UrskanHD: d8
Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +2 | +0 | +0 | Urskan Body, Surefooted, White Fur, Demolish, +1 Str |
2 | +1 | +3 | +0 | +0 | Armored Bear, Scent, +1 Con |
3 | +2 | +3 | +1 | +1 | Smash and Slash, Challenging Roar, +1 Str, +1 Con |
4 | +3 | +4 | +1 | +1 | War Bear Charge, +1 Str, +1 Con |
5 | +3 | +4 | +1 | +1 | Growth, Steel Claws, Guardian Bear, +1 Str |
Skill Points: 4+Int mod (x4 at 1st). Class Skills are: Balance, Climb, Craft (any), Concentration, Diplomacy, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Profession(any), Search, Sense Motive, Spot, Survival, Swim
Proficiencies:The Urskan has proficiency in all simple weapons, hammers, warhammers, and light, medium and heavy armor.
Features:Urskan Body: The Urskan loses all previous racial traits and gains Magical Beast traits (basically low light vision and Darkvision 60ft). It is a medium sized magical beast with base speed 40 feet and a swim speed equal to its base speed. It has two claw attacks that deal 1d6+Str mod damage each and a bite attack dealing 1d8+1/2 Str mod damage. It can use its claws for fine manipulation.
In addition it gains a Natural Armor bonus equal to its Con mod and the Cold subtype (immunity to cold, +50% damage from fire).
Surefooted: Urskans ignore all movement penalties associated with snow on the ground. They also receive a racial bonus on Balance checks when walking on ice or snow equal to their HD.
At 4 HD those bonuses apply on any kind of ground, as the Urskan learns to quickly adapt to any terrain
White Fur: The Urskan gains a bonus on Hide checks equal to twice its HD in Icy or Snowy terrain while wearing no armor.
At 4 HD the Urskan can spend one minute covering his fur with dirt, plants and whatever is available to gain this bonus in the place where he is now.
At 8 HD the Urskan can hide without having anything to hide behind as long as he's unarmored and the fur is adapted to the current terrain.
At 12 HD the Urskan can cover his fur as a standard action.
At 16 HD as a move action.
Demolish: Urskan are naturally great smiths, and that knowledge can be used for destroying as well as creating. As a swift action, a number of times per day equal to its Con mod, the Urskan’s next sunder attempt in this round doesn't provoke attacks of opportunity and may target an opponent's armor. If the sunder is done with a hammer of any kind, it ignores any hardness from the object attacked and deals double damage. If it hits, the Urskan may follow it up with a free attack against the user of the item.
This also grants the Urskan a bonus on any Skill checks involving metal equal to its HD, and the Urskan may repair any sundered item with 1 hour of work with a hammer and a fireplace.
Ability Score Bonus: The Urskan gains an extra +1 to Str at levels 1, 3, 4, 5 and +1 to Con at levels 2, 3, 4, for a total of +4 Str and +3 Con at 5th level.
Armored Bear: At 2nd level every Urskan feels incomplete, and has a sudden urge to craft a powerful personal armor that it will keep improving throughout its life. This demands at least 48 hours of initial hard work from the Urskan, and results in a set of Half-Plate fit for its size with an Enhancement bonus equal to half its HD. It cannot have an enhancement bonus to AC actually bigger than +5, but the Enhancement bonus can be spent on extra abilities (e.g. Glammered or Fortification). If the Urskan ever changes size, it can refit the armor with 24 hours of work. It can also change the Enhancement bonus with another 24 hours of work.
Such is the dedication the Urskan puts into its armor that it offers considerably superior protection compared to normal half-plate, counting half its armor bonus towards the touch AC of the Urskan and also granting the Urskan DR/adamantine equal to half his ranks in Craft (Armorsmithing).
Should the armor ever be destroyed, the Urskan can repair it from the remains in 24 hours, even if crumbled to dust from a disintegrate! Every time the Urskan levels up, it must spend 24 hours working on its armor to gain the improved bonus.
Finally, the Urskan may don or remove this armor as a move action. At 9 HD as a swift action. At 13 HD as a free action 1/round.
Scent: At 2nd level an Urskan gains the Scent standard ability as per the srd.
Crash and Slash: At 3rd level if an Urskan hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals additional damage equal to twice the claw damage (including double the Str bonus).
In addition if the Urskan is holding an hammer and uses Demolish, as a fullround action it may perform one sunder attempt, and if it hits, follow it up witha bite and two claw attacks against the wielder of the item instead of one normal attack. The hammer is momentarily put away, or dramatically thrown into the air and instantly picked up after the claw attacks are done.
