The first line says it all.
Quote Originally Posted by Fistbear Bearfist
MORE BEAR THAN YOUR BUILD HAS ROOM FOR!

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CG

Dwarf

Ranger 2/Barbarian 2/Ranger 1/Deepwarden 2/Fist of the Forest 3/Bear Warrior 1/Warshaper 4/Bear Lord 5

Fistbear Bearfist
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Feats|Class Features
1st|Ranger 1|
+1
|
+2
|
+2
|
+0
|Improved Unarmed Strike|Trapfinding, Favored Enemy (Orcs), Wild Empathy
2nd|Ranger 2|
+2
|
+3
|
+3
|
+0
||Ranger bonus feat (Two Weapon Fighting)
3rd|Barbarian 1|
+3
|
+5
|
+3
|
+0
||Power Attack|Bear Totem bonus feat (Toughness)
4th|Barbarian 2|
+4
|
+6
|
+3
|
+0
|||Bear Totem bonus feat (Improved Grapple)
5th|Ranger 3|
+5
|
+6
|
+3
|
+1
||Ranger bonus feat (Endurance)
6th|Deepwarden 1|
+6
|
+8
|
+3
|
+3
|Extra Rage|Deepwarden bonus feat (Track), Trap Sense +1
7th|Deepwarden 2|
+7
|
+11
|
+3
|
+4
||Stone warden
8th|Fist of the Forest 1|
+8
|
+13
|
+5
|
+4
||AC bonus, Fast movement, feral trance 1/day, primal living, 1d8 unarmed damage
9th|Fist of the Forest 2|
+9
|
+14
|
+6
|
+4
|Steadfast Determination|Uncanny Dodge, untamed strike
10th|Fist of the Forest 3|
+10
|
+14
|
+6
|
+5
||Feral trance 2/day, scent, 1d10 unarmed damage
11th|Bear Warrior 1|
+11
|
+16
|
+6
|
+5
||Bear form (black)
12th|Warshaper 1|
+12
|
+18
|
+6
|
+5
|Snap Kick|Morphic immunities, morphic weapons
13th|Warshaper 2|
+13
|
+19
|
+6
|
+5
||Morphic body
14th|Warshaper 3|
+14
|
+19
|
+7
|
+6
||Morphic reach
15th|Warshaper 4|
+15
|
+20
|
+7
|
+6
|Reckless Rage|Morphic healing
16th|Bear Lord 1|
+16
|
+22
|
+9
|
+6
||Animal bond, detect animals, wild empathy
17th|Bear Lord 2|
+17
|
+23
|
+10
|
+6
||First totem, low light vision
18th|Bear Lord 3|
+18
|
+23
|
+10
|
+7
|Mad Foam Rager|Wild Aspect 1/day
19th|Bear Lord 4|
+19
|
+24
|
+11
|
+7
||Speak with animals
20th|Bear Lord 5|
+20
|
+24
|
+11
|
+7
||Summon Animals[/table]

Starting stats after racial adjustment (32 point buy):
STR 16 (Increase this one with level up points)
DEX 8
CON 18
INT 16
WIS 10
CHA 6

Starting stats after racial adjustment (28 point buy):
STR 16 (Increase this one with level up points)
DEX 8
CON 18
INT 14
WIS 10
CHA 6

Feats:
1: Improved Unarmed Strike
2: Two Weapon Fighting
3: Power Attack, Toughness
4: Improved Grapple
5: Endurance
6: Extra Rage
9: Steadfast Determination
12: Snap Kick
15: Reckless Rage
18: Mad Foam Rager

ACFs:
Barbarian: Bear Totem
Ranger: Trap Expert (Replaces Track with Trapfinding, gives Disable Device as a class skill)


Levels 1-5
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Fistbear Bearfist grew up on the boarders of dwarven civilization, always on the hunt for enemies of dwarvenkind. From the depths of the Underdark to the wild planes above ground, he has traveled them all, thwarting the dastardly schemes of those who would lay low Moradin's children. He was taught the art of woodsmanship and unarmed combat by his father, who felt that it was not proper for a dwarf to be out of place in either the Stygian depths of the Underdark or a viscious bar room brawl. Fistbear Bearfist soon developed into an uncanny survivalist and a formidable warrior; the goblin tribes of the Kurest mountains still tell whispered tales of his raw anger and savage cunning around the campfire to this day. They say he ate the heart of a bear to gain its strength and courage; while this story cannot be confirmed, Fistbear would later say that he had greatly admired bears in his earlier days and chosen an alias based off of that fact.

Class abilities:
Ranger: Trapfinding, Two Weapon Fighting, Power Attack, Favored Enemy (Orcs), Endurance
Barbarian: Rage, Toughness, Improved Grapple

Feats:
1: Improved Unarmed Strike
2: Two Weapon Fighting
3: Power Attack, Toughness
4: Improved Grapple
5: Endurance

Character design:
A skillful ranger who can Power Attack for damage and who has good HP. A competent beatstick for low levels. He gets Endurance, which is used to qualify for Steadfast Determination, Deepwarden, and Animal Lord, for free. Improved Grapple is also a decent bonus feat at this level.

