Grumblejack the Ogre

Grumblejack is one of the very few ogres still alive on the Isle of Talingarde and was haunting the local moor making a living as a highwayman when he was caught, dragged to Branderscar Prison and branded.


Race: Half-Fiend Ogre
Gender: Male
Class (level): Half-Fiend CR +2 / Ogre CR 3(4HD) / Ranger (Nimrathi Irregular/Spirit Ranger) 4th
Favored Class: Ranger
Character Level: 9th
Alignment: Neutral Evil
Experience: 47000
Next Level: 71000


Hit Points: (4d10+4d8+28) 68
Str: 24
Dex: 16
Con: 16
Int: 16
Wis: 20
Cha: 13
Cash: 0gp, 0sp
Languages: Përbashkët, Ogrun
AC: 21 (-1 size, 3 Dex, 3 armor, 6 natural)
CMD: 28
Damage Reduction: 5/magic

Attack: +13 melee, +10 ranged

  • BAB: +7
  • CMB: +13
    • Large Greatsword: +13/8 melee, 10-ft. reach
      • Damage: 3d6+10 damage, 19-20/x2 Crit
    • Halberd (one-handed): +14/9 melee, 10-ft. reach
      • Damage: 1d10+8 damage, x3 Crit
      • Can brace to receive a charge, can make Trip attacks
    • Large Composite Longbow: +11/6 melee, 100-ft. range
      • Damage: 2d8+7 damage, x3 Crit


  • Fort: +10
  • Ref: +8
  • Will: +7
    • +2 vs. Cold, Electricity, or Fire
    • +2 vs. Charm and Compulsion
    • Acid, Cold, Electricity, and Fire Resistance 10
    • Immune to Poison


  • Land Speed: 40-ft.
  • Fly Speed: 80-ft. (good)
  • Initiative: +3

Skill Points: 82

Weapon/Armor Proficiencies:

  • All Simple Weapons
  • All Martial Weapons
  • Light Armor
  • Medium Armor
  • Shields


  • Appraise (2 ranks): +5
  • Climb (2 ranks): +12
  • Craft [poisonmaking] (4 ranks): +10
  • Escape Artist (2 ranks): +7
  • Fly (5 ranks): +13
  • Handle Animal (5 ranks): +9
  • Intimidate (8 ranks): +16
  • Knowledge [dungeoneering] (4 ranks): +10
  • Knowledge [geography] (4 ranks): +10
  • Knowledge [nature] (4 ranks): +10
  • Perception (8 ranks): +16
  • Spellcraft (8 ranks): +14
  • Stealth (8 ranks): +13
    • +19 in shadowy illumination or darkness.
  • Survival (8 ranks): +16
  • Swim (2 ranks): +9
  • Use Magic Device (8 ranks): +9

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).


Bloody Assault
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).

Power Attack
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (150%) if you are making an attack with a two-handed weapon. This bonus to damage is halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Prerequisites: Stealthy, darkvision, Large or larger.
Benefit: While you are in areas of shadowy illumination or natural darkness, you ignore all size penalties to Stealth checks and instead gain a +2 bonus to Stealth checks.

Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Sow Terror
Prerequisite: Stealthy.
Benefit: Anytime you win an opposed Stealth check by 5 or more you might sow terror as a standard action. You do so by scraping your nails slightly on a solid surface, causing a board to creak ever so lightly, or rapping on a window pane. The victim cannot detect the source of the sound and dismisses it as the wind or some other mundane source, but the idea that something might be lurking nearby festers in the victim’s subconscious. The victim must roll a Will save (DC 13) or become shaken for 1d4 rounds.

Shield of Swings [Bonus]
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

Endurance [Bonus]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.


Murder [Crime Trait]
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason, see above) but ultimately they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Infernal Bastard [Campaign Trait]
Benefits: You have a +2 racial bonus on all saving throws made against Cold, Electricity, and Fire effects. You may choose any one 0-level spell (Dim) that you can use at will as a spell-like ability.

