THE BOAR TRIBE (Taur):
The wild boarman is a bulky, massively built suid with short and relatively thin legs. The trunk is short and massive, while the hindquarters are comparatively underdeveloped. The region behind the shoulder blades rises into a hump, and the neck is short and thick, to the point of being nearly immobile. The Tuar's head is very large, taking up to one third of the body's entire length. The structure of the head is well suited for digging. The head acts as a plow, while the powerful neck muscles allow the animal to upturn considerable amounts of soil: it is capable of digging into frozen ground and can upturn massive rocks The eyes are small and deep-set, and the ears long and broad. The species has well developed canine teeth, which protrude from the mouths of adult males. The middle hooves are larger and more elongated than the lateral ones, and are capable of quick movements. In Rhamier, large males can reach brown bear-like sizes, weighing 600 lbs. Some adult males in Guavhardiim and Skraelund have been recorded to weigh 660–770 lbs. Such giants are rare in modern times.
The most aggressive tribes in Rhamier and Skraelund are the powerful Boar Tribe. They are usually solitary and vegetarian until riled into action where they become aggressive carnivores bent on the total destruction of their enemies. They are worshipers of Do-K'Charl The Tyrant Boar God, who leads the Tuar deeper and deeper into the solitary confines of virgin forest and field seeking solitude. The Tuar are unrelenting warriors and even the other great tribes offend them as little as can be. The Tuar are worst during mating or when young are around. Attacks with seemingly no provocation are common around these times.
When Tuar walk into a place, the room goes quiet. These menacing, bad-tempered people are dangerously quick to judge, quick to anger and slow to understand others. They take offense at even the slightest insult and will take on entire rooms full of people.
Legends of Tuar fighting with fifteen spears in their body, dying, and then getting back up are as numerous as the stories of their insane rages with little provocation. Just don't let a horde of the boarmen get drunk in your tavern.
INTERMIXING: Occasionally a pair of boar 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 Boarfolk 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. Boarfolk can be gregarious for short periods and Tuar friends are usually friends for life.
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 INT (Tough but close-minded and quick to anger)
SIZE: Animist Ursids are Medium size.
Uur'Mor stand 5' tall (+1d8 males and 1d6 females) and weigh about 160 (+ 6d10 pounds for males and 3d10 for females.)
DESCRIPTION: The boarfolk are broad and loutish looking they have read rimmed eyes and ar meanspirited. They ripple with muscle and are stalwart foes.
FAVORED CLASS: Uur'Mor (Barbarian)
ATTRIBUTES: See above
SIZE: Medium size.
SPEED: Taur base speed is 30 feet.
UUR'MOR VISION: Tuar base sight starts as normal but can be upgraded to low-light vision.
UUR'MOR RACIAL ABILITY: Tuar 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 Boarfolk can speak with any Boar or Direboar as a Proficiency in addition to any other languages they know, this is a Bonus Language.
Suggested Animal Features: The Tuar has a croaking and snuffles alot. The Tuar likes to command lesser creatures.
OMNIVOROUS: In a pinch, the Tuar can eat almost anything including rotting carrion, they Save versus poison and disease with a +2 FORT Bonus if it relates to something they have eaten.
Suggested Animal Features: The Boarman looks through items for any food when hungry. It continually talks of hunger.
HEARING: The Tuar has acute hearing +4 to Hearing checks but suffers in sight checks -2 to vision based checks.
Suggested Animal Features: The Tuar has floppy ears.
SWIMMER: The boarman is surprisingly good at swimming, some have been known to swim miles without tiring. He gains a +4 to swim checks.
Suggested Animal Features: The Taur has strong limbs and lungs.
2 Points
BRUTISH: The Tuar gains a +2 to all CON and STR Checks but loses 2 to CHA Checks.
Suggested Animal Features: The Ursid has the jaw structure and sharp teeth of a bear.
POISON RESISTANCE: The Tuar is one of four mammalian creatures that have natural resistance to snake poison, they can also eat poisoned plants. They gain a +2 Save versus poison, this becomes a +4 versus Snake Poison.
Suggested Animal Features: The Tuar has a husky look.
BURROW 5' A ROUND (Ex): A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.
Suggested Animal Features: The Tuar's head is very large, taking up to one third of the body's entire length. The structure of the head is well suited for digging. The head acts as a plow, while the powerful neck muscles allow the animal to upturn considerable amounts of soil: it is capable of digging into frozen ground and can upturn massive rocks.
LOWLIGHT VISION: The Tuar can see twice as far as a human in starlit conditions.
Suggested Animal Features: The Tuar has the soft dark eyes of a boar.
3 Points
CHARGE: The Tuar can drop his head and charge, punching into an enemy and goring with his tusks (if applicable) or bashing with his weapons or fists as a Full Attack. A charging Tuar has a -2 AC penalty but does double damage with any hit placed upon his victim for that strike. The Tuar must have 30' running room to Charge.
Suggested Animal Features: The Tuar has short powerful legs and he often scrapes his foot across the ground while staring squarely at his opponent like a bull before charging.
TRICHINOSIS (Ex): If killed, the Tuar sometimes has the last laugh. If eaten, his corpse is diseased and those that feed upon it must make a save versus FORT (DC: 10 + the level of the Boarman) or contract a potent form of Trichinosis and will die in 3d4 days with out a Cure Disease Spell.
Suggested Animal Features: The Boarman continually belches. It's breath is horrible. It's dung stinks badly and he draws flies.
SCENT (EX): The Tuar has the scent ability (Page 314, MM).
Suggested Animal Features: The tuar has a pig-like snout and snuffles constantly when checking the air.
TUSKS (EX): The Tuar can make a gore attack upon an opponent with it's tusks that does (1d8 + 1/2 STR) Damage.
Suggested Animal Features: The Boarman has a massive pair of tusks.
4 Points
SECOND WIND: The Tuar can fight after being reduced to 0 or less HP. He can arise the very next round and fight with no penalty to attacks or defenses but he loses 1 HP Automatically every round and expires at -10 HP as normal.
Suggested Animal Features: The Tuar is scarred and has suffered a number of seemingly mortal wounds.
SAVAGE (Uur'Mor): The Tuar is more savage and fearsome than other races and fear nothing in his fury. +2 STR and he gains a +2 to Intimidate checks if he is angry.
Suggested Animal Features: The Tuar's face looks demonic and furious even when calm. He moves like a man mad waiting to strike.
TEMPER: The Tuar is abnormally angry, even for a Tuar. The Tuar can go berserk in combat if at less than 50% of Hit Points. When berserk, he gains a +1 INIT, a +1 to Hit, +2 To Damage and an AC Penalty of -2 He can berserk for CON Mod +1 # of Rounds. If the Tuar has a class that allows Rage, this effect is cumulative!
Suggested Animal Features: The Boarman constantly grumbles under his breath, he is always in a foul mood.
LARGE: The Tuar is Large. He is 7 foot +2d12 inches tall, he weighs 300 +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 Tuar's body is massive, he moves with authority, and likes to boss others smaller than him around.