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.