skill Points: (6 + Int modifier) per level, x4 at first level.
    Class Skills: The Ogre Mage’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcane, Nature, The Planes, Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).

    Proficiencies: The Ogre Mage gains proficiency with simple and martial weapons and with light and medium armor. The Ogre Mage is proficient in the use of all shields except tower shields.

    Ogre Mage Body (Nat): The Ogre Mage loses all other racial bonuses and becomes a Giant. It gains Giant traits, granting it Darkvision 60' and low light vision. Ogre Mages are initially Medium sized creatures with a base land speed of 30', possessing Natural Armor equal to their Con modifier. A Ogre Mage has Giant and Common as starting languages, with additional languages for a high Int score as normal.

    Attribute Increase (Ex): The Ogre Mage gains +1 to Strength with every level in the class except for the 3rd and 7th, and +1 to Constitution with every level in the class except for the 1st and 6th for a total increase of +6 Strength and +6 Constitution at 8th level.

    Powerful Build (Ex): The physical stature of Ogre Mages lets them function in many ways as if they were one size category larger. Whenever an Ogre Mage is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Ogre mage is treated as one size larger if doing so is advantageous to him. An Ogre Mage is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An Ogre Mage can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Exhortations (Su): Starting from first level, the Ogre Mage can force the spirits and the elements to obey his will. To these ends, he casts Exhortations as spell like abilities. These Exhortations are a form of spellcasting that combines a Form and a Aspect into a combined effect.

    To clarify: Forms are the shape the Exhortation takes, be it a short range blast, a projectile, an aura that surrounds the Ogre Mage or a roiling storm of a given element over an area. The Aspect, then, is the nature of the element or energy at work, ranging from flame to winds to vacuum or sheer force of will.

    A first level Ogre Mage will choose with one Form and one Aspect that he qualifies for, and with each level in the class, will pick an additional Form or Aspect. In this manner, an Ogre Mage might maintain a balance of Forms and Aspects, keep only one Form but remain able to use a wealth of different Aspects with that Form, or do the opposite and stick to a single element but using it in a variety of ways. Use of an Exhortation is a spontaneous exercise, with the Ogre Mage deciding which Form and which Aspect to use together at the moment of casting. There is no limit to the number of times the Ogre Mage can use a given Exhortation in a day.

    Ultimately Exhortations are spell like abilities that are cast as standard actions that do not provoke attacks of opportunity (unless otherwise noted). They able to be warded against with spell resistance. Exhortations have a caster level equal to the Ogre Mage's class level. They are not actual spells, so feats or abilities (such as metamagic feats) that apply to spells do not apply to Exhortations. Feats or abilities that affect spell like abilities (such as Quicken Spell-Like Ability) or abilities (such as Ability Focus) can benefit Exhortations.

    Forms and Aspects are listed here.

    Should the Ogre Mage take levels in a class that grants Invocations or Arcane Spells, he may add half his Ogre Mage levels to his levels in that class for the purposes of determining what level/quality/quantity of spells or invocations he has access to.

    Coerce Power (Su): At 2nd level the Ogre Mage can threaten the spirits and elementals in thrall to him and force them to enhance the effects of his Exhortations. Every hour, he gains one Coercion point, up to a maximum of his Charisma modifier or ½ his HD, whichever is less. When he announces the use of an Exhortation, before any rolls have been made, he may expend any number of Coercion points to do one of the following:
    • Add 1d6 of the appropriate damage type (as determined by the Aspect) to the damage dealt.
    • Enhance the special effect of the Aspect by one level, to a maximum of 5.
    • Double the duration of a beneficial effect and allow another exhortation of the same type to overlap it. Overlapping Exhortations with the same Aspect don't grant double the benefit, and if one such Exhortation with identical Aspects on the same target would end or be spent, both are. As such, a Isk Dar (Gift of Sparks) Exhortation empowered with a Coercion point would last twice as long & the Ogre Mage could use Dazd Dar (Gift of Rain) Exhortation the following round, without replacing the previous. There would be no mechanical benefit to having two Isk Dar Exhortations on the same individual.


    Daunting Glower (Ex): At second level the Ogre Mage can intimidate his foes in battle with much the same ease that he bullies minor spirits and elementals. When the Ogre Mage demoralizes an opponent with the Intimidate action, the shaken condition does not count down in duration as long as the victim can see the Ogre Mage (If it would last one round, it lasts one round starting from the time they can no longer see the Ogre Mage). If the Ogre Mage augments his Intimidate with another effect (such as an item or feat) or stacks the fear effects in order to create a more severe state of fear, the heightened state of fear is not extended by Daunting Glower (As such, the Panicked condition would not last as long as the victim could see him). If the duration of a more extreme state of fear would end and the victim can still see the Ogre Mage, it simply drops in severity to Shaken and remains as described above.

    Further, the Ogre Mage may use Daunting Glower to make a demoralize attempt as an immediate action if he knocks a foe prone or personally brings a foe below 0 hitpoints. Enemies targeted with this special Daunting Glower demoralize action need not be in his threatened area - he may target enemies that are up to 5' away for every HD he has. Enemies get a +4 on their Will save if the Ogre Mage cannot verbalize or if the Ogre Mage does not speak their language.

    Regeneration (Ex): Beginning at 3rd level the Ogre Mage gains Regeneration, converting damage to nonlethal damage and healing himself of 1 point of nonlethal damage every round for every 2HD he has. Fire, Acid and critical strikes deal normal damage to the Ogre Mage.

    At 8HD, the Ogre Mage takes nonlethal damage from critical strikes.

    At 12HD, the Ogre Mage chooses fire or acid. This damage type now deals nonlethal damage to him.

    At 16HD, the only way the Ogre Mage can sustain lethal damage is by being coup de graced when unconscious.

    Regeneration is detailed in depth here:
    Spoiler
    Show
    Ogre Mages with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the Ogre Mage is treated as nonlethal damage, and the Ogre Mage automatically cures himself of nonlethal damage at a fixed rate per round, as noted above.

    Certain attack forms, (fire, acid and critical strikes) deal damage to the Ogre Mage normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. A regenerating Ogre Mage that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

    An Ogre Mage with regeneration can regrow lost portions of his body and can reattach severed limbs or body parts. Severed parts die if they are not reattached.

    Regeneration does not restore hit points lost from starvation, thirst, or suffocation.

    Attack forms that don’t deal hit point damage ignore regeneration.

    An attack that can cause instant death only threatens the Ogre Mage with death if it is delivered by weapons that deal lethal damage.

    The Ogre Mage must have a Constitution score to have the regeneration ability.

    Speak to the Spirits (Su): Starting at third level, the Ogre Mage can speak to the minor and inconsequential elementals and spirits that suffuse the world. This is not dissimilar to a Speak with Animals spell in how it grants him the ability to speak to that which could not normally speak, but it may be used to communicate with any natural object - such as fire, water, stone or plant. The Ogre Mage may do this as a one minute long ritual once a day for every two HD he has, achieving one of the following:
    • Get the answer to one question. He may expend multiple uses to ask multiple questions of the same spirit.
    • Get assistance with a task that the spirit could help with. Water spirits might help bail out a boat, wood spirits in the boat's hull might help repair it, rock spirits might assist with climbing. Treat this either as an aid another attempt with the spirit assisting or as a flat competence bonus on a skill or ability check equal to ½ the spirit's effective HD, not exceeding the Ogre mage's Charisma modifier. Multiple uses of this ability do not stack with one another (even if the Ogre Mage opts for the aid another effect with one uses and the competence bonus with another).

    Note that the spirit or elemental is not obliged to obey or answer. Given the relation of Ogre Mages to spirits and elementals, virtually all spirits or elementals are initially hostile or unfriendly. The Ogre Mage may attempt to adjust this with an intimidate or diplomacy check prior to the question or task being brought up. Though they are technically sentient reflections of the objects or elements they personify, the spirits are never immune to intimidation attempts on the part of the Ogre Mage when he uses Speak to the Spirits.

