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Ogre Mage

Ability adjustmentsStr +2, Dex -2, Con +2, Int +4, Wis +2, Cha -2
AlignmentAny evil
Favored classWizard
Extra levels3
Cost350 tokens
FactionHumanoids
Starting areaAssaulted Island
Race groupMonstrous

Racial abilities

AbilityEffect
DarkvisionThis feat grants the ability to see in the dark.
Alertness+2 bonus to Spot and Listen checks due to finely tuned senses.
Weapon Proficiency (martial)This feat allows effective use of all martial weapons. The martial weapons list includes the battleaxe, greataxe, greatsword, halberd, heavy flail, light flail, longbow, longsword, rapier, scimitar, short sword, shortbow, throwing axe, trident and warhammer.
Combat CastingThe character is adept at casting spells in combat, and does not suffer the standard -4 penalty to Concentration checks when casting defensively within four meters of an enemy.
Large StatureDrider, Demon, Minotaur, Troll, Ogre Mage are large creatures. As such, they gain malus to their attack rolls (-1), and a malus to their armor class (-1).

Spell resistance

Starts at 12 and rises by 1 at every level from level 2, up to a maximum of 51.

Immunities

Mind spells.

Gained with levels

LevelAbilityUses a day
10Stun Aura-
21Improved Combat Casting-

Race group

Ogre Mage belongs to the Monstrous race group. Anything that names that group - a spell, a feat, a favoured enemy, an item property - applies to you.

The other races in it are Lizardfolk, Minotaur, Orc, Troglodyte and Troll.

Who is hostile

FactionTowards you
Surfacershostile
Drow and Humanoidsfriendly
Duergarhostile
Undeadhostile

Hostile players and hostile creatures attack on sight. Everyone, whatever their faction, is neutral towards city guards, merchants, animals and neutral settlements.

See also