Build advice for ogrillon or half-ogre natural attack Unbreakable fighter


Advice


Hi all, fairly new to PFRPG, been playing in PFS a few months now but just about to get into my first home campaign now.

The GM has said Core and Featured races are ok, and uncommon ones possibly with a good back story. Only one attribute below 10 to start before racial modifiers also, and 20 character points for stats (like PFS). However, this is NOT a PFS game so there's some flexibility for traits, feats, archtypes, etc.

I was looking over the half-orc and the orc, when I ran across a reference to a half-ogre online. Upon checking and doing a bunch of reading, I really like the idea of either an ogrillon or half-ogre as an Unbreakable fighter. I'm leaning toward the ogrillon personally.

Some ogrillon info:
Medium Humanoid (ogrillon, counts as both orc and ogre)
+8 Strength
+4 Constitution
-4 Intelligence
-2 Wisdom
-2 Charisma
Base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Darkvision: Ogrillons can see in the dark up to 60 feet.
Racial AC: Natural Armor +4
Racial Bonus Feat: Weapon Focus (unarmed strike)
Natural Weapons: Ogrillons can fight with 2 unarmed strikes that deal lethal damage (1d4). (These are primary attacks.)

Orc/Ogre Blood (Ex)
For all special abilities and effects, an ogrillon is considered an orc or ogre. For example, ogrillons can use special ogre or orc weapons or magic items with racially specific ogre or orc powers as if they were ogres or orcs.

Reinforced Fists (Ex)
Ogrillons are considered to be armed even when unarmed (i.e., they do not provoke attacks of opportunity from armed opponents when attacking them and can themselves still make an attack of opportunity against an opponent that attacks unarmed). Additionally, they always deal lethal damage rather than nonlethal damage when fighting unarmed (so, is that effectively Improved Unarmed Strike, but without the ability to deal nonlethal?).

Ogrillons "don't use weapons or wear armor". If I can optimize/enhance the natural attack and natural armor, I'd be ok with him running around wearing some light armor, no shield, and having a Great-something or other to pull out when bludgeoning things to death with his fists won't help.
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Now normally I enjoy playing high dex/high int fighter-types. However, something about playing this 7' tall and 300lb, NG or CG, "dim-bulb" appeals to me. I need advice though on how to optimize him, not necessarily min/max though (can only have one starting stat below 10 remember). I would love to have a 16 STR to apply that +8 to, and am pretty well firm on that (but open to advice/suggestions).

Traits I like:
Shaman's Apprentice (back story and free Endurance)
reskinned-Trait: Armor of the Pit (+1 Natural Armor)

I plan on taking the Major Disadvantage: Anxiety (back story), which would give me two additional traits.

As for the Unbreakable, combat-wise his attack is two (massive) punches. I could forsee having multiple magical enhancements+permanancy cast on his Reinforced Fists (Greater Magic Fang +5, the ranger spell that makes the fists +2 size categories, etc.). After all, if I understand correctly, it would only be about 7500gp per spell per fist (plus the wizard fee).

Also Improved Natural Attack, Improved Natural Armor, possibly Fast Healing as well sound great.

Increasing his movement rate would make him highly mobile, which sounds odd with the Unbreakable archetype I suppose; the "come and get me" attitude combined with "I just moved a lot further than the enemy expected and pounded him" appeals. I know high base movement doesn't always equate to tactical movement though.

With access to Ferocity, and the Unbreakable feat-chain (Diehard, Deathless Initiate/Master/etc.) there seems to be a neat possibility of having him able to keep up, awake, and fighting below zero HP with the right traits and feats, especially if I could get Fast Healing (monster type).

Not sure how to go feat-wise at all, as is probably evident. If INT was high enough I'd grab Combat Reflexes, but I don't see that happening. Toughness seems like a good idea. The "get lots of extra AoO" feats would be perfect for the concept I think, but not sure how I could work it all out. It seems like focusing on maxing out the natural attack with feats and fighter bonus feats is my best route, but that's why I'm here.

Please advise away, and thanks! Apologies for the long-winded post, and hopefully I remembered to include all relevant info.


Your DM would be insane to allow this. +8 STR is insane.


Unless the other players are also playing a powerful race, this guy is crazy. Otherwise the brawler archetype might be fun


1 person marked this as a favorite.

Seriously? 'Insane' or 'try something else' is all I get after 7 hours?