    Spirits and elementals are generally limited in their knowledge or ability to convey it. The spirit inhabiting a rock is only aware of what happens in its immediate area, and can only describe creatures/people/objects/events in the terms that it views the world, but could provide a fairly definitive answer. Air spirits travel far and wide and are more likely to know more about a variety of things, but are flighty and easily distracted, making their answers vague and oftentimes cryptic. More powerful spirits and elementals are inclined to be hostile towards less powerful Ogre Mages, but are liable to know more and have more facility to act. See below for a list of spirits, their effective HD (EHD), attitude and their typical skill ranks in diplomacy/knowledge:
    {table=head]Spirit EHD|Examples|Hostile to Ogre Mages of...|Will Save|Skill Ranks
    1|Sparks, Flowers, Puddles, Breezes, Stones|-|+2|6
    5|Campfires, Bushes, Rain, Boulder|4 HD or less|+6|10
    9|Bonfire, Tree, Thunderstorm, Hill|8 HD or less|+10|14
    13|Forest Fire, Forest, Tornado, Mountain|12 HD or less|+14|18
    17|Sun, Moon, Sky, A Nation|16 HD or less|+18|22[/table]
    DMs are encouraged to extrapolate values for a given object that is not on the list. A torchfire would be less than a campfire but more than sparks, so might rate at a EHD of 2 or 3, with numbers adjusted appropriately.

    Growth (Ex): A fourth level Ogre Mage loses the benefits of his Powerful Build class feature but grows by one size category. He adds 10' to his base land speed. His reach, grapple modifiers, natural attack damage and skills change where appropriate, but he doesn't gain any ability score bonuses or penalties.

    Flight (Su): Whether it is dust, spark, rain or leaf, the natural world is buoyed about by the wind, and the fifth level Ogre Mage can mirror this and have the spirits raise him into the air. The Ogre Mage can fly at good maneuverability, at a speed of 5' per HD, to a maximum of his base land speed.

    Spell Resistance (Su): The sixth level Ogre Mage is protected from harmful magics by the spirits and elementals that serve him, as they turn aside magical energies. He gains SR equal to 11 + the Ogre Mage's HD.

    Triumphant Power (Su): At seventh level, the Ogre Mage gains a Coercion point whenever he uses an attack or an Exhortation's effects to bring an opponent down in battle. He gains an additional Coercion point if he used a melee attack to do so. To qualify for such, there should be little or no question that the enemy is out of the combat as a direct consequence of the Ogre Mage's actions and that they won't be continuing to act without serious intervention. As such, a petrified, dead, buried foe would qualify, as would a foe reduced to 0 Dexterity or thrown off a ledge where they faced a thousand foot drop (if they cannot fly). To contrast, a stunned, prone or poisoned enemy would not qualify, nor would it qualify if the Ogre Mage's dwarf buddy delivered the final blow. To merit a Coercion point, an enemy felled in this manner should be an active participant in combat and of a CR capable of granting experience to the Ogre Mage.

    Onslaught of Power (Su): An eighth level Ogre Mage is a veritable force of spiritual power, a brutal and terrifying combatant. He may now spend a Coercion point to replace a single attack with an Exhortation. In this manner he may make an attack of opportunity with an Exhortation or use an Exhortation as part of a full attack routine.


    Comments
    Spoiler
    Show

    The Ogre Mage. I took some liberties with the flavor, but one isn't mandated to stick to such. The rationale for my approach is that the Ogre Mage is obviously inspired by the Ogres of Eastern mythology - Oni and the like (while standard Ogres are more reflective of Western fantasy and mythology). With that in mind, I conceptualized the Ogre Mage's spellcasting as a sort of Shinto Shamanism. In brief, and I'm sure I'm getting this wrong somehow, the Japanese Shinto spirituality poses the idea that there's minor gods/spirits - dubbed Kami - everywhere, "Seven gods in a single grain of rice". The Ogre Mage, described and elaborated on in a way that keeps in flavor with the Ogres of Eastern mythology without being 100% out of place for Western fantasy, uses and abuses these spirits/gods/Kami to work his craft.

    In practice, the Ogre Mage is somewhat similar to the warlock, but emphasizes a sort of freewheeling mix-and-match of eldritch blast types and special features and has a little more reason to be in the fray of battle. His base stats, stature and general tools leave him more than capable of holding his own in a face to face brawl, but his Exhortations give him the ability to respond to a variety of situations without falling back on the same old arcane/divine spell lists. You should be able to build an Ogre Mage who emulates the one in the monster manual as far as powers go - gaseous form, flight, yadda yadda. You're just more flexible in how you play

    I'd like to think that the Daunting Glower and Triumphant Power benefits to dropping enemies in combat encourages a suitably aggressive style of play, while still leaving options for a more supportive or creative Ogre Mage. Once you grab the capstone, you're free to start firing off several Exhortations a round, with really creative and devastating possibilities.

    Some stuff I'd appreciate attention to in any critiques:
    • Standard topics of:
      • Originality: does it feel appropriately distinct from other classes, or do you feel you could achieve the same thing with levels elsewhere and different fluff?)
      • Playability: Do you think it would bog down play? Would it be enjoyable to play? Would it be enjoyable to have your buddy playing it at the same table as you? If you're a DM (or can put yourself in a DM's shoes) would you like one of your players using this? Does it allow for cool moments?
      • Balance: Is it appropriately powerful? What about at low levels? High levels? Do any abilities or options strike you as too powerful? What tier would you mark this class (2-3 is ideal; 0, 1, 4, 5 or 6 is problematic)?
      • Elegance: Is the entry readable? Is it well presented? Is everything formatted right, is there a nice picture? Or is it an absolute mess?
      • Flavor: Did I hit the nail on the head as far as making an ogre mage, or do you feel it's off base or off flavor? If you replaced an Ogre Mage from some official campaign with an NPC with 8 levels in this class, would it be unrecognizable or jarring?

      More specifically:
    • I improvised Giantish names for the Exhortation Forms and Aspects. Do they fit or is it just not how you imagined Giantish to sound? Can you imagine an Ogre Mage crying out "Dlan Dazd!" in a booming, guttural voice as he uses an exhortation?
    • Does the progression of Forms/Aspects seem right, where stuff is? Does anything seem out of place, too strong or powerful for a low level, or too weak for being high level?
    • Would there be interest in a dedicated, non-ogre mage class that builds on this same concept (Elementalist or Shaman)?


    Changelog
    Spoiler
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    ...
    Last edited by Hyudra; 2011-06-28 at 04:39 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
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    Default Ogre Mage Supplemental Material

    Exhortations

    A Monster Class Supplement for the Ogre Mage

    Exhortations:

    Unless otherwise stated, Exhortations require a standard action. All saves have a DC of 10 + ½ the Ogre Mage's HD + the Ogre Mage's Cha modifier.

    Effects that would push, pull, move or drag the target one direction or another are less effective against bigger foes and more effective against smaller foes. A foe moves 5' or 25% less distance (whichever is more) for every size category they are larger than the Ogre Mage, and the opposite is true for a small foe.

    Forms
    Spoiler
    Show
    Dlan (Palm)
    The Ogre Mage spreads his feet, lowering his center of balance, and then lunges forth, slamming his hand out, palm forward, elemental energies bursting forth.
    Prerequisite: None.
    Target: Touched foe.
    Effect: The Ogre Mage makes a touch attack against a single foe to deliver damage and a level 2 special effect appropriate to the Aspect if he hits.