Challenging Roar: Urskans are not just carnivores, they live for conflict. A number of times per hour equal to their Con mod, as a move action they may let out a challenging roar that affects all enemies in a radius of 10 feet per HD. Unless they succeed on a Will save with DC 10+1/2HD+Con mod, they must answer the Urskan's challenge, being unable to move away from it for 1 round (they can still move closer or move around as long as the distance doesn't increase). If they fail by 5 or more, they also cannot attack any creature other than the Urskan for 1 round.
War Bear Charge: Urskans know how to put the weight of their powerful bodies at the end of a charge. At 4th level when performing a Charge, the Urskan may deliver a Slam attack dealing 2d6+1.5 Str mod damage in addition to all the other benefits and hazards of a charge. If wearing armor, the Urskan adds the Armor bonus to the damage as it uses its extra weight to crush the enemy. This is an extra attack option and if the Urskan gains pounce or a similar ability it can combine its other natural weapons with this Slam.
If this Slam hits, the Urskan may also attempt a basic combat maneuver, such as grapple, trip, disarm or bulrush, as a free action against the hit opponent.
The Urskan may also charge through solid obstacles if he succeeds on a break check against them, otherwise it stops right in front of the obstacle. It adds its armor bonus (if any) to this break check.
At 10 HD the Urskan can even charge through magic obstacles as long as wearing its Armored Bear half-plate. Make a dispel check using your HD as CL with a bonus equal to half your Armor bonus. If it succeeds, the magic obstacle is dispelled. This works even against normally undispellable effects like Wall of Force, but the dispelling DC is increased by 5.
Growth: At 5th level the Urskan grows one size category.
Steel Claws: At 5th level, the Urskan fits its Armored Bear half-plate with special tips to their already powerful claws, which can be used instead of its normal claw attacks and deal 1d12+Str mod damage each. They count as either natural or manufactured weapons whenever it would be more beneficial, meaning the Urskan can attack with both on a full attack without penalties and also perform iterative attacks if it has enough BAB.
They count as masterwork and can be enchanted as normal weapons. If the Urskan participates in the enchanting process, the gold and XP cost are reduced by half as the Urskan lends a hand, or a claw to be more precise.
If the Urskan has access to special materials like silver or adamantine, it can fit them to its steelclaws with 24 hours of work, in which case they count as that material for all purposes.
Guardian Bear: Urskans are especially renowned for fiercely defending their territories, being virtually unstoppable when fighting for their land. Such reputation is well founded. At 5th level, 1/day per 4 HD they may fly into a Rage with one of the following additional effects:
Healing: Recover 4*HD hit points and receive the effects of a restoration spell. At 9 HD you also receive a Deathward effect for the duration, at 13 HD restoration is increased to Greater Restoration, and at 17 HD a Heal effect is included.
Recovery: End one harmful spell, condition, or effect from yourself (with the exception of the dead condition), and recover HD hitpoints. At 9 HD you also receive a Freedom of Movement effect. At 13 HD you are immune to the effect you removed for the duration of the Rage, and at 17 HD you may act normally while under any negative HP and temporarily even remove the dead condition as long as they haven't been dead longer than 1 min/HD, though you die again at the end of the rage. You may do so even if your body suffered extreme damage like being dismembered or disintegrated, in which case it rises again as a ghostly form of its old self.
Iron Will: Remove all fear and charm effects, the DR/adamantine granted to you by your personal Half-Plate is doubled, and you recover HD hitpoints. At 9 HD you gain a Mindblank effect for the duration of the rage, at 13 HD you grant all allies within 40ft (including yourself) a +1 morale bonus to all will saves per 3 HD, and a second will save if they fail the first. At 17 HD you grow by one size category while raging, which explicitly stacks with magical size increases.
(All caster levels are your HD and saves are 10+1/2 HD + Con mod)
Urskans are Exhausted after their rage instead of merely being Fatigued.
Any bonuses that would apply to Rage are applied to this ability as well, and it also counts as Rage for feat and PrC prerequisites. If an Urskan multiclasses as a barbarian, Urskan levels stack to determine when they gain Greater Rage and Mighty Rage.
They can fly into a rage even if they are unconscious or otherwise disabled if their nearby allies are under attack, even if they have no way of knowing it.
CommentsBears with hammers and heavy armor. What else needs to be said? Drew heavy inspiration from Golden Compass. Kinda too tired for fancy commentaries now. Tough.
So if you want armored bears, the Urskan's for you!