Most offspring of humans and ogres are twisted and degenerate ogrekin, but a rare few are born with an ogre's strength and a human's intelligence with no crippling deformities. Although they are shunned by both sides of their heritage, many such half-ogres find a place for themselves as adventurers.
Half-ogres look mostly human, only far larger and more muscular, with an ogre's crude and distended facial features. Most half-ogres stand 8 to 9 feet tall and weigh upward of 450 pounds. They often inherit their ogre forebears' short temper and uncouth nature, but are no less intelligent than the average human. Half-ogres are much like half-orcs on a larger scale, and members of the two races unsurprisingly often form close friendships.
Half-ogres are almost always the result of forced unions and are usually seen as shameful reminders of such horrors by humans. The few half-ogres who find acceptance by humans typically do so by aggressively demonstrating as much piety and good-heartedness as possible, and even this is no guarantee against prejudice; many half-ogres simply stop caring and act as much like ogres as possible. For their part, ogres and ogrekin look down on the weaker half-ogres and often subject them to sick tortures; few half-ogres born to ogre mothers reach adulthood. The only race that treats half-ogres with genuine respect are orcs, who recognize their greater intelligence as a boon and may even elect human-born half-ogres as leaders over their own kind.
HALF-OGRE
CR: 1/2
XP: 200
Half-ogre fighter 1
CE Large humanoid (human, giant)
Init: +0; Senses: Low-light vision; Perception +0
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AC: 14, touch 9, flat-footed 14 (+4 armor, -1 Dex, +1 natural)
hp: 14 (1 HD)
Fort +5, Ref +0, Will +0
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Speed: 20 ft. (30 ft. base)
Melee: Greataxe +5 (3d6+6/x3)
Ranged: Javelin +0 (1d8+4)
Space: 10 ft.; Reach: 5 ft.
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Str 19, Dex 11, Con 16, Int 8, Wis 10, Cha 10
Base Atk: +1; CMB: +6; CMD: 16
Feats: Power Attack, Weapon Focus (greataxe)
Skills: Intimidate +4, Stealth -6
Languages: Common, Giant
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Environment: Any
Organization: Solitary or gang (2-8)
Treasure: NPC gear (masterwork hide armor, greataxe, 4 javelins, other treasure)
HALF-OGRE CHARACTERS (12 RP)
+4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma (1 RP)
Large (7 RP): Half-ogres are Large creatures and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. A half-ogre takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Normal Speed (0 RP): Half-ogres have a base speed of 30 feet.
Low-Light Vision (1 RP): Half-ogres can see twice as far as humans in conditions of dim light.
Giant Blood (1 RP): Half-ogres count as both giants and humans for any effect related to race. Intimidate and Perception are always class skills for half-ogres.
Natural Armor (2 RP): Half-ogres gain a +1 natural armor bonus to their Armor Class.
Languages (0 RP): Half-ogres begin play speaking Common and Giant. Half-ogres with high Intelligence scores can choose from the following: Abyssal, Draconic, Gnoll, Goblin, and Orc.
Although I appreciate the utility of the ogrekin template and its use in the Rise of the Runelords adventure path, I was always disappointed with the lack of a half-ogre PC race in Pathfinder, since they've been part of D&D since 1st edition. I tried to make this as close as possible to the 3E half-ogre from Races of Destiny within the bounds of the Advanced Race Guide guidelines and around the same level as most Bestiary monster races.
For centuries, cruel humans have captured sand giants to breed with humans to create a slave race of powerful warriors and laborers. The result, the half-giant people, have only recently broken the chains of their slavery, and struggle to find a place for themselves in the wide world.
Half-giants live up to their name, standing 9 feet tall on average and weighing 500 pounds at the least. They resemble their sand giant forebears in coloration, but are less squat and their faces are not so wide. Because their enslaved ancestors were forced to keep their hair shaven, many half-giants now take pride in their long flowing locks.
Like half-orcs, half-giants face prejudice from both their parent species, and prefer to live in isolated communities in the deserts and badlands outside their ancient homelands in Casmaron and Garund. Half-giant towns are small but expansive, with a great deal of space between the giant-sized ceramic buildings for public gatherings and competitions.