    Kuzel (Breath)
    His chest swelling as he draws in a deep breath, the Ogre Mage gathers energies around his hands, then brings his hands before his mouth as he exhales violently, his breath charging and dispersing the energies into a whirling cone of havoc.
    Prerequisite: None.
    Target: All within cone extending 20', plus 10' per size category above Medium.
    Effect: The Ogre Mage delivers a cone attack as a breath weapon, dealing damage and a level 1 special effect to all within. Enemies are entitled to a Reflex save (DC 10 + ½ Ogre Mage HD + Ogre Mage's Charisma modifier) to halve damage and avoid the special effect.

    Sipka (Arrow)
    Gathering energies in his fist, the Ogre Mage flings his hand outward, releasing them as a projectile.
    Prerequisite: None.
    Target: Single target within 45'.
    Effect: The Ogre Mage makes a ranged touch attack against a single foe, inflicting damage and a level 1 special effect appropriate to the Aspect to the victim if he hits them.

    Sila (Boon)
    As he presses his open hand over his heart, the chest of the Ogre Mage glows. Moments later, both his eyes and the glyphs in Giantish that manifest across his body glow with the energies within him.
    Prerequisite: None.
    Target: Self.
    Effect: The Ogre Mage grants himself the beneficial effects of the Aspect. If he uses another Sila Exhortation before the first has expired, the previous Sila Exhortation is removed.

    Okruh (Circle)
    The Ogre Mage sweeps his arms outward, and the energies explode violently in a circle around him.
    Prerequisite: BAB 1+
    Target: Burst emanating from Ogre Mage, affecting everyone within his reach.
    Effect: The Ogre Mage inflicts damage and a level 1 special effect appropriate to the Aspect to every individual within his standard melee reach (not counting reach weapons). All within the area are entitled to a Reflex save to halve the damage and avoid the special effect.

    Utok (Strike)
    As he draws his weapon back, ready to swing, the Ogre Mage makes a sign with his off hand, calls out his demand to the spirit, then swings, the blade of his weapon surrounded with a cloud of the Aspect.
    Prerequisite: BAB 1+
    Target: Next target struck with melee attack that round.
    Effect: This Exhortation is a swift action. The Ogre Mage inflicts a level 1 special effect appropriate to the Aspect with his next successful melee hit that round.

    Chranit (Protection)
    The Ogre Mage draws energies into his hands, and paints glowing runes in Giantish that float a few inches above his body and armor, warding off blows. When his blood is spilled, the runes and feed on the bloodshed to grow in strength.
    Prerequisite: BAB 3+
    Target: Self.
    Effect: Chranit grants a protective shield that creates a a barrier made of force (similar to that of Mage Armor) around the Ogre Mage, granting him a bonus to AC equal to his Charisma modifier. If an enemy successfully strikes the Ogre Mage, Chranit gains a charge, to a maximum of 1 charge per 3HD of the Ogre mage. If an enemy attacks the Ogre Mage in melee and misses, the Ogre Mage can elect to have the Chranit Exhortation explode with power, causing the enemy to take damage of a type and amount appropriate to the Aspect, and suffer the Aspect-appropriate special effect of a level equal to the number of charges on Chranit (minimum 0, maximum 5). Chranit persists until it explodes, otherwise lasting 1 hour per HD.

    Skaza (Ruin)
    The Ogre Mage fires off a roiling bolt of energies that buries itself deep in the ground. A heartbeat later, the ground begins to swell visibly, and a rune in Giantish appears atop it. This blister in the terrain surges and grows until it explodes violently, leaving a crater and bloodied enemies where it was.
    Prerequisite: BAB 3+
    Target: Several locations (see below) within 25' + 5' per HD.
    Effect: The Ogre Mage selects a target square within range (25' + 5' per HD). At the start of his next turn, that area explodes, inflicting damage and a level 2 special effect appropriate to the Aspect to all within that square and all those adjacent to it. The Ogre Mage may select an additional square to be affected in this manner for every 5HD he has, but each Skaza Exhortation fired off must set down at least 20' from the others.

    Vrazda (Cleave)
    Infusing himself with gathered power, the Ogre Mage's movements are followed by phantom images that crackle with the power of the collected energies. As he strikes, the images follow suit, mirroring his actions.
    Prerequisite: BAB 3+
    Target: Area of effect affecting a target and up to two additional foes, all of whom the Ogre Mage can reach with his weapon.
    Effect: The use of Vrazda is a swift action, with the caveat that using Vrazda denies the Ogre Mage the ability to perform any swift or immediate actions on the following turn. The next time the Ogre Mage makes a melee attack, he also attacks two targets he can reach with his melee weapon. The same attack roll is used for all targets, and may hit all, some or none of the targets, depending on their AC. The Ogre Mage's initial target, if struck, sustains additional damage appropriate to the Aspect and the level one special effect of the Aspect. Other struck targets suffer weapon damage as though the Ogre Mage had hit them with his weapon, and a level one special effect appropriate to the aspect.

    Cesta (Journey)
    The Ogre Mage is swallowed up by a geyser of energies. With a deafening noise, he reappears a short distance elsewhere, catching his enemies off guard.
    Prerequisite: BAB 5+
    Target: Area of effect, an empty space large enough for the Ogre Mage within 25' + 5' per HD.
    Effect: The Ogre Mage teleports to the empty space. Enemies that fall within his reach must then make a Reflex save or suffer damage and a level one effect appropriate to the Aspect.

    Dar (Gift)
    The Ogre Mage presses his hand to a companion's body. That ally is briefly left with glowing eyes and a glowing handprint on their skin as the spirits flow into their body and suffuse them with power.
    Prerequisite: BAB 5+
    Target: A single touched companion.
    Effect: The Ogre Mage grants an ally the beneficial effect appropriate to the Aspect chosen. If he uses Dar again on an ally before the first Dar exhortation has expired, the previous exhortation is removed and replaced.

    Rozruch (Storm)
    Motes of tinted light rise into the air around the Ogre Mage as he raises his arms above his head. As he brings his arms towards the ground in a sweeping motion, the spirits, having charged the atmosphere, direct a rain of elemental energy onto the battlefield.
    Prerequisite: BAB 6+
    Target: Area of effect, 10' radius circle centered on a location within 25' + 5' per HD.
    Effect: Anyone starting their turn in the affected area takes damage appropriate to the Aspect. Anyone ending their turn in the affected area takes damage appropriate to the Aspect (again, if they already took it) and suffers the level one effect. Lasts a number of rounds equal to the Ogre Mage's Charisma modifier. Only one Rozruch effect can persist on the battlefield at a time, but if the Ogre Mage uses Rozruch again, he doubles the remaining duration of the pre-existing effect (or resets it, whichever he prefers) and increases the severity of the special effect by one step.

    Tryzen (Torment)
    The Ogre Mage plunges his weapon into the opponent's body. Before removing it, he charges it with spiritual energies, causing it to flare with power and tear into the opponent's flesh.
    Prerequisite: BAB 6+
    Effect: The Ogre Mage must use Tryzen as an immediate action, after he has struck an opponent with a melee attack but before he has performed any other actions or ended his turn. He delivers a level one special effect appropriate to the Aspect. Further, for every time he has affected that opponent with Tryzen in the last 24 hours, he gains one Coercion point. He must spend these points immediately - either increasing the level of the special effect delivered by the Tryzen attack or adding 1d6 damage to the attack (type depends on Aspect).

    Aspects:
    Spoiler
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    Isk (Spark)
    Spirits of energy in its rawest form, Isk manifests as a dense swirl of red and blue sparks, arcs of electricity flickering intermittently between them.
    Prerequisite: None.
    Effect: Isk deals 1d6 fire/lightning damage, with an additional 1d6 fire/lightning damage at 3HD and every two HD thereafter.
    Special: Has a chance to ignite the enemy. Enemies sustain a further 1d6 fire/lightning damage per 4 HD of the Ogre Mage (1d6 minimum) at the end of each of their turns thereafter, until the duration ends or they take a full round action to fall prone and roll to extinguish themselves. This extinguishing action provokes attacks of opportunity. If the Exhortation is area of effect, the chance for each enemy to be ignited is halved. Also ignites combustible objects that could be set aflame by a Fireball.
    • Level 1: 50% chance to ignite for 1 round.
    • Level 2: 100% chance to ignite for 2 rounds.
    • Level 3: 100% chance to ignite for 3 rounds. Foes within 5' have a 50% chance to be ignited for 1 round.
    • Level 4: 100% chance to ignite for 5 rounds. Foes within 5' have a 100% chance to be ignited for 1 round.
    • Level 5: 100% chance to be ignited until the foe successfully extinguishes themselves. Foes within 10' have a 100% chance to be ignited for 1 round.

