Ability Modifiers: (Males) +2 Con +2 Wis -2 Cha
(Females) +2 Con +2 Cha -2 Str
Standard (0 RP)
Medium (0 RP)
Humanoid (0 RP)
Speed: 40 ft
Fast (1 RP)
Natural Armor +1
Natural Armor (2 RP)
+4 CMD to resist Bull Rush or Trip attempts while standing on the ground
LLV (1 RP)
Scent: Ursine have the Scent Ability (see Bestiary 304)
Scent (4 RP)
Claws: Ursine gain two claw attacks; these are natural attacks for 1d4 damage.
Claws (2 RP)
Alternate: Weapon Familiarity: Hand axes, battle axes, greataxes, earthbreaker, and weapons with the Ursine type. This ability replaces Claws.
Camouflage: Ursine receive a +4 bonus on stealth checks while in one of the following terrains–forest, mountain, or cold.
Languages: ursine start play speaking Ursine and Common. Characters with high intelligence scores may also choose from dwarven, elven, halfling, orc, terran, gnome, and sylvan.
Barbarian: Add +1 to the barbarian’s total number of rage rounds per day
Druid: Add +? to the druid’s natural armor bonus when using wild shape
Oracle: Add one spell known from the oracle spell list. The spell must be one level lower than the highest spell that the oracle can cast.
Ranger: Add +? to a single favored enemy bonus up to a maximum +1 per enemy type.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level lower than the witch’s highest spell level.
Ursine Society, Description, Etc.
All members of the Ursine race are resilient creatures; the males are typically more perceptive and brazen than the females, who, by contrast, are more personable but lack the physical power of the men. Reclusive by nature, these beings make their homes wherever suits them best–often in forests, mountains, or arctic regions. As creatures of nature they make the most out of what the earth gives provides for them, only ever taking what they need and replacing what they take.
The Ursine have a spiritual connection with their land, much like their elven counterparts; this is in part due to their exceptionally long life spans, while it is also a result of their reluctance to move to new locations. Ursine highly value tradition and honor. Their long lives make it easier for them to keep their traditions consistent–as does their stubborn nature. Traditions and stories are passed orally from one generation to the next, and a cub’s education usually begins not long after birth. Children are frequently named for heroes or dead ancestors who accomplished great deeds. Although they are slow to trust outsiders, once a bond is formed with a member of another(shorter-lived) race, that bond carries on through generations. Ursine typically prefer to befriend other long-living races, such as elves, fae, and outsiders.
Ursine are only slightly taller than humans but have greater muscles mass. Snouts protrude from their bear-like faces, similar to their animal cousins. The color of the fur that covers their thick hides helps to camouflage them in the region of their birth. They pride themselves on their battle scars and wear them proudly, for each one shows the ability to survive and win.
Ursine live in strict patriarchal societies. There is always a male chieftain who runs these tribal villages; in addition to the chieftain power is shared with a female shaman. The chieftain acts as the political leader of the tribe, while the shaman acts as the spiritual leader. The chieftain is expected to consult with the shaman on all matter before acting so as to make sure that their omens coincide with their actions.
Most Ursine live deep within nature, setting up villages in areas where resources are plentiful. Such communities are difficult to locate without knowing the lay of the land or the exact routes. The Ursine prefer to remain hidden due to the prejudice they tend to encounter in more cosmopolitan areas–they are more often than not thought to be a real bear before others realize they are not. Sentries keep watch miles outside of their villages and are charged with alerting the chieftain if anyone strays too close. Often these sentries possess a small amount of magical abilities in order to cast illusory spells with the intent of turning trespassers away. If a creature manages to find its way to a village they are generally turned away at the gates; at most a traveler who manages to gain entry is given a safe place for the night before being sent on their way in the morning. This rule does have exceptions, however, as infrequent as such an occasion may be. Stories of these encounters have given the Ursine a reputation for being cold and standoffish–it should be noted, however, that the Ursine simply lack respect for creatures who do not share their respect for the deadly beauty of the earth.
Ursine are usually quick to judge the many shorter-lived races, thinking that they are too impulsive. As a result of incidents of intolerance, Ursine consider humans a thorn in the paw. They find orcs to be too dangerous to not be wary of, but they also understand that they too have been ostracised and pushed out by humans, and they begrudgingly respect their strength. Halflings hold no special place of love or hate within the Ursine communities. Most often their best relations are with dwarves or elves. Elves and Ursine get along at a very simple level: they are both long-living races of the forest. Although the Ursine tend to view the elves as too fragile and carefree, with dwarves they share a camaraderie of hardy, gruff personalities. Occasionally within the mountains Ursine and dwarves will live in balance–the dwarves will mine and create tools, while the Ursine remain above the ground guarding the entrances to dwarven caves and providing different types of game for consumption and leatherwork.