Ursa Totemic
Ursa Totemic is a D&D 3.5 character class from APG. Hit die d12.
Requirements
Race: Furbolg only. Alignment: Any non-lawful. Base A ttack Bonus: +4. F eat: Improved Grapple, T wo-Weapon Fighting. Special: Must have three levels in the furbolg racial class. The ursa totemic is a sort of extension of that class.
- Type
- Prestige
- Hit Die
- d12
Class Skills
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +0 | +2 | Bonus Feat, Target |
| 2 | +1 | +1 | +0 | +0 | +1 natural armor, double claw, ursa frenzy 1/day |
| 3 | +2 | +2 | +1 | +1 | +1 natural armor, bite, improved grab |
| 4 | +3 | +2 | +1 | +1 | +1 natural armor, +1 Strength, blood scent |
| 5 | +4 | +3 | +1 | +1 | +1 natural armor, improved claw (3d6), ursa frenzy 2/day |
| 6 | +4 | +3 | +2 | +2 | +1 natural armor, knockback, maim |
| 7 | +5 | +4 | +2 | +2 | +1 natural armor, bear hug, flurry of blows |
| 8 | +6 | +4 | +2 | +2 | +1 natural armor, +1 Strength, ursa frenzy 3/day |
| 9 | +7 | +5 | +3 | +3 | +1 natural armor, claw maul |
| 10 | +7 | +5 | +3 | +3 | +1 natural armor, improved claw (4d6, adamantine) |
Ursa totemics are the biggest, meanest and most feral of furbolgs. They tower above humans and orcs, and can snap elven necks with single paw swipes. They are immensely strong and tough, and focus on improving their natural, bearlike natures. They disembowel dragons with their claws and crush small creatures that come within their grasp. These creatures achieve a higher level of power and feral grace; many think that ursa totemics are infused with the power of the twin bear demigods (Ursoc and Ursol; see Shadows & Light, Chapter 3: Eternals). The ursa totemic is a powerful melee fighter and can take a prodigious amount of damage before falling. Ursa totemics represent the continued
Weapon and Armor Proficiency: Ursa totemics gain no proficiency with weapons or armor.
Natural Armor (Ex): The ursa totemic's hide continues to thicken and toughen. He gains an additional +1 bonus to natural armor class at each level.
Strength (Ex): The ursa totemic adds layers of muscle as he progresses. At 1st, 4th and 8th level, the ursa totemic gains a point of Strength.
Bear Fighting (Ex): Ursa totemics battle with ferocious and animalistic brutality. They drop to all fours for a quick swipe, leap to their feet for a backhand, plow into their opponents with sheer strength, and otherwise go absolutely crazy in combat. Ursa totemics need their mobility to make full use of their ursine skills, and armor impedes their movement. Ursa totemics are considered to be nonproficient with all armor - they take the armor's armor check penalty on attack rolls as well as appropriate skill checks. The ursa totemic can "turn off" this ability at will, fighting as a normal creature. If he does so, however, he loses all special abilities of the ursa totemic prestige class except for his natural armor bonus, Strength bonus, and saving throw bonuses. He does lose the base attack bonus he gained from the ursa totemic class.
Improved Claw (Ex): The ursa totemic's claws lengthen, thicken and toughen, eventually becoming stronger than steel. They are considered magic weapons for the purposes of overcoming damage reduction. Their base damage increases to 2d6 points of damage at 1st level, 3d6 at 5th level, and 4d6 at 10th level. At 10th level, the ursa totemic's claws are also considered adamantine weapons for the purposes of overcoming damage reduction.
Double Claw (Ex): At 2nd level, the ursa totemic is adept at fighting with both claws. When using only his claws, his penalties for fighting with two weapons are reduced to -0 and -0.
Ursa Frenzy (Ex): At 2nd level, the ursa totemic can enter a terrifying frenzy. He barrels into his opponents, roaring, swinging and biting, flinging blood and body parts into the air. An ursa totemic can enter an ursa frenzy once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level. While in an ursa frenzy, the ursa totemic gains a +4 bonus to Strength and, if he makes a full attack, he can make one additional attack per round at his highest base attack bonus. While in a frenzy, the ursa totemic gains the Diehard feat (see Lands of Mystery, without having to meet the prerequisites. However, he takes a -4 penalty to AC because he is not focusing on avoiding injury, only on inflicting it. While in a frenzy, the ursa totemic cannot use any Charisma-, Agility-, or Intellect-based skills (except for Balance, Escape Artist and Intimidate), the Concentration skill, or any abilities that require patience or concentration; nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. An ursa frenzy lasts for a number of rounds equal to 3 + the ursa totemic's Stamina modifier. An ursa totemic may prematurely end his frenzy. At the end of the frenzy, the ursa totemic loses the frenzy modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Agility, can't charge or run) for the duration of the current encounter. An ursa totemic can fly into an ursa frenzy only once per encounter. Entering an ursa frenzy takes no time itself, but an ursa totemic can do it only during his action, not in response to someone else's action. The ursa totemic may spend a hero point to enter an ursa frenzy. If he does, that frenzy does not count against his number of frenzies per day (and thus he can do so if he has already exhausted his frenzies for that day), and he is not fatigued afterward.
