Table of Contents
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Wiki Note: The Bear Sphere was released as an April Fool's product in 2019. While not part of the core options, it is nevertheless a fully-functional sphere.
You channel the frightening power of the bear.
Bear Spirit
As a swift action, you may channel the spirit of the bear into yourself. This lasts for 1 minute per caster level. While you are thus channeling the spirit of the bear, you are considered to have the animal creature type in addition to your own creature type, and gain the benefits of the Endurance feat. If you already possess the Endurance feat, double all of its numerical benefits.
While you are under the effects of the bear spirit, you have the ability to activate certain powers, bonuses, and abilities, known as bearacteristics. Talents marked (bearacteristic) grant you additional bearacteristics. If a bearacteristic grants a constant benefit, the benefit lasts until the end of the bear spirit channeling; refreshing the bear spirit ends, rather than refreshes, these bearacteristics. When you first gain the Bear sphere, you gain access to the following bearacteristics:
Bear Strength (bearacteristic)
You may spend a spell point as a free action when making a melee attack roll. You gain a bonus equal to 1/2 your caster level (minimum 1) to your attack and damage roll. If using this ability in conjunction with making an unarmed strike, that attack does not provoke an attack of opportunity.
Bear Talents
Bear Form
When you channel a bear spirit, you may spend a spell point to increase the power of the bear spirit so that you transform into a bear for the duration of the effect. This is a polymorph effect.
When transformed into a bear, you gain the usual +10 bonus from polymorph to Disguise checks to pass as a bear, and you also lose your normal power of speech, although you gain the ability to speak and understand bears. You gain a bite attack and two claw attacks (1d4 Medium), and you gain low-light vision, scent, a 40 ft. move speed, and the benefits of being a quadruped. You gain a +2 natural armor bonus which increases by 1 per 5 caster levels.
At 5th caster level you gain a 30 ft. climb speed and a +2 size bonus to Strength.
At 10th caster level your claw attacks gain the grab universal monster ability, and you may choose to become Large size, which gives you +4 size bonus to Strength but a -2 penalty to Dexterity.
At 15th caster level, your bite and claw natural attacks increase their damage by one die size.
At 20th caster level you may choose to become Huge size, which gives you a +6 size bonus to Strength, but a -2 penalty to Dexterity.
Bear Smell
While channeling a bear spirit, you gain the scent special ability. If you already have scent (such as when using the Bear Form talent), double the range of your scent.
Bear Speed
While channeling a bear spirit, you gain a +5 ft. enhancement bonus to your speed per 2 caster levels.
Bear With Me
You may touch a target and spend a spell point to grant them the benefits of your bear spirit for 1 minute per caster level. The target gains the benefits of any (bearacteristic) talents you possess that apply whenever you are channeling a bear spirit, and you may spend spell points as normal to activate any bearacteristics with a duration. However, the target does not gain access to bearacteristics you possess that require an action to activate.
Hibernation
Whenever you rest for 8 hours, you may spend a spell point to channel a bear spirit for the entire rest. Doing so heals you completely in addition to regaining your spell points. All non-magical poisons and diseases are also cured, and you may make an magical skill check to end any curse effect you might be suffering from.
Bearacteristics
A Step Too Fur (bearacteristic)
While channeling a bear spirit, you may spend a spell point to make the area immediately around you (5 ft. + 5 ft. per 5 caster levels) difficult terrain for enemies for 1 round; enemies within this area cannot take 5-ft. steps and moving into, out of, or through this area costs twice as much movement as normal.
Angry Bear (bearacteristic)
While channeling a bear spirit, you may spend a spell point as a free action to enter into a rage, as the barbarian class feature. This rage lasts for 1 round per caster level (or until the bear spirit ends), and you are fatigued afterward as normal. Unlike with most magic, you may continue to use Bear sphere abilities even while under the effects of this rage.
Bear Arms (bearacteristic)
As a swift action, you may grow up to two bite attacks in place of up to two hands you possess, one per hand, until the end of your turn. This is a polymorph effect, but can be added on top of other polymorph effects and does not override them.