Suggested items: Masterwork Dwarven Waraxe, light steel shield, and Anklets of Translocation


Levels 6-7
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It was no surprise that, after defeating the orcish warlord Uzzog and extracting an oath from him to never set foot in the Sunken Isles and trouble the dwarvish colonies there ever again, the elite dwarven paramilitary group known as the Deepwardens took interest in Fistbear Bearfist. After much convincing, they managed to convince him to join their ranks, where Fistbear’s prowess in combat and survival secured a rapid promotion to the rank of Sargent. However, his undisciplined and often unorthodox methods put him at odds with his commanders. After four years of service, Fistbear declared that he had learned all he needed from the Deepwardens and set off to wander among nature once again, to protect dwarvenkind in his own way.

Class abilities:
Deepwarden: Track, Trap Sense, Stonewarden (CON modifier replaces DEX modifier to AC)

Feats:
6: Extra Rage (2 additional Rage attempts per day)

Character design:
Now we get to add our CON modifier to AC instead of our DEX, which means that Fistbear is so tough that he can dodge attacks. Not quite sure how that works, but I’m ok with it since the CON increase when raging neatly cancels out the AC penalty that incurs. Also, CON now factors into the will save due to Steadfast Determination. This synergizes quite well with the Deepwarden’s good will save progression.

Suggested equipment:

Magical Dwarven Waraxe, +2 items for Strength, Con, and saves.


Levels 8-10
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After leaving the Deepwardens, Fistbear wound up facing off against his old enemy Uzzog, who was collecting orcs to invade the Dreamwell forest, the home of many gray elves dwelt. Fistbear made full use of the tricks that he had learned as a Deepwarden, tracking Uzzog through the wilderness to his war camp outside of Dreamwell and challenging him again to a duel to decide whether the invasion would take place. Ax met ax as the two warriors fought, but at the end of the day Fistbear stood victorious over the warchief and forced him to withdraw his forces. For his efforts, the Dreamwell elves rewarded him with an induction into the ranks of their protectors, the Fists of the Forest. Fistbear found that he fit in surprisingly well; many members, like himself, were wild souls and he soon became one with the group despite their racial differences.

Class abilities:
Fist of the Forest: AC bonus (CON modifier to AC as that of the Monk), fast movement (+10 feet to base speed), feral trance 2/day (+4 to DEX, +2 attack bonus on unarmed strikes, one bite attack per round during a full attack at highest BAB dealing 1d6+ STR modifier in damage) , primal living, Uncanny Dodge, untamed strike (unarmed strikes treated as magcial weapons), scent, 1d10 unarmed damage.

9: Steadfast Determination (Add CON modifier to will saves, does not fail a fortitude save on a natural 1)

Character design:
Now, in addition to Power Attack, unarmed combat becomes viable due to large damage dice and the extra attacks. Also, AC goes up another notch from another CON modifier to AC ability. Fistbear’s touch AC is pretty high by now.

Equipment suggestions:
The usual stat and save boosters of course, and perhaps Gloves of the Balanced Hand to allow for better Two Weapon Fighting as a transition to unarmed combat? This would allow for the use of the two handed Waraxe and unarmed strikes at the same time. I am assuming that magical gear does not get destroyed in a Feral Trance, or that it can be modified to allow the claws to grow safely.


Level 11-15
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Fistbear greatly expanded his unarmed combat repertoire as a Fist of the Forest, but he still felt that there was more to learn even after achieving the rank of Grand Master. One day, while patrolling through the woods, he came across a mother bear protecting her cubs from a tendriculos. The plant creature was a fierce carnivore, but the bear unflinchingly stood her ground and savagely attacked the threat to her children. As Fistbear watched, he realized that there was still much to be learned from the bears that he had admired as a child. Fistbear sought out the druids of Dreamwell and asked each of them how he might turn into bears as they did; none knew, but one old elf mentioned that he had heard of an old orc barbarian who could turn into a bear as he raged, but it was unclear where the orc was now, or even if he was still alive. Fistbear, however, was not one to give up easily; while the elves might not have kept tabs on an orc warrior, he knew one who would: Warchief Uzzog.

Once again, Fistbear tracked down Uzzog, whose dominion was by now embroiled in a civil war as rival clans fought amongst themselves for power. Uzzog granted Fistbear an audience with him despite the troubling times and agreed to help find the warrior Fistbear was looking for, if the dwarf would help him in turn. Fistbear agreed and soon the two found themselves fighting side by side to force a united orcish empire. After the last renegade clan had surrendered to Uzzog, the warchief took Fistbear to a desolate mountain and revealed that the bear-warrior Fistbear sought was none other than Uzzog’s father, Ulman. If Fistbear was willing to learn, Uzzog could teach him from Ulman’s writings.

Ulmans insight on how to assume a bear’s form and make the fullest use of shapeshifting abilities were truly insightful, and Fistbear at last mastered the art of turning into a bear. He fought with all the ferocity of the wildlands, mauling his enemies with his bear hands.