As mutual care and compassion kept them afloat through their long years of slavery, half-giants are generally a kindly people, eager to help travelers in need. An uncommon number of half-giants are predisposed toward psychic magic; this talent, unseen in either of their ancestor races, is a source of pride for half-giants, as many half-giant occultists and geokineticists were instrumental in freeing their people. Few half-giants become mentalists, however, as the bending of minds to one's will is antithetical to their freedom-loving culture.
HALF-GIANT
CR: 1/2
XP: 200
Half-giant occultist (battle host) 1
NG Large humanoid (giant, human)
Init: +0; Senses: Low-light vision; Perception +5
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AC: 14, touch 8, flat-footed 14 (+5 armor, -1 Dex, -1 size)
hp: 10 (1 HD)
Fort +3, Ref -1, Will +2
Resist: Fire 5
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Speed: 20 ft. (30 ft. base)
Melee: Greatsword +3 (3d6+7/19-20)
Ranged: Javelin -1 (1d8+5)
Space: 10 ft.; Reach: 10 ft.
Half-giant Spell-Like Abilities (CL 1st, concentration +1):
1/day - Thunderstomp
Implement Schools:
Transmutation (3 points) - Resonant: Physical enhancement (+2 Str); Focus: Legacy weapon (+1), sudden speed
Occultist Spells Known (CL 1st, concentration +3):
1st (2/day) - Break (DC 13)
0 (at will) - Mending
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Str 21, Dex 8, Con 12, Int 14, Wis 10, Cha 10
Base Atk: +0; CMB: +6; CMD: 15
Feats: Intimidating Prowess
Skills: Intimidate +9, Knowledge (history) +7, Perception +5, Sense Motive +5, Spellcraft +7, Stealth -8, Survival +4; Racial Modifiers: +2 Survival
Languages: Common, Giant, Ignan, Sphinx
SQ: Implements 2, mental focus (3), panoply bond (greatsword)
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Environment: Warm deserts
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Treasure: NPC gear (Large greatsword, 3 Large javelins, Large masterwork scale mail, other treasure)
HALF-GIANT CHARACTERS (14 RP)
+4 Strength, +2 Wisdom, -4 Dexterity (0 RP)
Large (8 RP): Half-giants are Large creatures and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. A half-giant takes up a space that is 10 feet by 10 feet and has a reach of 10 feet.
Normal Speed (0 RP): Half-giants have a base speed of 30 feet.
Low-Light Vision (1 RP): Half-giants can see twice as far as humans in conditions of dim light.
Fire Resistance (1 RP): Half-giants have fire resistance 5.
Giant Blood (1 RP): Half-giants count as both giants and humans for any effect related to race. Intimidate and Perception are always class skills for half-giants.
Survivor (2 RP): Half-giants receive a +2 racial bonus on Survival checks.
Thunderstomp (1 RP): Half-giants can use thunderstomp as a spell-like ability once per day. The caster level for this effect is equal to the half-giant's level. A half-giant can apply either its Strength or Charisma modifier, whichever is higher, to the trip attempt.
Languages (0 RP): Half-giants begin play speaking Common and Giant. Half-giants with high Intelligence scores can choose from the following: Draconic, Gnoll, Ignan, Orc, Sphinx, and Terran.
Someone requested the half-giant 4 or 5 years ago, so... here ya go, buddy! Better later than never!!
In the depths of dark internet lore, one hero has been deemed worthy of acknowledgement far beyond their meme's relevance. This ancient hero is the savior of Yoshisaurs everywhere, Mama Luigi! His at times vacant expression might not show for much, but take heed, this mighty warrior can stop all with his supernaturally empowered plunger, quick wits, and Jurassic friends.
A MAMA LUIGI can heal wounds (of their own or others) by touch. Each day a MAMA LUIGI can use this ability 14 times. With one use of the ability, a MAMA LUIGI can heal 9d6 hit points of damage. Using this ability is a standard action unless a MAMA LUIGI targets itself, then it is a swift action. A MAMA LUIGI only needs one free hand to use this ability.