These hands become incapable of holding objects or weapons while they are replaced with bite attacks. You are considered armed while in possession of these bite attacks. You may spend a spell point when activating this ability to cause the bite attacks to remain until the end of the bear spirit.
The granted bite attacks count as both unarmed strikes and natural weapons, and deal 1d6 damage for a Medium creature. For every 5 caster levels you possess, increase the damage die size by 1 step.
Bear Necessities (bearacteristic)
While you are channeling a bear spirit you gain a morale bonus to Survival checks made to forage food and shelter equal to 1/2 your caster level.
Bearer of Bad News (bearacteristic)
As a standard action, you may spend a spell point to speak a terrible truth. All targets within 30 ft. must pass a Will save or be confused for 1d4+1 rounds as their minds reel from the effects of your words. This is a language-dependent effect; targets with an Intelligence below 3 or who cannot understand your words are immune.
Beary Hairy (bearacteristic)
While you are channeling a bear spirit you gain a bear’s thick skin and resilience. You gain +1 natural armor, as well as fire and cold resistance 2. You may take this talent multiple times; up to one additional time per 5 caster levels you possess. The effects stack.
Beary Scary (bearacteristic)
While you are channeling a bear spirit, you gain the ferocity universal monster feature.
Bearbaque (bearacteristic)
You gain a breath attack which deals 1d8 fire damage per 2 caster levels (minimum: 1d6) in a close-range cone. Targets within the affected area are allowed a Reflex save for half damage. You may use this breath attack once per 1d4 rounds, but may spend an additional spell point to use this ability again before 1d4 rounds have passed.
Bears Love Honey (bearacteristic)
As a standard action you may spend a spell point to heal yourself or a touched ally for 2d6 hit points, +1d6 for each Bear sphere talent you possess beyond the base sphere and this talent.
Fursome Aura (bearacteristic)
You gain a fear aura that affects targets within 30 ft. of you; activating or deactivating this aura is a free action. All targets who are or come within this area must pass a Will save or become shaken for as long as they stay within the aura. If a creature succeeds at the saving throw, it cannot be affected again by the aura for 24 hours.
Grin and Bear It (bearacteristic)
When you fail a saving throw, you may spend a spell point as an immediate action to reroll the save. You must accept the results of the reroll, even if it is worse.
Grizzly Attitude (bearacteristic)
While you are channeling a bear spirit you gain a morale bonus equal to 1/2 your caster level to Intimidate checks made to influence an opponent’s attitude.
Paws and Reflect (bearacteristic)
When a target within your threatened area makes a melee attack roll against you, you may spend a spell point as an immediate action to make an magical skill check. If your magical skill check exceeds their attack roll, they must reroll their attack against themselves.
Slumbear (bearacteristic) [Jester's HB]
As a standard action, you may spend a spell point to cause one target creature to fall into a deep, restful slumber for one minute, immediately recovering 1 hit point per level and curing 1 point of ability damage for each ability score as though resting for 8 hours. Each round the target sleeps, they regain 1 hit point + 1 hit point per 3 caster levels (this counts as natural healing). If the sleeping target takes damage or another creature attempts to wake them as a standard action, the target does not automatically awaken, but instead must succeed at a Will save to wake up. An unwilling creature can attempt a Will save to negate this effect, and on a successful save the creature is staggered for 1 round as they resist the urge to curl up and sleep. This is a mind-affecting sleep effect.
Author's Note: No, this does not count as a full night's rest for any purpose (no refreshing spell points, no healing from draining casting damage). It is bearly an appropriate substitute for the real thing.
Smarter Than the Average Bear (bearacteristic)
When making a skill check, you may spend a spell point to add a +1d6 bonus to that skill check.
Teddy Bear (bearacteristic)
While you are channeling a bear spirit, an ally may hug you as a standard action. Doing so allows them to reroll their saving throw against any detrimental effect they are suffering from that required a Will save. They may only use this benefit once per effect.
Think Think Think (bearacteristic)
When you fail a Knowledge check, you may spend a spell point and 10 minutes contemplating to reroll the check. You may only use this bearacteristic once per Knowledge check.
