Ursinals, Beastland (3.5e Race)
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Most Beastland Ursinals have the same stubbornness as their parents of obeying tradition, but once in a great while comes along one who doesn't have the same ideals and has a growing curiosity of the world outside of their own mythos. However, even with these oddities, they still are stubborn and unbending in certain aspects. Many Ursinals look at getting help as a form of weakness and prefer to do things on their own to prove their strength. However, they are easily influenced and try to fit in too much, but because of their original traditional ways they tend to be very dirty, and unnaturally sloppy in most of the things they do. If they do come across something they care about, they usually take their time to perfect it. They become easily frustrated with things they can't comprehend or understand, but will continually try to master them. Most are extremely slow learners and because of this, they try to stick to tradition rather than learn new ways of doing things.
Beastland Ursinals are the epitome of an anthropomorphic bear. The males stand between 9'4" and 11 feet and usually weigh between 1960 and 2100 pounds. The color of their fur ranges from black to golden brown with black being the more common with every type of eye color, brown being the most dominant. The females weigh in close to 1860 to 2000 pounds and stand anywhere from 8'3" to 9' tall. The females muzzle is much leaner and less jutting than the males with a slimmer tone to their facial features. Bound by tradition, they prefer to carry mementos or trophies of their triumphs and losses in battle as constant reminders of those lost and their days of glory.
Beastland Ursinals tend to be looked down upon by most races as, "just an animal" because of their low intelligence and charisma scores, they tend not to fit in well with everyday society outside of their own. However, their overly large stature alone strikes fear into some and draws respect from others. Some join orders and climb their ways through the ranks with raw physical power. They do especially well as well as hired hands for protection, but just as much their detriment to charisma and intelligence plays the opposite factor and are therefore considered ,"abhorrent" to have around. Because of the obvious power and amazing brawn and stamina, they easily can pick up jobs requiring the two. Many Ursinals have fallen prey to low wages and being conned for years at a time into almost slave labor. Sometimes their even let go because of the fact that they don't adjust well to such a overwhelming lifestyle in cities. In general though, most are taken advantage of and duped with low pay and hard work, making them your typical underpaid, remarkable employee. A road of adventuring is sometimes all it takes to learn to truly appreciate the greater aspect of their being.
Being beast-like and tribal in nature, they tend to be moved towards neutral alignments, mainly neutral good, but lawful neutral and neutral evil in some cases. Normally depending on where they are raised has a dictate on what their alignments are. For example, one brought up as a slave might be bended by their masters will towards neutral evil, or one brought up in a monastery might be lawful neutral.
The Beastland Ursinals tend to prefer being in forests and colder climates often suffering immensely from their great amounts of fur in hotter regions. They normally keep to large forests and rarely venture out of them. However, it isn't uncommon to see them in populated areas working at professions that require immense strength and endurance.
Reign Of Dukarg Campaign Setting (Coming Soon) - In the ruins of Aubondir, these creatures, along with the other beastland races and humanoids wait for the day that they may once again rise up to their former glory and take the fight back to Dukarg. That time however seems far away, especially for the once great empire that they were. Rereder (Chieftan of the Aubondics) is all that keeps his tribe together, and all the other tribes in line from self destruction over petty squabbles and all out civil war among hasty decision makers and the war mongering younger generation, apparently sick of seeing their country in ruins, with the hope that they can make Aubondir what it once was.
Bharria (BOED) ,the great bear mother, is a common deity among them, but others influenced by outsiders change their religions accordingly. Due to imperialistic fashioning they usually change their religions because of missionaries or they are forced into developing a different way of life. Their minds are easily swayed by fast talking holy men. Some tribes however denote any other religion than Bharriah and go to some great extremes to make sure that it isn't changed, including unbreakable oaths and pacts with the Great Bear mother herself (who resides on Elysium) as well as scaring off evangelists, or worse. Those pushed towards neutral evil however, follow a Demigod named Cas (HOH). This lord of Spite is what the younger generation looks to, to sate their rage at the wrongs done to their empire. These children of an unfortunate era look to slake their thirsts with vengeance on Dukarg for the atrocities he committed to their proud people. A common Lawful Neutral Ursinal tends to worship Obad-Hai.