    Beneficial: Grants Fire Resistance equal to ½ the Ogre Mage's HD (minimum 1) for a number of rounds equal to the Ogre Mage's Cha mod or his HD, whichever is greater.

    Dazd (Rain)
    Dazd manifests as a devastatingly forceful spray of cold water, drenching those within its effect.
    Prerequisite: None.
    Effect: Dazd deals 1d4 cold/bludgeoning damage, with an additional 1d4 cold/bludgeoning damage at 3HD and every two HD thereafter.
    Special: Enemies stumble back with the force of the spray. This usually knocks them away from the Ogre Mage (such as with attacks, line attacks, cone attacks), but in the case of circular burst effects and the like, pushes them away from the center of the effect. Each level of Dazd (Rain) has two different effects, depending on whether it has a singular target or whether it is area of effect. Whether Dazd uses one or the other is dependent on the 'target' listed in the Form's description (An area of effect cone attack with one foe falling within the radius would nonetheless be treated as being area of effect). An enemy that collides with a terrain feature simply stops where they are. Dazd also extinguishes nonmagical fire.
    • Level 1: Lone foes are pushed 1d3 5' squares away. If area of effect, pushes each foe 5' away.
    • Level 2: Lone foes are pushed 1d6 5' squares away. If area of effect, pushes each foe 1d3 5' squares away.
    • Level 3: Pushes lone enemies away a distance equal to half the effect's maximum range (30' for a 60' line, for example) or 2d6 5' squares, Ogre Mage's choice. If area of effect, pushes enemies 1d6 5' squares away.
    • Level 4: Pushes lone targets away a distance equal to 75% of the Exhortation's maximum range (45' for a 60' line, for example) or 3d6 5' squares, Ogre Mage's choice. If area of effect, pushes enemies 2d6 5' squares away.
    • Level 5: Pushes lone targets away a distance equal to the Exhortation's maximum range (60' for a 60' line, for example) or 5d6 5' squares, Ogre Mage's choice. If area of effect, pushes enemies 3d6 5' squares away.

    Beneficial: Grants the ability to walk on water for 1 round per point of Ogre Mage's Cha bonus or 1 round per HD of the Ogre Mage, whichever is more.

    Kvet (Petal)
    Kvet stirs the wind into a brief but intense force, leaves and petals dancing in its wake (from which the Giantish 'Kvet' for Petal, for the Aspect's name, is derived).
    Prerequisite: None.
    Effect: Kvet deals 1d4 slashing/piercing damage, with an additional 1d4 slashing/piercing damage at 3HD and every two HD thereafter.
    Special: Those affected by Kvet are pushed a short distance. Affected enemies cannot 5' step on their next turn.
    • Level 1: Affected enemies are forced to move 5' in the direction of the Ogre Mage's choice.
    • Level 2: Affected enemies are forced to move 5' in the direction of the Ogre Mage's choice and if the Ogre Mage so chooses 5' in the direction of the victim's choice that isn't back into a square they just departed.
    • Level 3: Affected enemies are forced to move 10' in the direction of the Ogre Mage's choice.
    • Level 4: Affected enemies are forced to move 10' in the direction of the Ogre Mage's choice and (if the Ogre Mage chooses) 5' in the direction of the victim's choice that isn't back into a square they just departed.
    • Level 5: Affected enemies are forced to move 15' in the direction of the Ogre Mage's choice. They provoke attacks of opportunity from creatures whose threatened area they were not in at the start of their turn.
    Beneficial: Grants a Feather Fall effect as well as 5' bonus movement for every 4 HD of the Ogre Mage. Lasts 1 round for every point of the Ogre Mage's Charisma modifier or for every HD he has, whichever is more.

    Zem (Dust)
    Soil, dirt, dust and sand rises from below the Ogre Mage, spiraling about him in kaleidoscope patterns for a heartbeat before moving forcefully into motion.
    Prerequisite: None.
    Effect: Zem deals 1d6 bludgeoning/piercing damage with an additional 1d6 bludgeoning/piercing damage at 3HD and every two HD thereafter.
    Special: Covers the the affected with a blast of sand and dirt, blinding the enemy and half-burying them. The dirt in one's eyes may be removed with a standard action that provokes attacks of opportunity - doing so removes the blindness. The movement speed penalties that appear at levels 2-4 are a one-time effect that reduce the enemy's maximum movement speeds the next time they try to move 10' or more, to a minimum of 0'. Once the individual has finished their movement or attempted movement, this penalty and any penalties to flying maneuverability are removed and they are assumed to have freed themselves enough to move normally.
    • Level 1: Affected enemies get a Reflex save (DC 10 + ½ Ogre Mage's HD + Ogre Mage's Cha mod) to avoid being blinded.
    • Level 2: Affected enemies get a Reflex save (DC 10 + ½ Ogre Mage's HD + Ogre Mage's Cha mod) to avoid being blinded. The dirt imposes a -10' penalty to their movement speeds the next time they try to move further than 5'.
    • Level 3: Affected enemies are blinded with no save. The dirt imposes a -15' penalty to their movement speeds the next time they try to move further than 5' and their flying maneuverability (if applicable) is reduced by 1 step, to a minimum of Poor
    • Level 4: Affected enemies are blinded with no save, and attempts to remove the dirt from their eyes have a 50% chance to fail. The dirt imposes a -25' penalty to their movement speeds the next time they try to move further than 5' and their flying maneuverability is reduced by 2 steps, to a minimum of Poor
    • Level 5: Affected enemies are blinded with no save and attempts to remove the dirt from their eyes have a 75% chance to fail. The dirt imposes a -50' penalty to their movement speeds the next time they try to move further than 5' and their flying maneuverability (if applicable) is reduced by 3 steps. Foes that would have their flying maneuverability reduced below Poor cannot fly until they shed the packed earth and dirt that covers them.
    Beneficial: Grants +1 natural armor, +1 additional point of natural armor per 3HD of the Ogre Mage, for a duration of 1 round for every point of the Ogre Mage's Charisma modifier or for every HD he has, whichever is more.

    Cernoch (Darkness)
    Darkness bleeds from every shadow and crevice in the immediate area like an impenetrable smoke of jet black. It gathers into an amorphous cloud that sweeps over enemies like a mass of oily, clawed, skeletal hands that tear and slithering touches like that of eels or tentacles.
    Prerequisite: 5 ranks in Intimidate.
    Effect: Cernoch deals 1 point of vile damage, plus one point for every HD of the Ogre Mage. This damage cannot be reduced by DR.
    Special: Cernoch smothers the affected area with darkness that obscures vision and torments those caught within. The affected area is shrouded as though under the effect of a Darkness spell. Enemies are unnerved and left vulnerable. The fear effect generated by Cernoch stacks with other fear effects, causing already shaken victims to experience a worse fear. Against enemies immune to fear, Cernoch still demands a will save, but does not apply the fear effect. Enemies that are immune to fear and fail must still reroll the ones as described in the entry.
    • Level 1: Enemies must make a will save. If they fail, then they suffer the shaken status condition plus an additional effect - the next time they are damaged, all ones are rerolled until they produce a result of two or higher.
    • Level 2: As level 1, except the next two times they are damaged, all ones are rerolled until they produce a result of two or higher.
    • Level 3: Enemies are automatically shaken if they weren't already. They must then make a Will save - if they fail, the next three times they take damage, all ones and twos are rerolled until they produce a result of three or higher. If an enemy was already shaken prior to this Exhortation being cast and they fail their save, they are frightened (and frightened enemies are panicked).
    • Level 4: As level 3, except if they fail, the next five times they take damage, all ones and twos are rerolled until they produce a result of three or higher.
    • Level 5: As level 3, except if they fail, the Ogre Mage chooses one of the following two effects: either the next five times the afflicted takes damage, all ones, twos and threes are rerolled, or for the next hour, all ones and twos are rerolled.