As for the first, I couldn't disagree more, not after seeing a first level summoner in a canon PFS game whose earth elemental was doing 20+ damage multiple times per round. We walked through that adventure. I have to roll my eyes at dismossive or accusatory comments like that when few even bat any eye at someone running around with a belt and gloves and a whatever else that does the same thing for all physical stats, while swinging their plus 5 chopper in one hand and their plus 5 jabber in the other 4 or 6 times prr round.

I want to ROLEplay this massively strong, just-smart-enough-to-realize-how-dumb-he-is outcast, and as a noob to PFS I was hoping for some help, not an insult. YPYGIPM, ok?

As for the brawler, I really didnt like anything about it, wrong flavor I suppose for this character.

Anyone else want to offer their thoughts and ideas (relevant to my requests)?


Oh and mods, if this would be better off in another forum please feel free to shift it. Thanks.


I hope this helps. First, the OGrillion i think is 3pp (wether this matters or not is between you and your gm)

But basically There really isnt alot of advice to give. The Ogrillion is pretty much stronger than anything presented in the ARg (outside of the build your own race section) Which is why the first poster mentioned insanity.

If you really want to make use of him, Be a barbarian witht he savage grappler. Or some sort of Thuggy type martial artist without any remote resemblance of finess.

But if the other players pick core races They will be alot weaker than your char. Enough so that you basically can take skill focus under water bakset weaving and will still likely top damage.


There are other problems with the build, but they can be easily worked out.

You called your natural attacks "unarmed strikes." This is a problem, since they are their own term with specific usage (as shown by the suggestion to use brawler, which gives bonuses to close weapons such as unarmed strikes, but not natural attacks) Typically, the term for a natural attack where you use your arms to give a general smackdown is called a "slam" attack.

The "reskinned" trait seems entirely wrong. You are confusing a race trait (which is the 'half feat' you get when you GM uses that use) and racial traits (the abilities give to a race at creation). Just add them to your current race if you are going that far anyway.

If you really want to play a character focused on unarmed strikes and no armor, then why not a monk? With that HUGE bonus to strength, you would have more room in a point buy to boost DEx and Wisdom. You might say that it does not fit your flavor, but you could easily argue for Hobgoblin raical archetype called thethe Ironskin Monk if you can convince your GM to let you play this. It is a monk that seems to work more like a barbarian, it replaces the normal AC bonuses with natural armor, and it even gets DR after a few levels. It is an archetype built around building yourself up into a bludgeoning weapon. None of that flimsy philosophy and mysticism junk. You can be the only non full bab class to have power attack at level 1.


The ogrillon has one natural attack, which consists of two unarmed strikes - one from each of his Reinforced Fists. The race description mentions they almost never use weapons (understandable) and prefer not to wear armor. That's why I'm trying to focus on pimping out his natural attack(s) and natural armor (+4 to start, hoping to improve it with traits or feats.)

I could see some stiff dex or nonproficiency penalty for wearing medium or heavy armor, these guys didn't grow up wearing it like all the other little marauding orcs and ogres did, so that's why I don't want to focus on equipment, either weapons or armor, as much as I can at least.

Also, monk really doesn't seem to be very logical for a guy like this (to me, I know someone else might see it as a great back story, but I like the fighter idea a lot more). The barbarian route also doesn't excite me - he's trying NOT to be like all the other greenskins running around freaking the pinky's out. Rage feels all wrong for my concept so far, but thanks for the suggestion.

Oh, I did look that iron monk over... meh. Honestly, an ogrillon STARTS OFF as a pretty serious bludgeoning weapon, I want to improve that as we go.

As an aside... We're playing an adventure called Reign of Winter, so I imagine I should get him some cold weather gear, heh.


For the record Looking over the Race on d20 pfsrd I think you have misunderstood something.

First, Melee unarmed strike +6 (1d4+4)

Thats the line from the monsters attack scheme.

Reinforced Fists (Ex)

Ogrillons are considered to be armed even when unarmed (i.e., they do not provoke attacks of opportunity from armed opponents when attacking them and can themselves still make an attack of opportunity against an opponent that attacks unarmed). Additionally, they always deal lethal damage rather than nonlethal damage when fighting unarmed.

What does this mean?

the race does not get any additional attacks with its fists. It appears to treat all attacks as lethal and seems to get a size increase on the damage.

it does not get 2 attacks with its fists unless you take something like TWF.

For the record, I suggest your DM read up on OGREs in Golarion. \

PF also has the half ogre template which is also more thematically appropriate.

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