Custom Race(s) Ursain


Homebrew and House Rules


Ursain
It was said that the first Ursain were all as white as snow. But a great civil war divided them long ago. A few of them went north before the fighting started, retaining their white coats to preserve their history. Some fought in the open, taking the brown color of the tree trunk, resolute and solid as they fought and grew stronger. Some fought from the shadows, taking the color of night for their coats. Still others refused to fight, and as a mark of their respect they covered their arms with ashes as was the custom. But they could not contain themselves at the sound of battle. They wiped their eyes to dry their tears, and hugged themselves as the sobbed for the fallen. The cries became so loud that they covered their ears with their paws to block out the noise. Wherever they touched themselves the ashes stained their fur black and since that day they have carried these marks. The rarest though are the Ursain descended from the blooded, those who covered their arms with ashes and wore the blood of the fallen as both remembrance and a solemn vow to never again let such a war occur.

Physical Description

Society: The Ursain are a generally peaceful race of bearlike humanoids. With imposing figures, they can be surprisingly fast and quick when prompted, and those who underestimate the Ursain, generally pay the price. There are several sub-species of these creatures, each suited to their own cultures and environments. While rare, the Ursain have come to be feared warriors, revered monks, and respected holders of high stations.

Relations
Ursains normally keep to themselves, occasionally striking out to try and make the name Ursain known. A few of these species go about it different ways:
The Nix try to remain as close to home as possible while spreading word of their Lunar God, Tskuiyomi.
The Silva travel to participate in tournaments or mercenaries for woodland warfare.
The Umbra, work as assassin’s being hired by nobility to get their name infamous.
The Luctum, try to live fairly normal lives doing regular tasks.
The Votum, actively work against Umbra’s or other assassin’s, wanting to prevent the death of innocents.

Alignment & Religion

Adventurers

Standard Racial Traits
Ability Score Racial Traits: Standard
Size: Medium
Type: Ursain
Base Speed: Slow 20ft
Languages: Ursain and Common; those with Higher intelligence may choose other above ground language, except secret.

Feat and Skill Racial Traits
Bonus Feat: Throw Anything
Ferocity (4 RP): Prerequisites: None; Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
Magical Racial Traits
Spell Resistance, Lesser (2 RP): Benefit: Members of this race gain spell resistance equal to 6 + their character level.
Offense Racial Traits
Bite (2x1 RP): Benefit: Members of this race gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Claws (2 RP): Benefit: Members of this race receive two claw attacks. These are primary natural attacks. The damage is 1d4 for medium creatures.
Defense Ratial Traits
Lucky, Lesser (2 RP): Benefit: Members of this race gain a +1 racial bonus on all saving throws.
Senses Racial Traits
Darkvision 60ft

Alternate Racial Traits
Ursain Nix: (Polar) (Divine focused)
+2 Str +2 Wis -2 Cha
Eternal Hope (2 RP): Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Stubborn (2 RP): Benefit: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first.
Deathless Spirit (3 RP): Benefit: Members of this race gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Ursain Silva: (Grizzly) (Martial focused)
+4 Str -2 Int Resistant: Fast: 30 speed: Relentless: Mountaineer:

Ursain Umbra: (Black bear) (Skill/stealth focused)
+2 Str +2 Dex -2 Wis Mist Child: Resistant: Mountain Born

Ursain Luctum (Panda) (Jack of all trades)
+2 Str +2 Cha -2 Con Skilled: Cornered Fury: Eternal Hope:

Ursain Votum: (Red Panda) (Arcane focused)
-2 Str +2 Int +2 Dex Envoy: Constant Spell-like: detect poison Eternal Hope:

Favored Class Bonuses

Monk: Additional Ki Pool ¼ lvls
Barbarian: Add 1 to total number times of Rage per day.
Rogue: Gain ⅙ of a rogue talent.
Ranger: +¼ dodge bonus to AC vs favored enemies.
Bard: Add +5 to the range of a Bardic Performance.
Cleric: +½ to positive or negative channelings, including cure and inflict spells.
Wizard: Add +¼ to the Wizards caster level when casting spells of the Evocation School

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