Half Ogre

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Half Ogres are the offspring of humans and ogres. Ogres are a hulking and violent race, near giants who frequently raid and make war against their neighbors. Depending on their upbringing, the half ogre either leans more to his human or his ogrish ancestry, so they might or might not be as violent. They are, however, creatures of great strength but limited wit. They have a limited understanding of things, particularly magic and faith. Indeed, hunting and fighting are the only things that they are noticeably skilled at. Good hunters show their skill by displaying their many hides in their homes or on their bodies.

Half ogres are not particular about the quality of their food, however, normally burying unneeded food or keeping their kills in tree branches. Spoilage and rot is of no concern. Water and blood are favored drinks.

Half ogres are supportive of their own kind as well as of those they consider friend or family. Outside of friends or family, they have no concern for the value of any other creature's life. Half Ogres do not talk much, mostly because of their limited intelligence. They would rather convince somebody by beating him up then by going into some discussion.

Physical Description:
Half ogres are ugly by everyone's standards but their own. Both males and females have broad shoulders and barrel-like chests. They stand bent-kneed, giving the impression that they are bow-legged. Their skins are yellowish or tanned. Hair sparsely grows on their scalps in stringy, greasy locks, normally cropped short to reduce lice and fleas.

Alignment: Mostly neutral, always chaotic.

All PC half ogres must be Chaotic Neutral, with the exception of a half ogre cleric of Az'atta, who could be submitted as Chaotic Good.

Half Ogre Lands:
Half ogres do not have land of their own, they're pretty tolerated in human communities, where most of them do heavy manual labor or act as mercenaries. Other races despise them because of their ogrish ancestry.

As their understanding of faith is somewhat limited, most half ogres do not really worship a deity, especially if they have been brought up by ogres. They then believe that everything in the world is alive, and that the life force in objects or places can be used -unless the object or place is too powerful, in which case it must be respected. They'll probably destroy or abuse some items or places, but act with fear and veneration towards others. They're also likely to believe in consuming the life force in other beings, and prefer to consume the bodies of their vanquished foes. If brought up by humans, they're likely to worship the deity of their upbringers.


  • Common
  • Ogrish

At the moment, there is no in-game equivalent for the ogre language. Player characters must have a minimum intelligence of 12 to be fluent in another language.

    If brought up by humans a half ogre usually gets a human name. If not, they get an ogrish name like:

  • Male Names: Argaad, Baloth, Ehrgedun, Gorrihim, Groller, Horagh, Hullek, Ihrro, Kohver, Kourrul, Kurthak, Mornag, Olagh, Raag, Raungh, Ruog, Thirr, Torangh, Tragor, Urfen.
  • Female Names: Ahrolah, Grulah, Hilmhah, Krogu, Mohnha, Naggan, Prakhu, Rhuhla, Uhmlhah.
  • Clan Names: Darghen, Grangh, Kern, Klargh, Kreln, Reckt.

Most half ogres never feel truly at home anywhere. They often start out leaving their homes by hiring themselves as mercenaries.


  • Half ogre is a subrace, please see the subrace system page for more information.
  • Use the Half Orc NWN standard race for character creation.
  • NWN syntax entered into Subrace Field:
    • halfogre
    • Halfogre
    • HalfOgre
  • Racial Qualities:
    • +4 Strength, +2 Constitution, -2 Dexterity, -4 Intelligence, -2 Charisma (ESA +2 STR, +2 CON, -2 DEX, -2 INT)
    • +2 to Spot and Listen checks
    • +2 Dodge Bonus to AC
    • +2 Fortitude Saves
    • +4 to Taunt checks
    • -2 to Hide, Discipline, and Persuade checks
    • -2 to Attack rolls
    • Must be Chaotic
    • Level Adjuster: 2
    • ECL at first level: 3
  • Half ogres count as large creatures.
    • They can wield two-handed weapons in one hand. In addition they can not wield tiny weapons, including magic wands. Double-weapons, such as the Orc Double-Axe, still require both hands.
    • You do not suffer a penalty when using the Knockdown feat on large creatures, and gain bonuses against smaller creatures. A character with Improved Knockdown counts as Huge when he/she makes a Knockdown attack.
    • The feat Weapon Finesse will not grant a large creature the ability to use his/her Dexterity modifier for melee attacks with medium weapons, such as longswords.