Alternatively, a MAMA LUIGI can use this healing power to damage undead creatures, dealing 9d6 points of positive energy damage. Using Lay on Hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Grab (Ex)
If a MAMA LUIGI hits with its Plunger of MAMA LUIGI attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Medium or smaller.
The MAMA LUIGI has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Immunity to Weapon Damage (Ex)
A MAMA LUIGI is immune to damage from physical weapons, including natural weapons.
Swift Reactions (Ex)
A MAMA LUIGI moves and reacts much more swiftly than normal constructs. They gain 'Improved Initiative' and 'Lightning Reflexes' as bonus feats, and gain a +2 dodge bonus to AC.
Summon Yoshisaur (Su)
Mama Luigi can cry like a child as a standard action and Yoshisaur will pop out. Yoshisaur cannot be hurt. Yoshisaur does not attack or do anything benefitial most of the time. Roll a % roll. If you get 90% or higher, Yoshisaur will eat and kill one enemy of choice. After eating an enemy, it will flee Otherwise, it will retreat and not be seen again. Yoshisaur cannot be effected by the aura.
Aura of Weird Stare (Su)
Mama Luigi has a continuous aura of the face seen in the above picture. Anyone caught within 30ft of Mama Luigi at the end of their round must succeed a DC 25 Will Save. Failure results in characters becoming effectively stunned while in the aura and making the same blank expression as Mama Luigi.
Half-dwarves are rare. The relative infertility of the dwarven race, compounded by the difference in size and physiology between dwarves and humans, makes hybrids extremely uncommon. Roughly only one in a hundred human/dwarf pairings conceive, and the majority of such hybrids are stillborn. Those who survive are invariably sterile.
Yet brutal masters in the slave nations of the Inner Sea have not been deterred. Combining human size with dwarven stamina, half-dwarves are viewed by many as the ideal slave race, and vile breeding programs in nations like Cheliax and Katapesh churn out hundreds of half-dwarf children every year by forcing human and dwarf slaves to mate.
Known derisively as "muls" due to their size, strength, and sterility, the offspring of such pairings live painful lives as menial laborers or slave warriors. They are especially prized as gladiators, as their imposing physiques make them stand out in the arena. Most muls are indoctrinated from birth to accept their lot in life and toil ceaselessly under their masters' whips, but a few defiant souls take a stand for freedom. Those who are not executed for insubordination become heroes and inspirations to slaves everywhere.
Muls can be found throughout Avistan and Garund, but are concentrated in the slave nations ringing the Inner Sea - Cheliax, Rahadoum, Thuvia, Osirion, and Katapesh. Those who escape their bonds often flee into the desert and join nomadic tribes or slip away to remote ports like Sargava or the Shackles. A growing number of muls are drawn to Andoran, whose Eagle Knights welcome their abolitionist zeal into their ranks.
Due to a quirk of genetics, half-dwarves are always completely hairless and larger than either of their parent races. They average about six and a half feet in height and weigh upwards of two-hundred pounds, almost all of it muscle. Because of their size and hairlessness, dwarves see little of themselves in muls and rarely welcome them into their communities.
MUL (Half-dwarf)
CR: 1/2
XP: 200
Mul fighter (gladiator) 1
N Medium humanoid (dwarf, human)
Init: +1; Senses: Darkvision 60 ft.; Perception +0
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AC: 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp: 14 (1 HD)
Fort +4, Ref +1, Will +0
Defensive Abilities: Stability
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Speed: 30 ft.
Melee: Hooked axe +5 (1d8+3/x3)
Ranged: Javelin +2 (1d6+3/30 ft.)