Bite (Ex): At 3rd level, the ursa totemic's jaws are strong enough to deal damage, and he gains a bite attack that deals 1d6 points of damage. This is a secondary natural attack (see Chapter 9: Creatures, "Monster Abilities"), so if he attacks with it in addition to his other attacks, he takes a -5 penalty on the attack roll. He adds only half his Strength bonus on damage rolls with his bite. The ursa totemic can take the Improved Natural Attack feat (see the Monster Guide) to improve his bite's damage. He can take Multiattack (see WoW RPG, Chapter 6: Feats) to reduce the penalty on his attack rolls.
Improved Grab (Ex): At 3rd level, the ursa totemic is adept at drawing his victims close so he can savage them at his leisure. Once per round, he may declare one of his claw attacks as an improved grab attack. He must declare this before he makes the attack roll, and if the attack misses the attempt has no effect but is exhausted for this round. If the designated attack hits, the ursa totemic attempts to start a grapple with the target as a free action. This attempt does not provoke an attack of opportunity.
Blood Scent (Ex): The ursa totemic can smell blood - and it is particularly intoxicating if he draws it. At 4th level, the ursa totemic gains a +1 morale bonus on attack and damage rolls against opponents he has previously damaged in this encounter.
Knockback (Ex): At 6th level, the ursa totemic can send opponents flying with mighty sweeps of his paws. This ability affects only creatures of a smaller size category. Instead of declaring one of his claw attacks to be an improved grab attempt, the ursa totemic can declare it to be a knockback attempt. If the attack hits and deals damage, the opponent must make a Fortitude save (DC = damage dealt) or be knocked directly away from the ursa totemic a number of feet equal to the damage taken (round down to the nearest 5 feet). This movement does not provoke attacks of opportunity. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Maim (Ex): At 6th level, the ursa totemic is skilled at ripping his foes' muscles and sinews. Whenever he successfully scores a critical hit with a claw attack, he also deals 1d4 points of Strength damage.
Bear Hug (Ex): At 7th level, the ursa totemic can crush his opponents by pulling them into his muscular embrace and squeezing until he hears bones snap and feels liquid splattering onto his feet. When he makes a successful grapple check and chooses to deal damage to his opponent (see WoW RPG, Chapter 12: Combat, "Special Attacks," Grapple ), he deals 1- 1/2 times the damage he would otherwise deal.
Flurry of Blows (Ex): At 7th level, the ursa totemic may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the ursa totemic might make before his next action. When using flurry of blows, the ursa totemic may attack only with his claws and bite.
Claw Maul (Ex): At 9th level, if the ursa totemic hits with both claws in the same round, he can automatically maul his unfortunate opponent. This maul might involve ripping the opponent apart with his claws, slamming him into walls or obstacles, or otherwise savaging him. This maul deals additional damage equal to the base damage of the ursa totemic's claw, plus 1-1/2 times his Strength modifier. The ursa totemic can maul only once per round, regardless of how many successful attacks he makes. Table 3 -10: The Ursa Totemic (Urs) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +0 +0 +2 Bonus Feat, Target 1st +1 +1 +0 +0 +1 natural armor, +1 Strength, bear fighting, improved claw (2d6, magic) 2nd +1 +1 +0 +0 +1 natural armor, double claw, ursa frenzy 1/day 3rd +2 +2 +1 +1 +1 natural armor, bite, improved grab 4th +3 +2 +1 +1 +1 natural armor, +1 Strength, blood scent 5th +4 +3 +1 +1 +1 natural armor, improved claw (3d6), ursa frenzy 2/day 6th +4 +3 +2 +2 +1 natural armor, knockback, maim 7th +5 +4 +2 +2 +1 natural armor, bear hug, flurry of blows 8th +6 +4 +2 +2 +1 natural armor, +1 Strength, ursa frenzy 3/day 9th +7 +5 +3 +3 +1 natural armor, claw maul 10th +7 +5 +3 +3 +1 natural armor, improved claw (4d6, adamantine) Nonstandard Progressions You may notice that the ursa totemic's base attack bonus and saving throw bonuses do not follow the standard progressions. This is because the ursa totemic is an extension of the furbolg racial class. If you combine those three levels with this class to create a hybrid class with 13 levels, the bonus increases follow the standard progressions.