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Ursidan (3.5e Race)

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Author: Eiji-kun (talk)
Date Created: 8-12-15
Status: Complete
Editing: Clarity edits only please
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UrsidanEdit

Giant sentient bear-people of the wilderness, these natural wanderers make their lives traveling the landscape and spreading cultures in their wake.

PersonalityEdit

The ursidan are a solitary sort, and their hearts are filled with natural wanderlust. Because of this, many ursidan leave their homes and travel for much of their lives exploring the world and stopping only due to family or rest. Even those who grow fond of a certain area often travel, using their home as a hub to return to after their trips. It reflects on their personalities, rendering many distant and unconnected to the concerns of others. Many obtain worldly personalities, accepting of many people and creeds and willing to express what traits they have picked up that they see as positive.

Physical DescriptionEdit

Ursidan are almost identical to normal bears, though they have fully functioning hands on their forepaws and typically walk on two legs and not four, though they can. To distance themselves from their animalistic kin, they usually wear clothing of some sort, even if its merely a sash or a hat. Their snouts are a bit shorter than true bears, and eyes and mouth more expressive. In fact, ursidan often are taught armorcraft both for protection and to show themselves as different, giving them the nickname of being "Armored Bears".

Like actual bears, their fur color varies, typically based on terrain. Brown and blacks for temperate colors, and white for arctic. They are large for medium creatures, but do not naturally grow as large as some bears out there.

RelationsEdit

The ursidan try to keep positive relations with all people, to facilitate travel and communication. Surprisingly personable and generally inoffensive, most view ursidan with curiosity, friendship, or disdain, but rarely outright hostility. Ursidan in turn enjoy paying their way through the land by telling stories of places abroad. In this method, they spread culture to and from various lands.

AlignmentEdit

Ursidan are usually some form of neutral, as their neutrality helps temper their moods when passing through unfriendly territory.

LandsEdit

The ursidan do not have a single place of origin or nation of their own. While some ursidan cities do manifest, only the very young or very old can be found there. In the prime of their lives, many choose to wander and can be found almost anywhere. When their journey is over, they come back bearing new and fantastic cultures which they engage other ursidan with in great philosophical debates.

ReligionEdit

Ursidan usually pick up religion as part of their travels, when encountering a culture that they view as worthy of their attention. Otherwise, nature itself and deities of travel tend to be their favorites.

LanguageEdit

Ursidan speak Common and Sylvan, the language of the natural world that they spend so long traveling within.

NamesEdit

Ursidan often pick up normal names and a title which is part of their name, such as "Chun, The Long Walker" or "Amygalia, of the Golden Mane". Names are given by parents, but titles are given to themselves for things they pride themselves in. A title too long, though, is seen as a sign of arrogance.

Racial TraitsEdit

  • +4 Strength, -2 Dexterity, +4 Constitution, +2 Wisdom: The ursidan are built like bears, literally, and while they are slow and plodding they have great strength and endurance behind everything they do.
  • Monstrous Humanoid: Too animal to be humanoid, yet too humanoid to be considered a magical beast. 
  • Medium: As a Medium creature, an ursidan has no special bonuses or penalties due to its size.
  • Ursidan base land speed is 30 feet. climb 15 ft, swim 20 ft 
  • Darkvision: An ursidan can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an ursidan can function just fine with no light at all. 
  • Demi-Humanoid Form: The ursidan are of monstrous shape, but not terribly so. Thus while their armor must be fitted as barding instead, they only pay +50% additional cost instead of twice normal cost, as in the case for normal barding. 
  • Heavy Lifter (Ex): The ursidan can move normally when wearing medium and heavy armor, or when under a medium or heavy load. In addition they can walk on all fours just fine (though unable to use their hands in the meantime) to gain a +4 Stability bonus (as a dwarf) and to gain the carrying capacity of a quadruped while they walk like this. While on all fours, they become a long (rather than tall) creature, for the purpose of interacting with reach. 
  • Natural Armor (Ex): Ursidan gain a +2 bonus to natural armor. 
  • Natural Weapons (Ex): An ursidan gains two primary claws which deal 1d6 damage, and a bite which deals 1d8 damage. 
  • Powerful Build (Ex): The physical stature of ursidans lets them function in many ways as if they were one size category larger. Whenever a ursidan is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the ursidan is treated as one size larger if doing so is advantageous to him. An ursidan is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An ursidan can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category
  • Scent (Ex): An ursidan has scent
  • Traveler (Ex): Ursidan are always under the effect of endure elements, and they do not become fatigued from hustling for long distances. As long as they can see the sky, they always know which direction is north as well. 
  • Racial Hit Dice: An ursidan begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +0. They are also proficient with all simple weapons, greatclubs, and all armor, and shields (but not tower shields). 
  • Racial Feats: An ursidan monstrous humanoid levels give it one feat. They also gain Endurance as a bonus racial feat. If they gain Endurance again, such as from a class bonus feat, they can instead choose any normal feat, qualifying for it as normal. 
  • Racial Skills: An ursidan’s monstrous humanoid levels give it skill points equal to 5 × (4 + Int modifier), more than usual for a monstrous humanoid. Its class skills are Balance, Climb, Craft, Diplomacy, Gather Information, Heal, Hide, Knowledge Geography, Knowledge Local, Knowledge Nature, Listen, Move Silently, Perform, Profession, Sense Motive, Speak Language, Spot, Survival, and Swim. The ursidan gains a +2 racial bonus on Craft and Survival checks. They also gain a +8 bonus on Climb and Swim checks, and may take 10 on both of these checks even if in a stressful situation.
  • Automatic Languages: Common and Sylven
  • Bonus Languages: Any (except secret languages)
  • Favored Class: Ranger
  • Level Adjustment: +0
  • Effective Character Level: 2

Vital StatisticsEdit

Table: Ursidan Random Starting Ages
Adulthood Simple Moderate Complex
13 years +1d4 +1d6 +2d6
Table: Ursidan Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
40 years 60 years 80 years +1d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Ursidan Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6' 2" +2d12 250 lb. × (2d6) lb.
Female 6' 0" +2d12 230 lb. × (2d4) lb.



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