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 THE BEAR TRIBE (Uur'Mor):

One of the most powerful of the Animist Nation Tribes are the Uur'Mor. These are the Bearfolk who are regarded as some of the most deadly warriors, barbarians, and fighters. Uur'Mor are tall, strong, quick, intelligent, stealthy and resourceful. They are also highly territorial and aggressive, quick to anger and slow to understand. There are eight base Ursids: the Skraelund Polar, Trakaldan Brown, Lazarian Black, Kajimaran Black, Guavhardiim Sun, The Guavhardiim Sloth, Zanitarian Spectacled,  and the Kajiamaran Panda.


Common characteristics of modern Uur'Mor include large bodies with stocky legs, long snouts, shaggy hair, paws with five non-retractile claws, and short tails. While the polar bear is mostly carnivorous, and the giant panda feeds almost entirely on bamboo, the remaining six species are omnivorous with varied diets.


With the exception of courting individuals and mothers with their young, bears are typically solitary animals. They are generally diurnal, but may be active during the night or twilight, particularly around humans. Bearfolk possess an excellent sense of smell and, despite their heavy build and awkward gait, are adept runners, climbers, and swimmers. In autumn, some bear species forage large amounts of fermented fruits, which affects their behavior. Bears use shelters, such as caves and burrows, as their dens; most species occupy their dens during the winter for a long period (up to 100 days) of sleep similar to hibernation.

 

INTERMIXING: Occasionally a pair of bear folk from different tribes fall in love, the offspring will have the assets of both parents. Usually the pair with their child will be alone, they usually don't miss the others being that the Ursids are usually solitary. They still meet up with old friends at tribal moots and gatherings though they will usually be the talk of the event. Bearfolk can be gregarious and have a love for drink, especially honey mead.


OTHER BEAR-LIKE RACES: Bearmen are cousins of Owlbears though they are enemies at best, they are friendly with regular and Dire Bears and a Bearman's territory may include a dozen normal bears and one or two Direbears that roam in their sector. 

BODY ALTERATIONS: Depending on the Phase of the Bearfolk, he gains 1 or more powers (PC Choice) from this list to add to his template. Suggested body alterations are below to accompany the powers.


ATTRIBUTE MODIFICATIONS:

Uur'Mor get +2 CON, -2 WIS (Tough but not reverent or world wise)


SIZE: Animist Ursids are Medium size. 

Uur'Mor stand 6' tall (+1d8 males and 1d6 females) and weigh about 220 (+ 6d10 pounds for males and 3d10 for females.)


DESCRIPTION: The bearfolk are tall powerful and beautiful with a menagerie of coats. They ripple with muscle and are powerful predators.

FAVORED CLASS: Uur'Mor (Barbarian) 

  • ATTRIBUTES: See above

  • SIZE: Medium size.

  • SPEED: Uur'Mor base speed is 30 feet.

  • UUR'MOR VISION: Ursid base sight starts as normal but can be upgraded to low-light vision.

  • UUR'MOR RACIAL ABILITY: Ursid get to choose up to 8 points of racial traits.

  • AUTOMATIC LANGUAGES: Common, Animist

  • BONUS LANGUAGES: Sylvan.

  • FAVORED CLASS: Barbarian

  • FAVORED ALIGNMENT:  Chaotic by nature.

  • RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.

    • REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of their native land.

    • REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to their native land.

1 Point

ANIMAL SPEECH: The Bearfolk can speak with any Bear or Direbear as a Proficiency in addition to any other languages they know, this is a Bonus Language.
Suggested Animal Features: The Ursid has a booming powerful voice. The Uur'Mor likes to command lesser creatures.


CLIMBING SKILL: The Uur'Mor can climb trees with alarming skill. They gain the Climb Proficiency at no cost and gain a +2 racial bonus to all Climb Checks and Balance Checks. 
Suggested Animal Features: The felinoid will have calluses on both his hands and feet. He will have a wiry build.  


ROAR: The Ursid's roar can be heard for a mile per level and is a demonstration of his masculine power giving him a +1 reaction per 4 levels with females that hear his call. A female Uur'Mor''s roar calls her cubs to her from the same distance or coordinates an attack with her pride.