    Beneficial: Attacks against the affected target have a 20% miss chance for a duration of 1 round for every point of the Ogre Mage's Charisma modifier or for every HD he has, whichever is more.

    Zablesk (Lightning)
    Crackling white electricity dances through the air like a snake, as the lightning and storm elementals - what the Ogre Magi dub the Zablesk - emerge from the surroundings.
    Prerequisite: 6 ranks in Intimidate.
    Effect: Zablesk deals 1d6 lightning damage, with an additional 1d6 lightning damage at 3HD and every 2 HD thereafter.
    Special: Zablesk can arcs from one foe to the next. Zablesk can also dazzle, daze or stun affected enemies:
    • Level 1: If affecting a single target, the Exhortation has a 50% chance to strike another enemy within 10'. Anyone struck by the Exhortation must make a Reflex save or be dazzled for 1 hour.
    • Level 2: If affecting a single target, the Exhortation has a 75% chance to strike another enemy within 10'. Anyone struck by the Exhortation is dazzled for 1 hour.
    • Level 3: If affecting a single target, the Exhortation strikes an additional enemy within 10' of the first and bears a further 50% chance to strike a third enemy within 10' of one of the other targets. Anyone struck by the Exhortation is dazzled for 1 hour and must make a Reflex save or be dazed for 1 round.
    • Level 4: If affecting a single target, the Exhortation strikes an additional two enemies that are each within 10' of another struck individual. Anyone struck by the Exhortation is dazzled for 1 hour and must make a Reflex save or be knocked prone and rendered dazed for 1 round.
    • Level 5: If affecting a single target, the Exhortation strikes an additional three enemies that are each within 10' of another struck individual. Anyone struck by the Exhortation is dazzled for 1 hour and must make a Reflex save or be knocked prone and stunned for 1d3 rounds.

    Beneficial: Grants Lightning resistance equal to ½ the Ogre Mage's HD. The affected target can choose to lose this effect as an immediate action - if he or she does, an attacking enemy takes a -4 penalty on their next attack and is dazzled for 1 hour.

    Mrazen (Ice)
    Least elementals of ice and cold exist everywhere, dancing in constant counterbalance to the spirits of heat and fire. Asserting control with a gesture and a word, the Ogre Mage bids them to shatter this balance, drawing all the ambient moisture in the air together and freezing it into sheets and prisms of ice.
    Prerequisite: 6 ranks in Intimidate.
    Effect: Mrazen deals 1d6 cold damage, with an additional 1d6 cold damage at 3HD and every 2HD thereafter.
    Special: Mrazen has a chance to freeze those affected. Frozen targets are treated as petrified (as Stone To Flesh), only they get a Fortitude save at the start of their next turn to break the effect, and another Fortitude Save each round they are in the presence of heat (such as that of a fire or a round's exposure to an ally-held torch). If affecting an area, Mrazen affects every tile in the Exhortation's area with a slipperiness identical to a Grease spell. This slipperiness, again, may be removed by a round's application of heat, and may also be stripped way by the direct application of a fire-damage Exhortation or spell (such as Fireball). Finally, Mrazen extinguishes nonmagical flames and any freestanding bodies of water within the area that would be covered by the ice effect are turned into solid ground in addition to being made slippery.
    • Level 1: Single target Exhortations (not area of effect Exhortations) have a 50% chance to freeze their target solid. The first half of the area under an area of effect Exhortation is covered in ice.
    • Level 2: Single target Exhortations (not area of effect Exhortations) have a 75% chance to freeze their target solid. The area covered by an area of effect Exhortation is covered in ice.
    • Level 3: Single target Exhortations freeze their target solid if they deal damage. Area of effect Exhortations cover the affected area in ice, and all within have a 25% chance to be frozen solid.
    • Level 4: Single target Exhortations freeze their target solid if they deal damage. Area of effect Exhortations cover the affected area in ice, and all within have a 50% chance to be frozen solid.
    • Level 5: Single target Exhortations freeze their target solid if they deal damage and the victim's first successful Fortitude save doesn't count. Area of effect Exhortations cover the affected area in ice, and all within have a 75% chance to be frozen solid.

    Beneficial: Grants cold resistance equal to ½ the Ogre Mage's HD. Those affected in this manner may relinquish the cold resistance as an immediate action - if they do, the next individual to target them that round with an attack, spell or ability has all movement speeds halved for one round.

    Víchrika (Storm)
    Spirits of the winds, clouds and tempest gather at the Ogre Mage's bidding, creating chaotic funnels, flurries and blasts of wind that are visible to the naked eye.
    Prerequisite: 6 ranks in Intimidate.
    Effect: Vichrika deals no damage, but in place of damage, the Ogre Mage makes a trip attempt as a ranged touch attack that does not provoke an attack of opportunity, using either a Strength Check or a Charisma check to oppose the opponent's Strength/Dexterity check. If Vichrika would affect multiple enemies, each foe after the first (starting with those closest to the Ogre Mage or the center of the effect if the Exhortation does not originate at the Ogre Mage), gains a cumulative +2 bonus to their touch AC.
    Special: Those affected by Vichrika are spun and turned around by the force of the winds, losing their footing and their sense of the battlefield. Enemies affected by Vichrika cannot gain a second turn in a combat round they have already participated in:
    • Level 1: Affected enemies reroll their initiative to determine their new initiative order for the combat.
    • Level 2: Affected enemies reroll their initiative to determine their new initiative order for the combat and the Ogre Mage decides if they use the new result.
    • Level 3: As level 2, but foes must also make a Reflex save or have any items in their inventory weighing less than 5 lbs. that are not actively being held on to scattered within a 5' radius of themselves.
    • Level 4: As level 2, but foes must also make a Reflex save or have any items in their inventory weighing less than 10 lbs. that are not actively being held on to scattered within a 10' radius of themselves.
    • Level 5: The Ogre Mage decides a new position for the enemy on the initiative order for the combat, and foes must also make a Reflex save or have any items in their inventory weighing less than 20 lbs. that are not actively being held on to scattered within a 15' radius of themselves.

    Beneficial: Grants a +2 deflection bonus against ranged attacks, +2 for every 3HD of the Ogre Mage, for a duration of 1 round for every point of the Ogre Mage's Charisma modifier or for every HD he has, whichever is more, or until 3 ranged attacks are blocked. Once the Ogre Mage has 8 HD, Vichrika's protective effect may be extinguished as an immediate action that grants the beneficiary a Freedom of Movement effect, as the spell, for one round, ending at the start of their next turn.