Unbearable Rawr (bearacteristic)
As a standard action, you may make an Intimidate check to demoralize against all enemies within 30 ft. of you. You may spend a spell point when doing so to add half your caster level as a bonus to this Intimidate check. If the target is already shaken (such as due to an application of Fursome Aura), the effect of this Intimidate check makes them frightened instead of shaken.
Ursine Blow (bearacteristic)
When using the bear strength bearacteristic and successfully striking a corporeal target, you may spend an additional spell point to compare the result of your attack roll to your opponent’s CMD. If your attack roll is higher, the target is knocked flying 10 ft. in a single direction of your choice and falls prone. The target cannot move closer to you than its starting square, and if an obstacle prevents the completion of the target’s move, it strikes the obstacle and each take 1d6 points of damage before the target falls prone in an adjacent space.
Advanced Bear Talents
Antarctic Circle
Prerequisites: Bear sphere, 5th caster level or higher.
As a full-round action you may draw a 10-ft. diameter circle on the ground and spend a spell point. The area inside the circle becomes immune to bears; all targets therein gain a +2 to AC and saving throws made against attacks or effects created by bears, and bears cannot break the circle nor cross beyond its boundaries. When creating an antarctic circle, the creator can spend an additional spell point to increase the circle’s power, granting bonuses against and repelling all animals, rather than only bears. An antarctic circle lasts for up to 1 hour per caster level, but if broken (such as by someone scuffing the drawing), the effect ends early.
Arctic Circle
Prerequisites: Bear sphere, Antarctic Circle, 10th caster level or higher.
When creating an antarctic circle, you may spend 2 spell points instead of 1 to transform it into an arctic circle instead of an antarctic circle. An arctic circle attracts bears, both natural (if any are nearby) and summoned (if there aren’t). It takes 1 minute for bears to arrive if natural bears are attracted, but summoned bears can take up to an hour to arrive.
When the bears do arrive, they form a troop that obeys the caster. The bear troop lasts for 1 minute per caster level before dissipating as the bears either disappear or go back to their normal homes.
At 10th caster level, you may summon a black bear troop.
At 15th caster level you may summon a grizzly bear troop.
At 20th caster level you may summon a dire bear troop.
Statistics for bear troops are found under the Bestiary section below.
Arm Bears
Prerequisites: Bear sphere, caster level 5.
As a standard action you may touch a bear and spend 3 spell points, granting it the ability to handle weapons and shields with its front paws. The bear gains proficiency with all simple and martial weapons, as well as firearms. While this does not make the bear more intelligent, they do gain the necessary knowledge to fight efficiently with its new weapon skills.
Archetypes Specializing in Bears
-Barbearian
The Barbearian is a Barbarian who can use their rage to channel a bear spirit.
-Bearon [CS]
The Bearon is a Commander who grants bear powers to allies and has a support network of bears that can come to their aid.
-Child of Hope [CS]
The Child of Hope is a champion Druid who has a guardian bear and can make friends with a variety of animals.
Bear Bestiary
Bear Troops
When a caster uses the Arctic Circle advanced Bear talent, they can summon a troop of bears. The following troops are available to be summoned, provided the caster has the required caster level.
Black Bear Troop (CR 9)
XP 9,600
N Medium animal (troop)
Init +5; Senses low-light vision, scent; Perception +10
Defense
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 130 (12d8+60+12 toughness)
Fort +13, Ref +13, Will +6
Defensive Abilities troop traits
Offense
Speed 40 ft.
Melee troop (3d6+5 plus grab)
Space 20 ft.; Reach 5 ft.
Statistics
Str 20, Dex 20, Con 20, Int 2, Wis 14, Cha 8
Base Atk +9; CMB +14 (+18 grapple); CMD 19
Feats Endurance, Intimidating Prowess, Run, Skill Focus (Perception), Skill Focus (Survival), Toughness
Skills Climb +12, Intimidate +8, Perception +10, Survival +6, Swim +14; Racial Modifiers +4 Swim
Grizzly Bear Troop (CR 13)
XP 25,600
N Large animal (troop)
Init +5; Senses low-light vision, scent; Perception +12
Defense
AC 22, touch 14, flat-footed 17 (+5 Dex, +8 natural, -1 size)
hp 179 (14d8+98+14 toughness)
Fort +16, Ref +14, Will +8
Defensive Abilities troop traits
Offense
Speed 40 ft.
