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===3e Stats=== In 3.0 there were rules for playing them in ''[[Savage Species]]''. Like most monster classes in that book, it was very stupidly underpowered. It was actually even weaker than average because of the above mentioned issue of being a weak monster. This results in a class that squeezes basic brute stuff and a mere 5 HD over 12 levels where it was long obsolete. Essentially the same as the 3.5 option but more granular. And then, in 3.5, the "Ogre Mage" was playable right out of the box with the Monster Manual... officially. Like ''Savage Species'' you couldn't play a full power one till level 12.: ::+10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma ::Large ::Based land speed 40 feet, Fly 40 feet (Good Manueverability) ::Darkvision 60 feet ::Racial Hit Dice: 5 levels of Giant, which provides 5d8 Hit Points, a Base Attack Bonus of +3, and Base Saving Throw Bonuses of Fort +4, Ref +1, Will +1. ::Racial Skills: An ogre mage has 8 X (2 + Int modifier, minimum 1) skill points, and its class skills are Concentration, Listen, Spellcraft and Spot. ::Racial Feats: 2 bonus feats. ::+5 natural armor bonus ::Spell-Like Abilities: Darkness (At-Will), Invisibility (At-Will), Charm Person (DC 14, 1/day), Clone of Cold (DC 18, 1/day), Gaseous Form (1/day), Polymorph (1/day), Sleep (DC 14, 1/day). All spell-like abilities have a caster level of 9th and Charisma-based saving DCs. ::Regeneration 5, cannot resist Fire and Acid damage, reattach severed limbs rather than regrow them. ::[[Favored Class]]: [[Sorcerer (Dungeons & Dragons)|Sorcerer]] ::[[Level Adjustment]]: +7 After this, the oni as a PC option slipped away. That said, the [[hagspawn]] race are described as looking a lot like an oni, and [[hag]]s were actually considered a subspecies of [[giant]] in D&D's early days, so refluffing hagspawn wouldn't be the worst way to get your oriental ogre on... {{D&D2e-Races}}
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