    Balvan (Boulder)
    Rocks as thick around as a man is tall thrust out from the earth, some with enough violence that they arc through the air and crash to ground with bone-jarring impacts.
    Prerequisite: 6 ranks in Intimidate.
    Effect: Balvan deals 1d8 bludgeoning damage, with an additional 1d8 bludgeoning damage at 3HD and every 2HD thereafter. Those affected must be in contact with the ground.
    Special: Balvan creates rocky outcroppings and craters in its wake, altering the battlefield:
    • Level 1: Up to three struck foes are forced to 5' step and 5'x5'x5' boulders occupy the space(s) they vacated. If only one foe was affected, the Ogre Mage chooses the direction they move.
    • Level 2: As level 1, but if there is space, the Ogre Mage can elect to have only one giant boulder manifest, 10'x10'x10' across.
    • Level 3: As level 2, but the giant boulder can be up to 15'x15'x15' feet across and the Ogre Mage gains a third option: creating a pit under a struck foe that is 10'x10' across and 30' deep. The foe is entitled to a reflex save to avoid falling in.
    • Level 4: As level 3, but the giant boulder can be up to 20'x20'x20' across, the pit can be up to 15'x15' across and 40' deep and the Ogre Mage gains a fourth option: creating a pillar of stone 5'x5' across and up to 40' high. Enemies get a Reflex save to avoid being carried up by the pillar.
    • Level 5: As level 4, but the giant boulder can be up to 25'x25'x25' across, the pit can be up to 20'x20' across and 50' deep, the pillar can extend up to 50' high and the Ogre Mage gains a fifth option: placing up to ten 5'x5'x5' stone blocks in any configuration on the battlefield (stones must be placed in unoccupied spaces, but can be stacked atop one another.)

    Beneficial: Any opponent that is tripped, bull rushed or dealt a critical strike by the beneficiary is treated as though affected by the Violent Thrust version of a Telekinesis spell (of a caster level equal to the Ogre Mage's HD). Lasts a number of rounds equal to the Ogre Mage's HD or his Charisma Modifier, whichever is more. Only applies to standard trips, bull rushes and critical strikes, not those generated by spells (such as Telekinesis) or Exhortations.

    Hladny (Hollow)
    The air in the vicinity ripples as though superheated, but colors in the area fade and the temperature grows milder; There is a muted rumble like that of thunder from far away, and all other sounds in the immediate area become quieter, echoing faintly as though from the bottom of a well. All of this is the effect of the spirits of emptiness and the void - Hladny in Giantish - coming to the fore.
    Prerequisite: 7 ranks in Intimidate.
    Effect: Hladny deals 1d4 force damage, with an additional 1d4 force damage at 3HD and every 2 HD thereafter.
    Special: Those affected by Hladny potentially vanish in a muted clap of thunder for a few brief moments, reappearing a short time thereafter in much the same fashion. Effects and spells with a duration that are on vanished individuals do not count down in duration while they are absent (but spells or effects that are affecting the area in the victim's vicinity may end while they are absent), and they reappear in exactly the same condition, position and location that they left. For area of effect Exhortations, there is a 50% chance the vanishing will not occur for each given target, even if they fail an offered Reflex Saves. Hladny has an additional 15% chance to fail for every time a given individual has been affected in the previous 24 hours.
    • Level 1: The struck foe must make a Reflex save or disappear for one round.
    • Level 2: The struck foe must make a Reflex save at a -2 penalty or disappear for one round.
    • Level 3: Ogre Mage chooses: Enemy makes a Reflex Save lest they disappear for two rounds or enemy disappears for one round, no save.
    • Level 4: Ogre Mage chooses: Enemy makes a Reflex Save at a -2 penalty lest they disappear for two rounds or enemy disappears for one round, no save.
    • Level 5: Enemy disappears for 2 rounds, no save.
    Beneficial: The affected individual or object disappears for a duration of 1 round plus an additional round for every six HD of the Ogre Mage. The Ogre Mage may elect to shorten this duration as he uses the Exhortation (to a minimum of one round).

    Ziareny (Consuming Flame)
    Spirits of smokeless flame gather, taking on whimsical shapes as they swirl through the air, flaring in intensity and winking out of existence, only for more to appear in their place.
    Prerequisite: 8 ranks in Intimidate.
    Effect: Ziareny deals 1d6 fire damage, with an additional 1d6 fire damage at 3HD and every 2HD thereafter.
    Special: Ziareny devours the flesh of those it burns:
    • Level 1: If striking a single foe, that foe takes 1d3 points of damage to their highest physical (Strength, Dexterity or Constitution) ability score. If striking multiple foes, all such foes take 1 point of damage to their highest physical ability score.
    • Level 2: If striking a single foe, that foe takes 1d6 points of damage to their highest physical (Strength, Dexterity or Constitution) ability score. If striking multiple foes, all such foes take 1d3 points of damage to their highest physical ability score.
    • Level 3: If striking a single foe, that foe takes 1d8 points of damage to their highest physical (Strength, Dexterity or Constitution) ability score. If striking multiple foes, all such foes take 1d4 points of damage to their highest physical ability score.
    • Level 4: If striking a single foe, that foe takes 1d10 points of damage to their highest physical (Strength, Dexterity or Constitution) ability score. If striking multiple foes, all such foes take 1d6 points of damage to their highest physical ability score.
    • Level 5: If striking a single foe, that foe takes 2d6 points of damage to their highest physical (Strength, Dexterity or Constitution) ability score or 1d8 points of damage to their lowest physical ability score, Ogre Mage's choice. If striking multiple foes, all such foes take 1d8 points of damage to their highest physical ability score.

    Beneficial: Ziareny surges through the subject's body, granting them an immediate saving throw against a poison or disease affecting them. For a number of rounds equal to the Ogre Mage's Charisma modifier or his HD, whichever is higher, Ziareny grants an ally protection against damage to his physical ability scores. If that ally would take Strength, Dexterity or Constitution damage, one instance of that damage is reduced by an amount equal to ½ the Ogre Mage's Charisma modifier (minimum 1) and Ziareny's beneficial effects end.

    Povoden (Drowning Tide)
    With a dull crashing sound like the crashing of massive waves, water cascades into being from every available crack and crevice in the surroundings, frothing and foaming as it moves where the Ogre Mage bids.
    Prerequiste: 8 ranks in Intimidate.
    Effect: Povoden deals no damage, but in place of damage, Povoden emulates a Bull Rush attempt on the struck foe, with the following differences: The Ogre Mage need not make the action as part of a charge, nor can he move into the enemy's space. He may make a Charisma check in place of a Strength check, and the defender is pushed back 5' for every three points by which the Ogre Mage beat his Strength check. Each foe beyond the first (starting with those closest to the origin/center of the Exhortation's effects and moving outward) gets a +2 bonus on their Strength check. Flying enemies that fail their Strength check have their maneuverability reduced by one step, plus an additional step for every three points they failed (enemies reduced below Poor lose the ability to fly and fall) for one round.
    Special: The vast quantities of water called forth by Povoden's effect remain as the water spirits keep the waves aloft, swirling about and crashing together above the ground. The shifting waves of the diminishing water impedes enemy movement while buoying allies forth. The water extinguishes flames and makes particularly dry ground (such as sand) into difficult terrain.
    • Level 1: The area of the effect (or within a 5' of the affected target) is flooded for one round. Enemies treat this ground as difficult terrain while allies get 5' of free movement (not counted against their allowance) when they move into/through it.
    • Level 2: The area of the effect (or within a 5' of the affected target) is flooded for two rounds. Enemies treat this ground as difficult terrain while allies get up to 10' of free movement (not counted against their allowance) when they move into/through it.
    • Level 3: The area of the effect (or within a 5' of the affected target) is flooded for three rounds. Enemies treat this ground as difficult terrain and must make a fortitude save or swim check (against the save DC) to be able to breathe and speak so long as they stand within the area. Allies get 15' of free movement (not counted against their allowance) when they first move into/through it.
    • Level 4: The area of the effect (or within a 5' of the affected target) is flooded for four rounds. Enemies treat this ground as difficult terrain and must make a fortitude save or swim check (against the save DC) to be able to breathe and speak so long as they stand within the area. Allies get 20' of free movement (not counted against their allowance) when they first move into/through it.
    • Level 5: The area of the effect (or within a 5' of the affected target) is flooded for five rounds. Enemies treat this ground as difficult terrain and are unable to breathe and speak so long as they stand within the area. Allies get up to 25' of free movement (not counted against their allowance) when they move into/through it.

