Ogre Bandit

**Ogre Bandit**

Prime Requisites: DEX

Requirements: STR 12, CON 12, DEX 9

Hit Die: d8

Maximum Level: 8

**Weapons and Armor**: Ogre bandits are fearsome in combat; they are trained in the use of all weapons and may wear even the heaviest armor (although many eschew this for the purposes of mobility). All fighting styles are available to them; however, they may only **Pick Pockets, Move Silently, Climb Walls, Hide in Shadows,** and **Backstab** in leather armor or lighter and when not using a shield

**Racial Features:**

* **Tough Hide:** +3 AC that stacks with any worn armor

* **Infravision 60'**

* **Savage Resilience:** When an ogre is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. He also subtracts his class level from the number of days of bed rest required to recover.
* **Inhumanity:** An ogre suffers a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans. He gets an equivalent bonus to the reactions, loyalty, and morale with all orcs and giants.

* **Great Strength:** When using specially-made large weapons, ogres increase the die type of damage from the weapon by one. For instance, a mace used one-handed will inflict 1d8 damage while a halberd will inflict 1d12.
* **Great Size:** Ogres are larger than humans; they require specially-made armor and clothing that cost and weigh one and a half times the usual amount. Food and lodging expenses are likewise doubled. However, their carrying capacity is increased by 50%. They have a normal load of 7 stone, reducing movement to 30' when carrying more than that, 20' when carrying more than 10 stone, and 10' when carrying more than 15 stone.
* **Bonus Languages:** Player character ogres, in addition to the common tongue of the region they inhabit, also speak the languages of orcs, giants, goblins, and gnolls.

**Class Features:**

* **1st Level: Cleave** - Ogre bandits get one cleave attempt per level, per round.
* **1st Level: Move Silently, Pick Pockets, Climb Walls, Hide in Shadows, Find/Remove Traps, Hear Noise, Open Locks**
* **5th Level: Savage Prowess** - Any henchmen and mercenaries hired by the Ogre Bandit gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the his Charisma or proficiencies.
* **6th Level:** **Read Languages** as a thief.
* **8th Level: Read and Cast Magic From Arcane Scrolls** as a thief.

**Ogre Bandit Level Progression**

Dice
Throw
 3000
 6000
 12000
 24000
 48000
 95000
 190000

**Ogre Bandit Skill Progression**

Silently
Shadows
Remove
Traps
Locks
Pockets\*
Walls
 2
 3
 4
 5
 6
 7
 8

**Ogre Bandit Saving Throws**

& Paralysis
Death
Breath
Wands
 3-4
 5-6
 7-8

**Ogre Bandit Class Proficiencies** (select one at 1st, 4th, and 8th levels):

Acrobatics, Alertness, Arcane Dabbling, Beast Friendship, Berserkergang, Blind Fighting, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (disarm, force back, incapacitate, wrestle), Command, Contortionism, Diplomacy, Dungeon Bashing, Fighting Style, Gambling, Intimidation, Lip Reading, Lockpicking, Mapping, Precise Shooting, Riding, Running, Seafaring, Skirmishing, Skulking, Sniping, Swashbuckling, Trap Finding, Weapon Finesse, Weapon Focus

**Templates**

*(Equipment as matching 3d6 roll on Barbarian Templates table, ACKS Player's Companion, p. 59)*