Melee troop (4d6+8 plus grab)
Space 30 ft.; Reach 5 ft.
Statistics
Str 26, Dex 20, Con 24, Int 2, Wis 14, Cha 8
Base Atk +10; CMB +19 (+23 grapple); CMD 24
Feats Endurance, Intimidating Prowess, Iron Will, Run, Skill Focus (Perception), Skill Focus (Survival), Toughness
Skills Climb +15, Intimidate +11, Perception +12, Survival +6, Swim +17; Racial Modifiers +4 Swim
Dire Bear Troop (CR 16)
XP 76,800
N Large animal (troop)
Init +9; Senses low-light vision, scent; Perception +15
Defense
AC 26, touch 15, flat-footed 20 (+6 Dex, +11 natural, -1 size)
hp 266 (18d8+98+14 toughness)
Fort +20, Ref +17, Will +11
Defensive Abilities troop traits
Offense
Speed 40 ft.
Melee troop (6d6+11 plus grab)
Space 30 ft.; Reach 5 ft.
Statistics
Str 32, Dex 22, Con 28, Int 2, Wis 16, Cha 12
Base Atk +13; CMB +25 (+29 grapple); CMD 31
Feats Endurance, Improved Initiative, Intimidating Prowess, Iron Will, Run, Skill Focus (Intimidate), Skill Focus (Perception), Skill Focus (Survival), Toughness
Skills Climb +18, Intimidate +18, Perception +15, Survival +8, Swim +20; Racial Modifiers +4 Swim
Multibear
Possibly the greatest and most feared of all bears, the multibear is a gentle soul unless provoked. Multibears appear to be enormous dire bears, but they gain additional arms and heads as they age, gaining as many as six heads by the end of their lives.
Multibears can live for thousands of years, and just like dragons are usually content to spend long periods of time ‘hibernating’, leaving their lairs only when hunting for food, and even that infrequently. Like dragons, multibears are also solitary and shrewd, making powerful allies or terrible enemies for those lesser beings that catch their attention.
Despite living in caves, multibears are often fond of the pleasures of humanoid civilization, often taking interest in music and books. Those wishing to approach a multibear safely would do well to bring a bard or a gift to smooth negotiations.
Multibears possess the following traits unless otherwise noted:
- Claws and Bites: Multibears begin with 3 claw attacks and two bite attacks (three arms and two heads). They gain an additional arm and head, with the subsequent claw and bite attacks, for every age category they advance.
- Bear Casting: A multibear is considered a High-Caster, but can only cast the Bear sphere and have no casting tradition. They gain a spell pool as normal for a High-Caster, and use Wisdom as their casting modifier. Like all casters, a multibear begins with two magic talents, which must be chosen from the Bear sphere. A multibear is always considered to be channeling a bear spirit, but any bearacteristics with a duration that normally lasts until the end of a bear spirit instead have a duration of 1 minute per caster level.
- Blended Training: Multibears gain the Behemoth combat tradition. They gain an additional talent for every Hit Die they possess.
MultiBear, Cub (CR 5)
XP 1,600
N Medium magical beast (multibear)
Init +3; Senses low-light vision, scent; Perception +9
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 47 (5d8+20+5 toughness)
Fort +8, Ref +7, Will +3
Offense
Speed 40 ft.
Melee 3 claws +6 (1d4+3 plus grab), 2 bites +6 (1d4+3)
Special Attacks shove +6 touch (3)
Space 5 ft.; Reach 5 ft.
