Ogryns

Ogryns are a tolerated mutation, often conscripted into the Imperial Guard because of their vast bulk. They were born on high gravity worlds and developed the extra mass to cope with walking around in them. (Ogryn have 2 starting HD of monstrous humanoid.)

Size: Large. Ogryn take a -1 on their attack rolls and a -1 to their Defense. They gain a +4 size bonus on Grapple checks and suffer a -4 size penalty on Hide checks.

Ability Score Adjustments: +10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Wisdom, -4 Charisma.

Skill Adjustments: -1 skill point gained per level; does not multiply starting skill points from class level by 4. Additionally Ogryn get (Int + 2) x 5 skill points selected from the following list: Climb, Jump, Listen, Spot, Swim, Survival; because of their monstrous humanoid hit dice.

Starting Feats: 1

Natural Armour Bonus: DR/DRT: 10/+2

Attack Bonus: Ogryn gain a +2 species bonus on attack rolls.

Extra Starting Hit Dice: An Ogryn gains 2 Hit Dice (2d8 hit points). The ogryn’s Constitution modifier applies on each hit dice.

Fortitude: An Ogryn has a +3 species bonus on Fortitude (from monstrous humanoid Hit Dice).

Fighting Space: Ogryn occupy a 10’ by 10’ fighting space.

Reach: Ogryn have a reach of ten foot.

Bonus Proficiency: Ripper Gun. All Ogryn are proficient with this weapon.

Level Adjustment: 2HD +2; A first level Strong Ogryn Hero has 1 Strong Level, 2 Monstrous Humanoid Levels and a level adustment of 2 for a total Equivalent Character Level of 5. Since he has 3 hit dice at this first level of strong he immediately gains his first bonus feat.

 

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