Friday, April 10, 2015

K is for Ogre Magi?

The Kur-Tharsu
Most Moonsea natives have heard stories of the ancient ogre-kingdom of Thar and its surprising sophistication. Long-ruined watchtowers and roads of well-built stonework, powerful ogre-sized magic weapons, and black curses that still linger over ruined holds all suggest accomplishments beyond the capabilities of the notoriously dull-witted ogres. And in fact all these things were not the work of ordinary ogres. Ancient Thar was a kingdom of oni, not common ogres. While most of the old realm’s common folk were indeed ordinary ogres, oni lords and captains were responsible for building Thar’s keeps and holds, laying its spells, and crafting its arms. Common ogres were little more than laborers and loyal (if dim-witted) troops whose activities were closely supervised by oni masters.
Most of the oni vanished into history a thousand years ago when Thar fell, but a few oni still linger in buried strongholds or the ruins of Thar’s ancient fortresses. They call themselves the Kur-Tharsu, or “Overlords of Thar.” For the most part, the Kur-Tharsu have little desire to rebuild their old kingdom. While they are far more clever and ambitious than their minions, they simply are too few and too jealous of each other. Instead they use their ogre servants to bring them food, plunder nearby ruins and caravans or weaker tribes, and guard their lairs.
A few, however, long for the civilized glory of their past. These few oni have, mostly in secret, begun siding with the humans of New Phlan, Melvaunt, and Glister, hoping to raise a great, new empire from the human cities, with themselves as the rulers. It is from these that any Player Character ogre mages most likely come.


Player Character Kur-Tharsu
These kit is intended for use with the base Ogre Magi and Half-Ogre races from the AD&D 2nd edition Complete Book of Humanoids.
Base Requirements

  • Races: Ogre Magi, Half-Ogre
  • Classes: Any
  • Ability Requirements: Str 13, Int 13, Cha 13
  • Alignments: Non-Chaotic, Non-Good
  • Starting Cash: 2d10 x10gp
  • Bonus Languages: Tharian
  • Recommended Languages: Auld-Tharian, Chardic, Goblin, Common, Draconic (Chromatic), Easting, Erakic, Giant (Frost), Gnoll, Goblin, Ogre, Orc, Ulutiun
  • Local Religions: Iyachtu Xvim, Mystra, Talos, The Elder Elemental God, 

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class, plus Wizard
  • Bonus Proficiencies: Ancient History (Thar), Horde Summoning, Survival (arctic)
  • Required Proficiencies: none
  • Recommended Proficiencies: Acting, Armorer, Battle Command, Bowyer/Fletcher, Disguise, Etiquette, Fortune Telling, Poetry, Reading/Writing, Spellcraft, Weaponsmithing, Weaving, Wild Fighting.
  • Forbidden Proficiencies: none


Overview: Most Moonsea natives have heard stories of the ancient ogre-kingdom of Thar and its surprising sophistication. Most of the ogre-magi vanished into history a thousand years ago when Thar fell, but a few ogre-magi still linger in buried strongholds or the ruins of Thar’s ancient fortresses. They call themselves the Kur-Tharsu, or “Overlords of Thar.” The Kur-Tharsu are not really a tribe, per se—they consist of a few score scattered individuals, none of whom would admit to owing allegiance to any others. But they still exert an influence over the lesser savages who roam their ancient homeland. For example, some of the ogre-magi still enslave common ogres and rule over ogre bands. Tribes such as the Jade Skull, the Falling Star, or the Crystal Sphere are bands of common ogres under the sway of one or more ogre-magi.

Special Abilities:

  • Because of their magical nature and familiarity with many ancient arts, the Kar-Thursu have some resistance to magical effects. They gain 4% magic resistance per level (multi-class Kur-Tharsu use their lowest level to calculate their magic resistance). This resistance applies to beneficial magic as well, but not to their innate spell-like abilities.
  • The various tribes of orcs, goblins, and ogres in Thar have great respect for the Kur-Tharsu, and dream of conquest as only these great ones can bring. Kur-Tharsu can use the Horde Summoning proficiency starting at 7th level (instead of 10th). The Kur-Tharsu can substitute humanoid monsters of the appropriate hit dice (typically ogres, orogs, trolls, or giants) for higher-level members of the horde, if he so desires.
  • Similarly, Kur-Tharsu that would attract followers based on their class do so two levels earlier than a typical member of their class (thus Kur-Tharsu thieves would start attracting followers at 8th level instead of 10th).
  • Half-Ogre Kur-Tharsu have traces of ogre-magi blood in them. They may become mages (but not specialist wizards) up to 7th level, and may become multiclass warrior/mages.

Special Disadvantages:

  • If possible, the Kur-Tharsu are even more terrifying than other ogres. They suffer a -2 penalty to their starting Appearance (Charisma) scores.
  • Humans and demihumans living in the north fear few things more than the resurgence of the ogre kingdoms. Any bonuses that a human or demihuman character possesses that specifically target ogres (such as a dwarf's AC bonus or a ranger's favored enemy) are increased by 50% when battling Kur-Tharsu.
  • Kur-Tharsu have relatively poor health compared to other ogres. They suffer a -1 penalty on all saving throws against paralyzation, poison, or death magic.

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