Combat Gear: 5 javelins
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Str 17, Dex 13, Con 16, Int 8, Wis 10, Cha 10
Base Atk: +1; CMB: +4 (+6 to disarm with hooked axe); CMD: 15
Feats: Dazzling Display, EnduranceB, Performance Weapon MasteryB, Weapon Focus (hooked axe)
Skills: Intimidate +4
Languages: Common
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Environment: Any
Organization: Solitary, gang (2-8), or band (4-24)
Treasure: NPC gear (scale mail, buckler)
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Stability: Muls receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
MUL CHARACTERS (9 RP)
+2 Strength, +2 Constitution, -2 Charisma (1 RP)
Medium (0 RP): Muls are Medium creatures and have no bonuses or penalties due to their size.
Tireless Speed (1 RP): Muls have a base speed of 30 feet. Their speed is never modified by armor or encumbrance.
Darkvision (2 RP): Muls can see in the dark up to 60 feet.
Dwarf Blood (0 RP): Muls count as both dwarves and humans for any effect related to race.
Endurance (2 RP): Muls gain Endurance as a bonus feat.
Stability (1 RP): See above.
Weapon Familiarity (1 RP): Muls treat hooked axes and flying blades as martial weapons.
Languages (1 RP): Muls begin play speaking Common. Muls with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
ALTERNATE HALF-DWARF RACIAL TRAITS
A tiny fraction of half-dwarves are born and raised free among either humans or dwarves and never refer to themselves as "muls".
Skill Training (1 RP): Half-dwarves raised among humans can pick two skills. These skills are always considered class skills for the half-dwarf. This replaces Weapon Familiarity.
Dwarven Traditionalist (1 RP): Half-dwarves raised among dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Instead of the standard mul languages, dwarf-raised half-dwarves begin play speaking Common and Dwarven, and must choose between Giant, Gnome, Goblin, Orc, Terran, and Undercommon for their bonus languages. This replaces the standard mul Weapon Familiarity.
One for the Dark Sun fans. There's also a "half-dwarf" from the 3.5 Dragonlance sourcebook Races of Ansalon, but since it's literally just half a dwarf - half the racial bonuses, no extra perks - I consider the mul superior in every way.
Dire werelions are the noblest of lycanthropes. These noble defenders of the meek take up blade and claw to fight for justice and slay evil wherever they find it. Dire werelions are proud - some might say arrogant - but not without cause. Each one is a hero, and even the least carries herself with regal bearing.
Dire werelions live in prides similar to common werelions, but smaller and more egalitarian. The alpha male acts as an enlightened monarch and the women are valued warriors. Young men are not driven out, but instead leave to take up lives of knight-errantry before settling down with a new pride.
Werelions are gluttonous bullies with an inflated sense of pride. Styling themselves the lords of all lycanthropes, werelions launch frequent raids to put other creatures in their place - and steal their food and goods while they're at it.
Werelions organize into small families ruled by a single adult male; other males are driven out of the pride as soon as they reach maturity unless they can kill their patriarch and take his place. Male werelions are lazy, vainglorious gluttons who push around the women and take the greater part of their bounty after every raid. Female werelions are overworked and undervalued, and take out their frustration with bloodlust in combat. A werelion pride is a festering mass of resentment held together only by their mutual sense of superiority over other creatures.
(I hope you appreciate how much creepy fetish art I was exposed to in my search for a suitable illustration, anon. Four words: giantess anthro lion vore. I need a shower.)
Werehyenas are vicious killers who stalk the veldt, picking off the weak and sick to feed their hunger. They prefer to remain in their animal form, taking hybrid form when they enter combat, and using their humanoid form only to escape notice in villages.
Werelions viciously hate werehyenas and violently persecute them at any chance, sometimes banding together in great prides to enact genocidal battles on the hyenas. The werehyenas retaliate by picking off lone werelions whenever possible.
(My take on the werehyena is based on the version from Nyambe: African Adventures, since the 2E Al-Qadim version can't be built with the 3.5/PF lycanthrope template due to its weird supernatural abilities. I may stat up the Al-Qadim version as a "hyenawere" - like PF's jackalwere - at some point, though.)
(If a gnoll turns into a werehyena, would anyone be able to tell?)
