Towering over you, a near eleven foot tall behemoth of a creature, weighing easily close to a thousand pounds, with a massive great axe leaned up against its shoulder, this scarred creature is given all respect of its kin as it strides to stand before you, looking down towards you and speaking calmly, yet with thunder and violence just below the surface of its deep ursine voice. "You enter the lands of our sacred and ancestral duty and trust, and now you stand before those entrusted to stand guard and vigil against the dark things that dare come from beneath, from the corrupted remains of what was once a Faei circle. Why are you here mortals, what fool errand has lead you to such a dangerous place, and speak not lies, for I can smell falsehoods as surely as prey." |
Perception | 1d20+15 ( 1d20+17 if Scent applies) |
Languages | Feriak, Valarian (Common) |
Skills | Acrobatics: 1d20+13 , Athletics: 1d20+16 , Diplomacy: 1d20+12 , Intimidate: 1d20+14 , Society: 1d20+10 , Nature: 1d20+12 , Survival: 1d20+13 |
STR +6 , DEX +3 , CON +5 , INT +0 , WIS +1 , CHA +2
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Items | Avalanche Greataxe (Magick Weapon. +1 with two elemental runes. +1d6 cold damage and +1d6 thunder damage on hit. On critical hit, knocks Prone in addition to other effects)
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AC | 28 |
Saving Throws |
Fort 1d20+17 , Ref 1d20+15 , Will 1d20+13 , Power Save (Strength): 1d20+18 , Logic Save (Intelligence): 1d20+0 , Ego Save (Charisma): 1d20+12 |
HP | 120 8d12+66 - Resistances Resist (6) Cold damage |
Speed | 35 feet, Climb 20 feet |
Melee | Bite: 1d20+20 to hit (becomes 1d20+22 if in a Fury). Deals 1d10+6 piercing damage, and an additional 2d6 if in a Fury.
Avalanche Greataxe: Reach 5 feet (Due to being a large sized weapon wielded by a large sized creature). 1d20+21 to hit (becomes 1d20+23 in a Fury. Deals 3d6+7 slashing damage plus 1d6 cold and 1d6 thunder damage. Furthermore if in a Fury it deals an additional 2d6 damage |
Special Abilities | Tough Hide (2): The cave bear heritage comes through here, the robust fur coat and muscular structure granting this creature +2 to AC as natural armor.
Hardy: Whenever they would roll hit dice for maximum hp if they roll a 1 or a 2 they treat it as a 3.
Scent: Within 100 feet of them if sense of smell could apply they are at +2 to Perception.
Feral Stomach: They do not need to cook food, Ursiya live off raw food and in fact it is healthier for them to do so
Ursine Ferocity: Those Ursiya whom are not touched elementally by the Storm Father spirit are instead blessed by their other ancestry with the ferocity and hardiness of bears. When an Ursiya drops to 0 hit points if they have this feat, their ursine heritage kicks in, giving them a sudden last wind to fight back with. They seem to just defy unconsciousness and death. They recover HP equal to their Constitution Modifer+1/2 their character level (minimum 1) immediately. This ability can only activate 1/day. 1 minute after this ability activates they suffer Exhaustion (1) and Injured (1), and this exhaustion cannot be removed by any means mundane or magical, only by resting (so long rest/start a new day). The injured condition can be treated as normal.
Sure Footing: Some Ursiya of these heritages naturally seem to have skillful footwork, likely a blessing of their heritage, as both Cave Bears and Polar Bears, given the terrains they call home, need to be sure footed. An Ursiya with this feat ignores natural terrain difficulties in arctic/tundra and mountain biomes.
Fury: Being 8th level, this creature has 6 bouts (36 rounds) of Fury per day, a bout lasting 6 rounds unless it forcibly ends it early. As noted flying into a Fury takes 1 action naturally though their are abilities that can allow someone to fly into a Fury by other means in specific circumstances. Whilst in a Fury, this creature gains +4 to all Strength and Constitution based rolls including saves and attacks (not damage, d20 rolls only). Furthermore at the start of each round this creature heals 6 hit points whilst in a Fury. Its melee attacks also deal an additional 2d6 whilst in a fury.
Mage-Breaker Anathema: Whilst you hate not those cursed with the Touch of Arcanis, you trust them at your peril, and you trust not at all arts Arcane or Occult. Monsters and creatures with such powers are to be eradicated on sight, failing to do so goes against the very fundamentals of what and who you are. This particular version of an Ursiya Chieftan would be one whom has a very....delicate relationship with their clan shaman. This is but one example of course, they could be a Battle-Rager, or not a braserker at all, so feel free to alter them as you deem fit.
Second Sight: Mage-Breakers are the odd type of rage fed warrior whom are born with the most mild touch of Arcanis, yet are hateful of magick. They gain the Aethyr Sight Talent for Arcane and Occult.
Diehard: Die at Dying (5) not Dying (4)
Step Aside: The creature gets +1 Dexterity (giving this version a Dexterity score of 17 so its modifier doesn't change) and get 1 extra Reaction a round.
All of the Animal: You know how to make the best and most efficient use of a hunted animal's carcass. Choose a Large or larger corpse of an animal that died within the past day. While using Survival to Subsist near the carcass, you always receive enough food for yourself and one additional Medium creature, using up the meat from the carcass to do so. Since you're using all of the animal, others can't use the carcass's meat for any other purpose, including their own use of All of the Animal.
Combat Climber: Your techniques allow you to fight as you climb. You’re not offguard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Experienced Tracker: Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
Eye for Numbers: You've learned to quickly estimate the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example.
If you count a specific number of items possessed by an enemy, such as the number of coins or pieces of equipment they're carrying, you can use this information the next time you Feint or Create a Diversion against that target within 1 minute. If you do, you gain a +1 circumstance bonus to your check and can use Society instead of Deception for the check.
You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check.
Deny the Witch!: Early on, the unique source of a Mage-Breaker's power and fury has a noticeably unique effect. When in a Fury, they gain +1 AC and +1 to saving throws against any spell, effect or ability with the Arcane or Occult traits. This becomes +2 at 5th level, +3 at 10th level, +4 at 15th level and +5 at 20th level. (so for this chief its a +2)
Battle-Hungry: A Battle-Rager has embraced their eagerness for battle, and event the mere prospect of gets their heart pounding and their adrenaline pumping. So long as they are not considered Surprised, upon being told to Roll Initiative a Battle-Rager with this Feat may give up their reaction for the first round of combat and start the fight immediately in a Fury.
Anger and Loyalty: When in a Fury, a Braserker is certainly not mindless, and it heightens all their emotional states and feelings, including strong ties of love and loyalty. They gain the Loyalty Strike reaction. If an ally whom the Braserker can see is attacked or otherwise harmed by a creature the Braserker can reach in melee, they may utilize their reaction to make a Strike at their full bonus against the offending creature.
Magick Fueled Fury: By this point, a Mage-Breaker is more aligned with their emotions, with this power and anger inside them, and coming to better understanding of its power. So long as they have a bout of Fury available, a Mage-Breaker may throw themselves into a Fury as a Reaction the instant they are affected by any spell of an Arcane or Occult tradition.
Gap-Closer: Very few of the abilities of the Braserker are not tied directly to their well of emotion, however this is in fact one of them. A Braserker with this feat has learned to move fast and strike hard. Whenever they take a Stride Action, so long as they commit that their next action is going to be a melee attack, they gain +10 feet to their movement speed.
Profession (Class) DC: 28 |
Note this is a Chief. It would be totally justifiable to give a Legendary (1) condition to this template, though it has not been presented as such here. This would bump its challenge rating up further however. |