Ogre
Ogres stand 7 feet tall. Towering masses of muscle, accompanied by green skin and bestial tusks, Ogres have a well-earned reputation for stupidity.
Ogres have greasy, lice-ridden black hair, and are often covered in warts and other blemishes. They smell terrible, and an indescribable odor reminiscent of a mixture of stale sweat and rotting food.
Ogres are technically goblinoids, distantly related to orcs and goblins, but some giant blood was added in the long past. They are brutish, prone to violence, and tend to act on instinct.
Ogre adventurers tend to be mercenaries and soldiers. Tribal in nature, those which have joined adventuring outfits tend to curb their worst instincts and possess slightly higher intelligence than their wilder brethren.
Statistics
Size/Type: Large; goblinoid
Attributes: STR+3, END +3
Skill Choices: axes, brawling, bravery, carrying, clubs, hardy, intimidate, swords
Exploits
Acid Blood. Ogres have acidic blood. In addition to gaining an additional 5 SOAK (acid), melee attackers which cause more than 10 slashing or piercing damage in a single blow take 1d6 acid damage from the blood splash. This acid damage seeps through armor, which does not SOAK it, although it is SOAKed by natural or magical SOAK.
Darksight. Ogres can see in the dark as though it were normal daylight.
Smelly. No matter what they do, Ogres smell bad. They take a permanent –1d6 penalty to any attempts at stealth.
Strong. Ogres are noted for strength. When taking a new career, an Ogre may exchange one of the listed attribute increases for STR, as long as this doesn’t result in duplicate advancement.
Thick Hide. Ogres are extremely tough, with leathery skin. They gain +2 SOAK to physical attacks, which stacks with any other SOAK they have.