Magic
Caster Level 5th; MSB +5; MSD 16; Concentration +6; Tradition None; CAM Wis
Spell Points 6
Bear Sphere - DC 13; Talents Angry Bear, Beary Scary, Grin and Bear It
Statistics
Str 17, Dex 17, Con 18, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +7 (+11 grapple); CMD 19 (23 vs. trip)
Feats Run, Skill Focus (Survival), Toughness
Martial Tradition Behemoth, PAM Wis, DC 12
Talents Athletics ((swim) package, Mobile Striker), Brute (Focused Might, Quick Force, Smash, Stampede)
Skills Climb +11, Perception +9, Survival +12, Swim +15; Racial Modifiers +4 Swim
Languages Common, Giant
Ecology
Environment cold or temperate forests, caves and underground
Organization solitary, pair, or family (2-6 cubs, plus 1-2 adults)
Treasure standard
Multibear, Juvenile (CR 9)
XP 6,400
N Large magical beast (multibear)
Init +5; Senses low-light vision, scent; Perception +15
Defense
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 125 (10d8+70+10 toughness)
Fort +14, Ref +8, Will +7
Offense
Speed 40 ft.
Melee 4 claws +13 (1d6+7 plus grab), 3 bites +13 (1d8+7)
Special Attacks shove +13 touch (10)
Space 10 ft.; Reach 5 ft.
Magic
Caster Level 10th; MSB +10; MSD 21; Concentration +12; Tradition None; CAM Wis
Spell Points 12
Bear Sphere - DC 17; Talents A Step Too Fur, Angry Bear, Beary Scary, Bears Love Honey, Grin and Bear It, Grizzly Attitude, Hibernation
Statistics
Str 25, Dex 13, Con 24, Int 14, Wis 14, Cha 14
Base Atk +7; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
Feats Improved Initiative, Iron Will, Run, Skill Focus (Survival), Toughness
Martial Tradition Behemoth, PAM Wis, DC 15
Talents Athletics ((swim) package, Mobile Striker), Brute (Focused Might, Greater Shove, Quick Force, Smash, Stampede)
Skills Climb +20, Intimidate +12, Perception +15, Survival +21, Swim +24; Racial Modifiers +4 Swim
Languages Common, Giant, Gnoll
Ecology
Environment cold or temperate forests, caves and underground
Organization solitary or pair
Treasure standard
Multibear, Adult (CR 12)
XP 19,200
N Huge magical beast (multibear)
Init +4; Senses low-light vision, scent; Perception +29
Defense
AC 22, touch 8, flat-footed 22 (+14 natural, -2 size)
Resist cold 2, fire 2
hp 225 (18d8+126+18 toughness)
Fort +18, Ref +11, Will +11
Offense
Speed 40 ft.
Melee 4 bites +21 (2d6+10), 5 claws +22 (2d6+10 plus grab)
Special Attacks shove +21 touch (16)
Space 15 ft.; Reach 10 ft.
Magic
Caster Level 18th; MSB +18; MSD 29; Concentration +21; Tradition None; CAM Wis
Spell Points 21
Bear Sphere - DC 22; Talents A Step Too Fur, Beary Hairy, Angry Bear, Beary Scary, Bears Love Honey, Grin and Bear It, Grizzly Attitude, Hibernation, Smarter Than the Average Bear, Unbearable Rawr, Ursine Blow
Statistics
Str 31, Dex 11, Con 25, Int 16, Wis 16, Cha 16
Base Atk +13; CMB +25 (+29 grapple); CMD 35 (39 vs. trip)
Feats Improved Initiative, Improved Natural Attack (Claw), Iron Will, Run, Skill Focus (Perception), Skill Focus (Survival), Toughness, Vital Strike, Weapon Focus (Claw)
Martial Tradition Behemoth, PAM Wis, DC 19
Talents Athletics ((swim) package, Mobile Striker), Brute (Drop, Focused Might, Giant, Greater Shove, Muscular Surge, Quick Force, Smash, Stampede, Takedown, Titan)
Skills Climb +31, Diplomacy +21, Intimidate +21, Perception +29, Survival +29, Swim +35; Racial Modifiers +4 Swim
Languages Common, Dwarven, Giant, Gnoll
Ecology
Environment cold or temperate forests, caves and underground
Organization solitary, pair, or family (2-6 cubs, plus 1-2 adults)
Treasure standard
Multibear, Old (CR 15)
XP 51,200
N Huge magical beast (multibear)
Init +5; Senses low-light vision, scent; Perception +34
Defense
AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, -2 size)
Resist cold 10, fire 10
hp 279 (22d8+154+22 toughness)
Fort +20, Ref +14, Will +13
Offense
Speed 40 ft.