Beastland Ursinals speak Aubondic, a common race among the Beastlands (Aubondir). They also have the innate ability to speak with animals (bears only) at will.
Most of the time they receive their names through tribal methods involving tests by the parents that ultimately result in the final name by the tribes shaman. Names involving colors and basic things are common ex, blue rock, green sky, etc.. It should be known that the parents are not the ultimate factor in the names of their children, but the shamans. For example, the father may have to undergo a test of strength in order to ensure that his child receives a well respected name. If he fails, perhaps the child is given something of less respect. Tribes tend to focus on a particular color to show order in their names. Red rock for example may be a kingly name in one tribe, but may be the least respected in another. The younger generation takes their names by these standards, however the older generation, (those lucky (or unlucky) enough to see the fall of Aubondir) received names for their young chosen by the guardinals themselves and took spiritual journeys to Elysium to visit their respective patron deities.
- +4 Strength, +4 Constitution, −6 Intelligence, −6 Charisma: Beastland Ursinals are famous for their amazing strength and endurance, but are even more infamous for their bad social skills and slow learning.
- Monstrous Humanoid (Ursine): Animal like in nature.
- Large Size: Receives +4 on grapple checks vs medium creatures / +4 on strength checks to break down doors / are able to carry weight based on the large category / receive a -1 to armor class due to large size / receive a -2 to hide and move silently checks.
- Beastland Ursinals base land speed is 40 ft on all fours and 30 ft standing up: They have the option to move at either but only on all fours if they aren't carrying weapons and must be wearing light or no armor.
- Speak with animals (bears only): Pg 281 PH
- Speak with animals language - Beastland races may use skill points for languages to speak with other types of animals. Every additional language counts for one other type of creature type, ex. lupinals, deer, rodents.
- Enchantment Susceptibility - Whenever they make a save towards an enchantment spell they receive a -2 towards it. Even worse, if the spell includes a descriptor such as "charm animal" they receive a further -2 making it a grand total of -4.
- Their skills should be adjusted as noted
- Survival checks receive a +2 bonus in climates below 90 degrees and a -2 in climates above 100.
- Because of their size and carnal nature they receive a +2 bonus on intimidate checks and a +2 bonus on their swim checks because of being a bear.
- They receive a -2 in their bluff skills as they have no reason to lie in their tribes and they also receive a -2 on their sense motive checks because of this. If the situation arises that they are challenged that they can't handle something on their own they receive a -2 to diplomacy checks with that person from there on.
- Natural Weapons - they can use their claws as weapons doing 1d8 + their Strength modifier and their bite doing 1d10 + half their strength modifier. In the rare case that one becomes a monk they may either use slashing or bludgeoning when doing unarmed strikes.
- Brawny - Starting, Beastland Ursinals receive an additional d8 hit points.
- Illiterate - Beastland Ursinals are not taught in their tribes how to read or write. Only the most influential in the tribe know how to (the most common being the shaman). Unless specified, treat all classes played as illiterate.
- Unknowledgeable - Beastland Ursinals receive a -1 to all knowledge skills that are not class skills.
- Beastland Ursinals may take Scent as a feat at first level and thereafter. The reason being they must hone their skill in using this ability as not all in their tribes depend on it except the militia or hunters.
- (Beastland Ursinals make great all around physical classes ;ex monks, fighters, barbarians, so don't limit your imagination to just barbarians. In my campaign shaman are more typical among them for casting (wisdom based) and it doesn't hurt to make a cleric one either. The low skills they receive can obviously be a huge party killer, but their physical attributes make up for it. This race goes extremely well as a main fighter (by that I mean monk/fighter/barbarian) with a healer behind them or with a skill type ex, rogue, loremaster, artificer.
- Automatic Languages: Aubondic, Common. Bonus Languages: None.
- Favored Class: Barbarian.
- Level Adjustment: +2
|30 years||+10 years||+20 years||+30 years|
|Middle Age1||Old2||Venerable3||Maximum Age|
|90 years||140 years||170 years||+220 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||9' 2"||+4d6"||1900 lb.||(+2d10x20) lb.|
|Female||8' 6"||+3d6"||1800 lb.||(+3d6x20) lb.|