Class abilities:
Bear Warrior: Turn into a black bear when raging, gaining +8 STR, +2 to DEX, and +4 to CON instead of the normal rage bonuses. the +2 to will saves is retained.
Warshaper: Morphic immunities, morphic weapons, morphic body, morphic reach, morphic healing

Feats:
12: Snap Kick
15: Reckless Rage (+2 STR, CON when raging for an additional -2 penalty to AC)

Character design:
Well, now you turn into a bear for great stat boosts. You can launch off a ton of unarmed and natural attacks, which you can Power Attack with for damage. If you are so inclined, grappling is also an option, what with the ability to give great bear hugs and all. Warshaper gives even more STR and CON along with one step higher natural weapon damage, fast healing, reach, and immunity to stunning and to critical hits.

Equipment suggestions:

An Amulet of Mighty Fists is now needed since your bear hands are the primary weapon. Boots of Speed will allow for extra attacks. An item of flying will let you join in aerial combat. An item of Freedom of Movement will hinder battlefield control spells.


Levels 16-20
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Fistbear was soon known as the “Bear Lord” by his friends and enemies. He could instantly discern the location of the nearest bear within hundreds of feet, and even fought more like a bear when in his natural form. The dwarf was at one with the wild bears, who in turn accepted him as one of their own. Fistbear even found that he was able to converse with the animals and summon them to aid him should he need their assistance.

When the wild dwarf finally died of extreme old age, it was said that a procession of bears carried his body to his birthplace in the Underdark and laid him to rest in a forgotten cavern, so that he might truly become one with nature.

Character Abilities:
Bear Lord: Bear Bond, Detect Bears, Bear Empathy, First Totem (+4 on Intimidate), Low Light Vision, Wild Aspect 1/day, Speak with Bears 1/day, Summon Bears.

You also get to initiate grapples when you hit someone. Great thing we have Improved Grapple as a bonus feat from earlier.

Feats:
18: Mad Foam Rager (Can delay the effect of a single attack, spell, or ability used against him for one round as an immediate action)

Character design:

You’re basically the king of bears. You know where bears are, can talk to them, summon them, and even fight like one in your natural form.

Also, Mad Foam Rager lets you ignore any one thing while once per rage for a round Useul when people are slinging 9th level spells around.


Final Strength and Con score when throwing it down as a bear and going all out:
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STR: 16 (base) + 5 (leveling up) + 5 (tome) + 6 (item) + 10 (Rage) +4 (Warshaper) = 46
Con: 18 (base) + 4 (tome)+ 6 (item) + 6 (Rage) +4 (Warshaper) = 38

Attack Bonus: +20 (BAB) + 18 (STR) + 5 (Amulet) +1 (Haste) + 2 (Feral Trance) = +46

Unarmed strike damage: 2d6 + 18 (STR) + 5 (Amulet) + 2 (Feral Trance)
Claws: 1d6 + 18 (STR) + 5 (Amulet) + 2 (Feral Trance)
Bite: 1d8 + 18 (STR) + 5 (Amulet) + 2 (Feral Trance)

AC: 10 + 14 (CON as DEX) + 14 (Unnamed) + 1 (Insight) +1 (Haste) + 8 (Bracers of Armor) + 5 (Ring of Deflection) -4 (rage) = 49

FORT 20 (base) + 14 (CON) +1 (insight) + 5 (Resistance) = +40
REF 7 + 1 (DEX) +1 (insight) + +1 (Haste) 5 (Resistance) = +15
WILL 7 + 14 (CON) modifier +1 (insight) + 5 (Resistance) = +27

Other: Get a weapon with the Parrying enchantment that you can hold when you are a bear. Maybe a weighted cloak? If you can’t then the Dusty Rose Iouns Stone, Pale Green Ioun Stone and/or the Stone of Good Luck can give +2 to skills, saves, and ability checks along with a +1 to attack and +1 to AC if used together. Doesn’t quite stack with Parrying, though, and is bloody expensive.

Items: Amulet of Mighty Fists, Parrying cloak, Gloves of the Balanced Hand, Vest of Resistance and Freedom of Movement, Bracers of Armor, Belt of Strength and Health, Manuals of Strength and Health, Ring of Speed, Ring of Protection. Wildening clasps if needed, though bears can wear all of that if the circus pictures I’ve seen are any indication.


Sources used
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Complete Warrior & Errata
Tome of Battle
Player’s Handbook 2
Complete Champion
Races of Stone
Unearthed Arcana
XPH
MIC

Errata on Bear Warrior

Whenever a bear warrior enters a rage or frenzy, he can choose to assume bear form (similar to the polymorph spell). He must remain in bear form until the end of his rage or frenzy. When his rage or frenzy ends, the bear warrior immediately returns to his own form. The number of times a bear warrior can assume bear form is the number of times per day he enters a rage or frenzy. Ignore the conflicting limitations specified in the third, fourth, and fifth paragraphs of the bear form description.

SNAKE EYES!