Highlander [Regional Trait]
Benefits: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Focus strengthens your will. [Training Trait]
Benefits: Adrastus Thorn drills you on ways to avoid magic that seek to take control of your mind and divert you from your mission. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

Race Abilities
  • Giant
  • Large: Ogres are Large creatures and gain a +1 size bonus to their CMB and CMD, a –1 penalty to their AC and attack rolls, and a -4 size penalty on Stealth checks. Ogres have 10-ft. reach.
  • Fast: Ogres have a base speed of 40 feet.
  • Natural Armor: Ogres gain a +5 natural armor bonus to AC.
  • Low-light Vision
  • Darkvision 60 ft.
  • Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Caster level 8th, save DC 11 + spell level.
    • 3/day: Darkness, Poison
    • 1/day: Desecrate, Unholy Blight

Class Abilities:

Ranger Spells: DC 13 + spell level, Caster level 1st

  • 1st: 3/day
    • Prepared:

Spells: A Nirmathi irregular learns to draw upon druidic magic, perhaps from a natural connection to the magic of the Fangwood. Each day when the ranger prepares spells, he may choose one druid spell and prepare it as if it were on the ranger spell list as a ranger spell of its druid spell level.

Spirit Bond (Ex): At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit Ranger forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the Ranger can cast augury as a spell-like ability with a caster level equal to his Ranger level. In addition, he can call upon these spirits to cast any one Ranger spell that he is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, he can cast an additional spell in this way.

Focused Enemy (Humans): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level.

Forest Ghost (Ex): At 1st level, a Nirmathi irregular adds a bonus equal to 1/2 his level (+2) on all Perception and Survival skill checks he makes while located in forest terrain.

Track (Ex): A ranger adds half his level (+2) to Survival skill checks made to follow or identify tracks.

Focused Terrain [Underground] (Ex): At 3rd level, a Nirmathi irregular selects one favored terrain. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). He does not gain additional favored terrains at higher levels. He does get to increase his favored terrain bonus by +2 at 8th, 13th, and 18th level.


Encumberance: X lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-60 lbs.
    • Medium Load: 61-120 lbs.
    • Heavy Load: 121-180 lbs.


  • Large Courtier’s Outfit
  • Large Greatsword
  • Large Masterwork Studded Leather Armor
  • Masterwork Mighty [+5] Composite Longbow
  • Quiver w/ 40 Large Broadhead Arrows
  • +1 Medium Halberd

Grumblejack is one of the very few ogres still alive on the Isle of Talingarde and was haunting the local moor making a living as a highwayman when he was caught, dragged here and branded. Two guards died getting him into this cell. He is now being kept here as a trophy by the local constabulary who are waiting for a suitable occasion to publically execute him. Grumblejack is utterly mystified he is still alive and thinks it reveals just how stupid the “little ’uns” are.

Grumblejack is not that bad for an ogre (being neutral evil instead of chaotic evil). Of course that still makes him an outlaw and enemy of the state according to Talirean law. He is supremely self-interested but is not needlessly cruel or violent. He is also quite smart and likeable by ogre standards. He does love a good scrap though and would jump at a chance to escape his cell. Still, he takes orders poorly unless brought to heel. He is very superstitious and afraid of magic. Any obvious displays of magic will give the caster a +4 to rolls to intimidate Grumblejack.

Grumblejack is hurt, drugged, unarmed, unarmored and ashamed at being taking prisoner by “little ‘uns”. Magical healing would go a long way towards earning his trust and aid. Properly motivated, Grumblejack could easily become an ally and servant of the player characters. A charismatic devotee of Asmodeus could likely convert him to that faith.

Grumblejack does bear a secret heritage. He is not entirely ogrish blood. He is in the ogre equivalent of a tiefling. The only hints of this heritage are his very small horns hidden underneath his mop of black hair. For now, he would be very helpful at smashing a few guards.

Grumblejack the Ogre

The World of Tel-Avi Brand_Darklight Brand_Darklight