Suggested Animal Features: The Uur'Mor's mouth has jaws that open very widely.


STEALTHY: The Uur'Mor is surprisingly stealthy gains a +2 to Hide and Move Silent checks.
Suggested Animal Features: The Uur'Mor has massively padded feet.


2 Points

BITE: The felinoid can make a bite upon an opponent that does (1d6 + 1/2 STR) Damage (1d8 if Large).

Suggested Animal Features: The Ursid has the jaw structure and sharp teeth of a bear. 


CLIMBING CLAWS: The Bearman possesses non-retractable climbing claws on all four limbs that do 1d6 + STR  in combat  (1d8 if Large Though Bearmen don't rake with their handlegs). They also add +2 to Climbing checks.

Suggested Animal Features: The Uur'Mor will have claws on both hands and feet.


HIBERNATE (Ex): The Uur'Mor  can sleep for as many days as his CON score, waking up weakened by 1 STR and CON per three days. Recovery: The Echar heals 1 (each) point of STR and CON per day that a good meal is had. In hibernation, he heals at +1 HP per day, and needs no food or water. This is a great ability to have when food is scarce or the temperature is inhospitable. Those that live in regions with harsh winters hibernate during the cold weather. Many of those that live in warm, dry climates estivate—that is, become inactive during summer.
Suggested Animal Features: The Uur'Mor has sleepy looking eyes, the Bearfolk yawns often, the Uur'Mor naps every noon. He complains about extreme temperatures.


LOWLIGHT VISION: The Uur'Mor can see twice as far as a human in starlit conditions.

Suggested Animal Features: The Uur'Mor has the soft dark eyes of a bear.


3 Points

IMPROVED GRAB (Uur'Mor): To use this ability, a bearman must hit with an unarmed or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Suggested Animal Features: The arms of the Uur'Mor are massive and solid o the touch. 


SWIMMER (Ex): Uur'Mor are excellent swimmers. They are remarkably agile in the water and gain a+4 to all Swim checks. In addition, they can hold their breath for CON Mod Bonus (Minimum 1) rounds before making a Drowning Check. 

Suggested Animal Features: The Bearman's lungs are powerful making him barrel-chested.

 

SCENT (EX): The Uur'Mor has the scent ability (Page 314, MM).

Suggested Animal Features: The Bearman has a dog-like nose and stops to check the air often.


WINTER FUR (EX): The Uur'Mor has a massive coat of natural fur that not only grants him 5/DR Cold but also adds +1 Natural Armor.

Suggested Animal Features: The Bearman has a massive, shaggy coat of heavy fur.


4 Points

HEAVY BONES: The Uur'Mor is massively built with thick bones and gains +2 To CON as well as +2 to all Fort Checks.

Suggested Animal Features: The Uur'Mor's mass and thickness make him look indomitable.


SAVAGE (Uur'Mor): The Uur'Mor is more savage and fearsome than other races and can stop even the king of beasts in his fury. +2 STR and he gains a +2 to Intimidate checks if he is angry.

Suggested Animal Features: The Uur'Mor's face looks demonic and furious even when calm. He moves like a man mad waiting to strike.


FAT DEPOSITS (Uur'Mor): The Uur'Mor is abnormally large, he weighs double the weight he normally would for his size. The character is surprisingly not hindered overly in movement and gains the following benefits: the Uur'Mor can survive without food for 2 days per point of CON without suffering ill effects and can survive without water for 1 day per CON point, he also floats better adding +2 to his Swim skill. He does however suffer from the obvious detriment of being very Overweight (although not necessarily fat looking if MASSIVE STRENGTH is factored. The weight is calculated before the additional size is factored making the weight more proportional).

Suggested Animal Features: The Bearman has loose fatty skin which fills up nearing the winter. Without fur or the right abilities, the Uur'Mor looks obese.

 

LARGE: The Uur'Mor is Large. He is 8 foot +2d12 inches tall, he weighs 400 +5d100 lbs. They lose -1 AC and To Hit, gain +4 to Grapple, have -4 to their Hide, and gain 5' of Reach.

Suggested Animal Features: The Khorah's eyes blaze with intelligence, she can send her sisters complex instructions with a toss of the head or fleeting eye contact.