    Beneficial: The beneficiary can move up to 5' for every 3HD of the Ogre Mage as a free action every round, for a number of rounds equal to the Ogre Mage's HD or his Charisma modifier, whichever is more.

    Medzera (Angry Cloud)
    Tiny clouds, no larger than a closed fist, gather and spiral about the Ogre Mage in odd patterns and formations. They prove surprisingly solid to those touching them.
    Prerequisite: 8 ranks in Intimidate.
    Effect: Deals 1d4 nonlethal damage, with an additional 1d6 nonlethal damage at 3HD and every 2HD thereafter.
    Special: The clouds batter and bruise struck foes, slipping into the airways and eardrums to momentarily deprive them of oxygen and equilibrium:
    • Level 1: The struck foe must make a Fortitude save or sustain nonlethal damage equal to the amount of nonlethal damage they've already sustained thus far. At the end of that round, they heal themselves of the nonlethal damage inflicted by the special effect.
    • Level 2: The struck foe must make a Fortitude save or sustain nonlethal damage equal to the amount they've already sustained thus far. If they fail, then at the end of that round, they may make another Fortitude save - if successful, they heal themselves of the nonlethal damage inflicted by the special effect
    • Level 3: The struck foe must make a Fortitude save or sustain nonlethal damage equal to 150% of the amount they've already sustained thus far. If they fail, then at the end of that round, they may make another Fortitude save - if successful, they heal themselves of the nonlethal damage inflicted by the special effect
    • Level 4: The struck foe must make a Fortitude save or sustain nonlethal damage equal to 200% the amount they've already sustained thus far. If they fail, then at the end of that round, they may make another Fortitude save - if successful, they heal themselves of the nonlethal damage inflicted by the special effect
    • Level 5: The struck foe must make a Fortitude save or sustain nonlethal damage equal to 200% the amount they've already sustained thus far.

    Beneficial: Grants the beneficiary the effects of a Gaseous Form spell for a number of rounds equal to the Ogre Mage's Charisma modifier or his HD, whichever is more. The Ogre Mage's Flight class feature may be used to its full extent in this form.

    Porazka (Vicious Iron)
    Spirits of conflict, war and battle produce their weapons. Where the Aspect is directed, blades materialize, a dozen swords, spears, knives and tridents stab upward from the ground, criss crossing and impaling those unfortunate to be in their path, or they rain from the sky in a volly, impaling the earth.
    Prerequisite: 9 ranks in Intimidate.
    Effect: Porazka deals 1d6 slashing/piercing/bludgeoning damage, plus 1d6 additional damage (of the same type) at 3HD and every 2HD thereafter. Porazka penetrates DR and defenses as though it was delivered with a magic weapon with an enhancement bonus of +1 for every 3 HD of the Ogre Mage.
    Special: Porazka is an Aspect of war spirits hungry for bloodshed. All ground within/below the targeted area (or within the space of the targeted enemy, if not area of effect) is covered with iron weaponry that penetrates the ground, making navigation difficult. Further, those struck must save or take catastrophic amounts of damage:
    • Level 1: The victim must make a Fortitude save or have their remaining hitpoint total halved. The blade riddled ground must be treated as both difficult terrain and as though it were covered in caltrops. Anyone moving through the terrain in an incautious manner or landing/falling/jumping within it (voluntarily or otherwise) takes 1d6 damage for every point of the Ogre mage's Charisma modifier, for every 5' moved through.
    • Level 2: The victim must make a Fortitude save at a -2 penalty or have their remaining hitpoint total halved. The blade riddled ground must be treated as both difficult terrain and as though it were covered in caltrops. Anyone moving through the terrain in an incautious manner or landing/falling/jumping within it (voluntarily or otherwise) takes 1d8 damage for every point of the Ogre mage's Charisma modifier, for every 5' moved through.
    • Level 3: The victim must make a Fortitude save or take damage equal to half their maximum hitpoint total. The blade riddled ground must be treated as both difficult terrain and as though it were covered in caltrops. Anyone moving through the terrain in an incautious manner or landing/falling/jumping within it (voluntarily or otherwise) takes 1d10 damage for every point of the Ogre mage's Charisma modifier, for every 5' moved through.
    • Level 4: The victim must make a Fortitude save at a -2 penalty or take damage equal to half their maximum hitpoint total. The blade riddled ground must be treated as both difficult terrain and as though it were covered in caltrops. Anyone moving through the terrain in an incautious manner or landing/falling/jumping within it (voluntarily or otherwise) takes 2d6 damage for every point of the Ogre mage's Charisma modifier, for every 5' moved through.
    • Level 5: The victim must make a Fortitude save at a -4 penalty or take damage equal to half their maximum hitpoint total. The blade riddled ground must be treated as both difficult terrain and as though it were covered in caltrops. Anyone moving through the terrain in an incautious manner or landing/falling/jumping within it (voluntarily or otherwise) takes 3d6 damage for every point of the Ogre mage's Charisma modifier, for every 5' moved through.

    Beneficial: Increases the critical threat range and the critical damage of the beneficiary by one step (a 19-20 critical threat range becomes 18-20, and x2 damage on a crit becomes x3). The beneficiary may voluntary relinquish this effect as a swift action to make an attack against a target. The target, once the attack has been resolved, may make an attack of opportunity against the beneficiary. Attacks made in this manner may not be augmented with feats, maneuvers, coercion points, Exhortations or other class features. Lasts a number of rounds equal to the Ogre Mage's Charisma modifier or his HD, whichever is more.

    Mozocek (Opened Mind)
    Spirits of thought, ideas, innovation, creativity and dreams, the Mozocek are the allies of the psyche. Brought under the Ogre Mage's control, they manifest as shimmering, random images with a faint colored tint, reflecting the collective subconscious of the denizens of the local realm. What the Mozocek give, the Mozocek can take away.
    Prerequisite: 10 ranks in Intimidate.
    Effect: 1d6 damage for every HD of the Ogre Mage. This damage cannot be removed or prevented in any manner, short of not being struck by the effect. After the duration (see Special) ends, any surviving victims are healed an amount equal to the damage sustained.
    Special: Mozocek influences the mind. Each level adds another option and increases the DC of all preceding options (So the level 3 effect would offer Sleep with a +4 to the DC, Charm Monster with a +2 to the DC or Dominate Monster with a standard DC):
    • Level 1: All enemies in the area must make a will save or Sleep, as the spell, affecting a total number of HD equal to the Ogre Mage's HD plus his Charisma modifier.
    • Level 2: As level 1, with +2 to the DC, or the victim must make a Will Save or be Charmed, as the Charm Monster spell.
    • Level 3: As level 2, with an added +2 to all DCs, or the victim must make a Will Save or be Dominated by the Ogre Mage, as the Dominate Monster spell.
    • Level 4: As level 3, with an added +2 to all DCs, or the victim is affected as if by a Feeblemind spell.
    • Level 5: As level 4, with an added +2 to all DCs, or the Ogre Mage may alter the subject's memory. The changes made must be able to be described in 25 words or less.

    Beneficial: The subject gains See Invisibility, as the spell, for a number of rounds equal to the Ogre Mage's Charisma modifier or his HD, whichever is more. When the Ogre Mage has 12HD, Mozocek's effect becomes True Seeing instead.

