HD: d12
{TABLE]
Level |
BAB |
Fort |
Ref |
Will |
Feature
1| +0| +2| +0 |+0| Were-Bear Body, Form of the Beast, Curse of Lycanthropy
2| +1| +3| +0| +0| Scent, Skill Bonus,
3| +2| +3| +1| +1| Skin of the Beast, Rage
4| +3| +4| +1| +1| Improved Grapple, Destructive Rage
5| +3| +4| +1| +1| Bear Form, Improved Toughness,
[/table]
4 Skill points+int per level, quadruple at 1st level. Class skills: Climb, Spot, Listen, Intimidate, Survival, Swim, Handle Animal,
Proficiencies: Were-Bears are not proficient with any armor, or any weapons besides their own natural weapons.
Were-bear Body (Ex): The Were-bear retains any previous racial bonuses it had, and gains the magical beast type, granting it Darkvision 60 and low light vision. Additionally, it gains the shapechanger subtype, and the ability to communicate with bears regardless of form.
Form of the Beast (Su): At 1st Level, the Were-bear can change into a Hybrid form. This grants him the following Benefits.
A Bonus to his strength and Constitution Scores Equal to half his Hit Dice.
Two Claw attacks for 1d4+Strength modifier damage (1d6 if large)
A Bite attack for 1d4+1/2 strength modifier damage (1d6 if large)
A Natural Armor bonus equal to his Constitution modifier.
The Were-bear has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Were-bear’s original form, as well as its Hybrid or Animal Forms. While using alternate form the Were-bear reverts to its original form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Were-bear:
Spoiler
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- The Were-bear retains the type and subtype of its Original form. It gains the size of its Bear or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Were-bear gains that subtype as well.
- The Were-bear loses the natural weapons, natural armor, and movement modes of its Original form, as well as any extraordinary special attacks of its Original form not derived from non-monster class levels (such as the barbarian’s rage class feature).
- The Were-bear gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Bear or Hybrid Form. (As Specified).
- The Were-bear retains the special qualities of its Original form. It does not gain any special qualities of its Bear or Hybrid Form. (Unless Specified Otherwise.)
- The Were-bear retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Bear or Hybrid Form.
- The Were-bear retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
- Except as described elsewhere, the Were-bear retains all other game statistics of its Original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
- The Were-bear retains any spellcasting ability it had in its Original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrids may speak and have humanoid enough hands if the Were-bear's Original form has hands.
- The Were-bear is effectively camouflaged as a creature of its Bear or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
- Any gear worn or carried by the Were-bear that can’t be worn or carried in its Bear or Hybrid Form instead falls to the ground in its space. If the Were-bear changes size, any gear it wears or carries that can be worn or carried in its Bear or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
Curse of Lycanthrophy (Su): Any humanoid or giant hit by a Were-Tiger’s bite attack in animal or hybrid form must succeed on a Fortitude save (DC equals 10+1/2 HD+Charisma modifier) or contract Lycanthropy.
Scent(Ex): At second level, the Were-Bear gains the Scent special ability regardless of form.
Skill Bonus (Ex): At second level, the Were-bear possesses skill bonuses related to his parent animal's form. Regardless of form, the Were-bear has a racial bonus to Swim, Climb and intimidate equal to Half his Hit dice.
Lycanthrope skin (Su): The Were-bear's skin starts becoming Supernaturally tough. At third level, the Were-bear gains Damage reduction Silver equal to half his Hit dice regardless form.
At 12 HD, this becomes DR/-
Eventually, the skin even starts repairing injuries in front of its opponent's very eyes. At 12 HD the Were-bear gains Fast healing equal to ¼ his HD rounded down.
Rage (Ex): At 3rd level, the Were-Bear gains the rage ability as per the Barbarian’s rage ability, usable twice a day. The number of times rage is usable per day increases by one for every 4 HD the Were-Bear gains beyond this point.
Destructive Rage (Ex): At 4th level, while you are in a rage or frenzy, you gain a +8 bonus on any Strength checks you make to break down doors or break inanimate, immobile objects.
Improved Grapple: At 4th level, the Were-bear gains Improved Grapple as a bonus feat, even if he does not meet the pre-requisites.
Bear Form (Su): At 5th level, the Were-Bear becomes capable of turning into its patron form, granting him the benefits of being a natural Bear. This form grants him a +12 Strength, and +6 Constitution boost. This acts in all other ways as per the alternate form ability.
At 8 HD he can become a Polar Bear, and the Constitution boost improves to +8
At 12 HD he can become a Dire Bear and changes the Strength boost changes to +16
At 16 HD the Strength boost becomes +20
These constitution boosts do not actually increase HP.
While in bear form, the Were-Bear has the benefits of the improved Grab Special attack.
The Were-Bear may use this ability 1/day per HD. A use of this ability counts as a use of your hybrid form, and vice versa.
Improved toughness (Ex) At 5th level, the Were-Bear's max health is increased by 1 Hit Point per HD.
At 10 HD the Were-Bear's max health is increased by 2 Hit points per HD.
At 15 HD the Were-Bear's max health is increased by 3 Hit Points per HD.
At 20 HD the Were-Bear's max health is increased by 4 Hit points per HD.
These bonuses overlap, and do not stack. A 15th level Werebear would have 45 extra HP, not 90.