Melee 5 bites +26 (2d6+12), 6 claws +27 (2d6+12 plus grab)
Special Attacks shove +26 touch (20)
Space 15 ft.; Reach 10 ft.
Magic
Caster Level 22th; MSB +22; MSD 33; Concentration +26; Tradition None; CAM Wis
Spell Points 26
Bear Sphere - DC 25; Talents A Step Too Fur, Beary Hairy (5), Angry Bear, Beary Scary, Bears Love Honey, Grin and Bear It, Grizzly Attitude, Hibernation, Smarter Than the Average Bear, Unbearable Rawr, Ursine Blow
Statistics
Str 35, Dex 12, Con 25, Int 18, Wis 18, Cha 18
Base Atk +16; CMB +30 (+34 grapple); CMD 41 (45 vs. trip)
Feats Greater Vital Strike, Improved Initiative, Improved Natural Attack (Claw), Improved Vital Strike, Iron Will, Run, Skill Focus (Perception), Skill Focus (Survival), Toughness, Vital Strike, Weapon Focus (Claw)
Martial Tradition Behemoth, PAM Wis, DC 22
Talents Athletics ((swim) package, Mobile Striker), Brute (Drop, Focused Might, Giant, Greater Shove, Muscular Surge, Quick Force, Smash, Stampede, Takedown, Titan)
Skills Climb +37, Diplomacy +26, Intimidate +26, Perception +34, Sense Motive +26, Survival +34, Swim +41; Racial Modifiers +4 Swim
Languages Common, Draconic, Dwarven, Giant, Gnoll
Ecology
Environment cold or temperate forests, caves and underground
Organization solitary or pair
Treasure standard
Multibear, Ancient (CR 19)
XP 204,800
N Huge magical beast (multibear)
Init +6; Senses low-light vision, scent; Perception +35
Defense
AC 32, touch 10, flat-footed 30 (+2 Dex, +22 natural, -2 size)
Resist cold 10, fire 10
hp 405 (26d8+260+26 toughness)
Fort +25, Ref +17, Will +15
Offense
Speed 40 ft.
Melee 6 bites +32 (2d6+15), 7 claws +33 (2d6+15 plus grab)
Special Attacks berserking (22 hp), brutal strike (+38), shove +32 touch (24)
Space 15 ft.; Reach 10 ft.
Magic
Caster Level 26th; MSB +26; MSD 37; Concentration +31; Tradition None; CAM Wis
Spell Points 31
Bear Sphere - DC 28; Talents A Step Too Fur, Beary Hairy (5), Angry Bear, Beary Scary, Bears Love Honey, Grin and Bear It, Grizzly Attitude, Hibernation, Smarter Than the Average Bear, Unbearable Rawr, Ursine Blow
Statistics
Str 40, Dex 14, Con 30, Int 20, Wis 20, Cha 20
Base Atk +19; CMB +36 (+40 grapple); CMD 47 (51 vs. trip)
Feats Extra Combat Talent (2), Greater Vital Strike, Improved Initiative, Improved Natural Attack (Claw), Improved Vital Strike, Iron Will, Run, Skill Focus (Perception), Skill Focus (Survival), Toughness, Vital Strike, Weapon Focus (Claw)
Martial Tradition Behemoth, PAM Wis, DC 24
Talents Athletics ((swim) package, Mobile Striker), Berzerker (Advancing Carnage, Beat Down, Bone- Breaker, Bloody Counter, Sanguine Invigoration), Brute (Drop, Focused Might, Giant, Greater Shove, Muscular Surge, Quick Force, Smash, Stampede, Takedown, Titan)
Skills Bluff +31, Climb +14, Diplomacy +31, Intimidate +31, Perception +39, Sense Motive +31, Survival +39, Swim +45; Racial Modifiers +4 Swim
Languages Common, Draconic, Dwarven, Giant, Gnoll, Goblin
Ecology
Environment cold or temperate forests, caves and underground
Organization solitary or pair
Treasure standard
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book