    Noclovek (Turned Flesh)
    Spirits of the body, of flesh, bone and blood, manifest like grisly streamers of gore, briefly forming shapes, limbs, faces, before melting back into the whole.
    Prerequisite: 10 ranks in Intimidate.
    Effect: Deals 1d3 Constitution damage, plus an additional 1d3 Constitution damage at 5HD and every 5HD thereafter.
    Special: For each level of special, the Ogre Mage may pick and apply one of the following, as the Noclovek warps the affected foe's flesh. The victim may make a saving throw against any or all individual effects, but each failed saving throw retroactively increases the DC by 2.
    • 1d3 Strength or Dexterity damage.
    • The creature loses a natural weapon. It may still attack using the weapon, but the damage is delivered as a slam one size category smaller than it was, applying only half the attacker's Strength bonus, regardless of whether it was a primary or secondary natural weapon.
    • The victim's movement speeds are all halved and it loses one step of maneuverability if applicable.
    • The victim is reduced in size by one size category as their flesh is stripped away.
    • The victim's body is bloated with tumorous growths. If it would be disadvantageous to them, the victim is treated as though they were one size category larger.
    • The victim's body is weakened, and they thereafter sustain a potential critical hit on any attack roll of a fifteen or greater.
    • The victim is nauseated.
    • The Ogre Mage heals 1 point of Strength, Dexterity or Constitution damage for every die of damage the initial attack delivered, or heals half that amount to an ally that he can touch.

    Beneficial: The target changes shape, resembling a humanoid or giant. The target may also, change size to one size larger or smaller as the effect takes hold, but anyone other than the Ogre Mage is required to make a Fortitude save. On a failure, the target suffers 1d3 Constitution damage. The changing of size requires the consent of the target. Changed appearance lasts for a number of hours equal to the Ogre Mage's Charisma Modifier or his HD, whichever is more.

    Vymazanie (Black Annihilation)
    Vacuum, created by the absence or death of the spirits that inhabit things, eerily quiet for the destruction it wreaks, sucks everything in its vicinity towards the origin of the Exhortation. What is drawn too far in does not return.
    Prerequisite: 12 ranks in Intimidate.
    Effect: As Povoden (Drowning Tide), but the enemy is pulled towards the origin/center of the effect.
    Special: Vymazanie can erase enemies from existence, provided they have a CR equal to or less than the Ogre Mage's HD. Affects only the individual closest to the source/center of the Exhortation. Vymazanie is among the most dangerous and powerful of the Exhortations the Ogre Mage can use. The Ogre Mage, should he use Coercion to empower the Exhortation, must also roll for himself, as though he were affected by a Vymazanie special effect of a level equal to the number of points spent (As such, the use of 3 Coercion points would see the Ogre mage rolling against the level 3 effect, described below). Those consumed by the void are lost, their possessions gone, and cannot be raised or ressurected short of the use of a Wish, Miracle or divine intervention.
    • Level 1: Subtract the victim's current hitpoint total from 75 and roll d100. If the die result is below the resulting number, the victim dies immediately, their body consumed by the void.
    • Level 2: Subtract the victim's current hitpoint total from 100 and roll d100. If the die result is below the resulting number, the victim dies immediately, their body consumed by the void.
    • Level 3: Subtract the victim's current hitpoint total from 125 and roll d100. If the die result is below the resulting number, the victim dies immediately, their body consumed by the void.
    • Level 4: Subtract the victim's current hitpoint total from 150 and roll d100. If the die result is below the resulting number, the victim dies immediately, their body consumed by the void.
    • Level 5: Subtract the victim's current hitpoint total from 200 and roll d100. If the die result is below the resulting number, the victim dies immediately, their body consumed by the void.

    Beneficial: Grants Death Ward, as the spell, for a number of rounds equal to the Ogre Mage's Charisma modifier or his HD, whichever is more.
    Last edited by Hyudra; 2011-06-28 at 04:11 PM.

  4. - Top - End - #4
    Dwarf in the Playground
     
    Devil

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    Default Re: [3.5 Monster Classes] Hyudra's Hordes

    Are you planning on ever doing Pit Fiend? That would be a neat one.
    Pedicabo ego vos et irrumabo

  5. - Top - End - #5
    Titan in the Playground
     
    Mystic Muse's Avatar

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    Default Re: [3.5 Monster Classes] Hyudra's Hordes

    Commented on what I could. Hopefully it helps.
    Cernoch (Darkness)
    This sounds really powerful. The main disadvantage I see is that you pretty much can only use it if you're evil. Unless I misunderstand vile damage that is.

    Special: Zablesk can arcs from one foe to the next. Zablesk can also dazzle, daze or stun affected enemies:
    Just a grammar error. It should be either “arcs” or “can arc”
    Dazd (Rain)
    I think it would read less awkwardly if you just said XDX times 5 feet


    Special: Zablesk can arcs from one foe to the next. Zablesk can also dazzle, daze or stun affected enemies:
    Just a grammar error. It should be either “arcs” or “can arc”

    Porazka (Vicious Iron)
    I don't know. Having a “Save or lose half your HP” effect at will seems a little too powerful. Maybe it's just me though.
    Noclovek (Turned Flesh)

    The victim's body is bloated with tumorous growths. If it would be disadvantageous to them, the victim is treated as though they were one size category larger.
    This is a little vague. It could use some clearing up if possible.

    Standard topics of:
    Originality: does it feel appropriately distinct from other classes, or do you feel you could achieve the same thing with levels elsewhere and different fluff?
    It's certainly original. Probably a side effect of having its own invocation system. It's clear you put quite a bit of effort into this.
    Playability: Do you think it would bog down play? Would it be enjoyable to play? Would it be enjoyable to have your buddy playing it at the same table as you? If you're a DM (or can put yourself in a DM's shoes) would you like one of your players using this? Does it allow for cool moments?
    To the first, no. To the second yes. To the third, yes, and to the fourth I'd say yes.
    Balance: Is it appropriately powerful? What about at low levels? High levels? Do any abilities or options strike you as too powerful? What tier would you mark this class (2-3 is ideal; 0, 1, 4, 5 or 6 is problematic)?
    I'm not great at balance, but I think it's tier 3. I'm not sure about low versus high levels as I haven't quite played enough 3.5 to know.
    Elegance: Is the entry readable? Is it well presented? Is everything formatted right, is there a nice picture? Or is it an absolute mess?
    It's readable, well presented and formatted right. It's definitely not an absolute mess. As for the picture, I've never really liked that one, but it's not a problem for me. [quote]
    More specifically:
    I improvised Giantish names for the Exhortation Forms and Aspects. Do they fit or is it just not how you imagined Giantish to sound? Can you imagine an Ogre Mage crying out "Dlan Dazd!" in a booming, guttural voice as he uses an exhortation?
    Sounds good to me honestly.
    Does the progression of Forms/Aspects seem right, where stuff is? Does anything seem out of place, too strong or powerful for a low level, or too weak for being high level?
    Seems fine to me.

    If you can address the above stuff, there's a nomination in it for you.

    Quote Originally Posted by NosferatuZodd View Post
    Are you planning on ever doing Pit Fiend? That would be a neat one.
    She might, but it'd be nice of you to comment on her current class/es rather than a theoretical future one.

  6. - Top - End - #6
    Bugbear in the Playground
     
    Hyudra's Avatar

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    Apr 2008

    Default Re: [3.5 Monster Classes] Hyudra's Hordes

    Thank you kindly, Kyuubi/Soft Serve. Replying to a few points:

    Quote Originally Posted by Soft Serve View Post
    Commented on what I could. Hopefully it helps.

    This [Cernoch] sounds really powerful. The main disadvantage I see is that you pretty much can only use it if you're evil. Unless I misunderstand vile damage that is.
    Ah, true. I'll see about redoing that.

    I don't know [Re: Porazka]. Having a “Save or lose half your HP” effect at will seems a little too powerful. Maybe it's just me though.
    Well, the way I see it, you've got casters capable of demanding people save or be taken out of combat. At the same time, as you climb in levels, enemy hitpoints generally up scale faster than your ability to deal damage. Porazka is a way to keep damage relevant, which is important to the Ogre Mage as his Exhortations generally deal damage.

    As for the picture, I've never really liked that one, but it's not a problem for me.
    Looked for a while, couldn't find anything good for the Ogre Mage. Eventually just said "Whatever" and went with the default.

    If you can address the above stuff, there's a nomination in it for you.
    Will do when I have the time. Thanks for taking the time to review this.

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