Wereravens are avian shapeshifters devoted to quietly doing good and protecting the defenseless. These lycanthropes gather in forests near isolated villages, surreptitiously fighting off menaces like goblins and kobolds and warning the townsfolk of greater threats. The people they protect may not even know of the wereravens' existence, thinking them merely ordinary, if enormous, birds who croak out warnings when danger is near.
Wereravens prefer to stay in their animal form whenever possible, roosting in trees or in thickets at night and scavenging for food during the day. They are highly gregarious, however, and every now and then a flock of wereravens take humanoid form and spend a night carousing in their local village, doing their best not to let their true nature be known.
Wereravens are not especially brave, but they are cunning, and seek to use guile to mislead and confuse their foes before closing in for combat. In hybrid form, they prefer to fight with manufactured weapons instead of their powerful beaks to avoid spreading lycanthropy, for they know how dangerous an infected lycanthrope can be.
WERERAVEN (Human Form)
CR: 2
XP: 600
Human natural wereraven fighter 2
NG Medium humanoid (human, shapechanger)
Init: +6; Senses: Low-light vision, scent; Perception +2
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AC: 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp: 19 (2 HD)
Fort +3, Ref +0, Will +0; +1 vs. fear
Defensive Abilities: Bravery +1
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Speed: 30 ft.
Melee: Longsword +5 (1d8+3/19-20)
Ranged: Longbow +5 (1d8/x3)
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Str 16, Dex 15, Con 12, Int 13, Wis 10, Cha 8
Base Atk: +2; CMB: +5; CMD: 18
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility
Skills: Fly +7, Intimidate +4, Knowledge (dungeoneering) +6, Perception +2
Languages: Common, Elven
SQ: Change shape (human, hybrid, and giant raven; polymorph)
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Environment: Temperate forests
Organization: Solitary, pair, flock (5-10), or conspiracy (11-30 plus 10-100 ravens and 1-6 giant ravens)
Treasure: NPC gear (longsword, longbow with 30 arrows, masterwork studded leather armor, other gear)
WERERAVEN (Hybrid Form)
NG Medium humanoid (human, shapechanger)
Init: +6; Senses: Low-light vision, scent; Perception +4
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AC: 18, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, +2 natural)
hp: 23 (2 HD)
Fort +5, Ref +0, Will +2; +1 vs. fear, +4 vs. ingested diseases
Defensive Abilities: Bravery +1; DR 10/silver
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Speed: 30 ft., fly 50 ft. (average)
Melee: Longsword +6 (1d8+4/19-20), bite +1 (1d6+2 plus curse of lycanthropy)
Ranged: Longbow +5 (1d8/x3)
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Str 18, Dex 15, Con 16, Int 13, Wis 15, Cha 9
Base Atk: +2; CMB: +6; CMD: 19
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility
Skills: Fly +7, Intimidate +4, Knowledge (dungeoneering) +6, Perception +4
Languages: Common, Elven
SQ: Change shape (human, hybrid, and giant raven; polymorph), lycanthropic empathy (ravens and giant ravens), scavenger
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Scavenger (Ex): Wereravens are exceptional scavengers. A wereraven in hybrid or animal form can take 10 on Survival checks to find food and gains a +4 bonus on saves to resist ingested diseases.
WERERAVEN (Animal Form)
NG Medium humanoid (human, shapechanger)
Init: +6; Senses: Low-light vision, scent; Perception +4
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AC: 15, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +2 natural)
hp: 23 (2 HD)
Fort +5, Ref +0, Will +2; +1 vs. fear, +4 vs. ingested diseases
Defensive Abilities: Bravery +1; DR 10/silver
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Speed: 20 ft., fly 50 ft. (average)
Melee: Bite +6 (1d6+4 plus curse of lycanthropy)
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Str 18, Dex 15, Con 16, Int 13, Wis 15, Cha 9
Base Atk: +2; CMB: +6; CMD: 19
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility
Skills: Fly +7, Intimidate +4, Knowledge (dungeoneering) +6, Perception +4
Languages: Common, Elven
SQ: Change shape (human, hybrid, and giant raven; polymorph), lycanthropic empathy (ravens and giant ravens), scavenger