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ACK - Northern Bear
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Nordanbjörn  - The Northern Bears

vesion 0.1

by Benjamin Baugh

A special class for Autarch Press’s Adventurer Conquer King System.  

Prime Requisite:  STR

Requirements: STR 16, CON 14

Hit Dice:  1d8

Maximum Level:  11

The Nordanbjörn  are speaking bears, intelligent as men, but lacking the tool culture that comes easily to a people with such clever hands.  They are long limbed, sleek in Summer, heavy and shaggy in Winter.  They have jaws that can crush an elk’s skull, and claws longer than a man’s fingers.  They have rough dexterity with their forelimbs, and can rise to two legs if they must, but they’re not tool-users - at best, they can shrug on and cinch-up and a suit of dwarf-forged bear-barding.  They have the senses of a woodland beast, and are well adapted to the harsh climate of their native lands.

They are relatively few in number compared to humans, but control a broad forested territory to the North - the Nordligmarches.  The marches are a rugged and inhospitable terrain of mountains, icy rivers, dense ancient forests, and ice-broken rock.  The hub of the civilization is the Sky Hall - a vast and ancient ruin made in a prehuman age.  The females and young of the Nordanbjörn  tend to cluster there, while the less sociable males wander the outer regions of the Nordanmarches, gathering only occasionally into bands for drinking and storytelling.  

Northern Bears can speak Common, the Nordanbjörn  language and Elven.  

Northern Bears posses the power and ferocity of wild beasts, and they grow larger and more terrible as they age - and adventuring bears can grow faster than their stay-at-home cousins.  While their lack of hands makes it impossible for them to wield shields, make missile attacks (either thrown or by weapon) or ordinary melee weapons, Nature has equipped them with a fearsome arsenal.  They attack AC 0 foes successfully on a roll of 10+, and this increases 2 every 3 levels like a human fighter.  The also possess the natural attacks of a brown bear - two claw attacks and a bite attack which inflict 1d3/1d3/1d6 damage.  At 5th level they have grown in size considerably, and possess the natural attacks of a grizzly bear which inflicts 1d4/1d4/1d8 damage.  At 9th level, the Northern Bear has grown even larger and more fearsome, and has the natural attacks of a cave bear which inflict 1d6/1d6/1d10.  They finally achieve their full growth at 11th level, and are enormous terrible combatants with the natural attacks of a polar bear which inflict 1d8/1d8/2d6.  

A Northern Bear may forego its bite attack if it lands two claw attacks against a single foe, and instead immediately grapple their enemy using the wrestle rules - the victim receives the normal saving throw against Paralize, but the bear need not make another roll to grapple.  

If bears attack normally rather than grappling a foe, then they cleave as a human Fighter of the same level.

Northern Bears possess a tough hide that grows thicker as they age.  In addition to protecting them from extreme weather conditions, their AC begins at 1, and increases by +1 every 3 levels.  They can also wear armor, but it must be made to fit them and they will outgrow armor eventually, requiring old armor to be modified (50% of the armor’s cost) at 5th, 9th, and 11th levels.  Magical bear armor can accommodate some growth - each +1 enchantment bonus is one ‘stage’ of growth the armor can expand to accommodate.  Modifying magical armor to fit a growing bear requires both a skilled smith and a mage with the magical engineering proficiency and will cost considerably more (due to the larger base cost of magic armor).    

Because they lack hands and a tool culture in their native lands, Northern Bears do not begin play with any starting gold or equipment, but may acquire it normally after play begins.  

The size, strength, and primarily quadrupedal stance of a Northern Bear have some other effects on their adventuring career, some of these factors increase as they gain experience and growth.  

1st Level

5th Level

9th Level

11th Level

At 9th level (Björnajarl), a bear can carve out a marche in the edges of the wilderness - heavy forests for a preference - and claim the territory.  The marche will contain 1d4+1 human or demihuman settlements (roll 1d8  for each: 1-5 human, 6-7 elven, 8 dwarf) the Nordanbjörn  is now responsible for protecting.  The bear will attract 10 0-level human or demihuman warriors from each settlement and 1d6 1st level characters of mixed classes from each settlement.  He will also be joined by a sleuth of young bears.   1d6 bears plus 1 for each settlement in the marche of 1st to 3rd level (1d3 level) who will help protect the territory in exchange for access to civilized comforts like mead, beer, spiced sausage, and heaped furs on which to sleep.  

Curious Wanderer Template

This pregenerated template represents a curious young bear who has wandered from the Nordanmarches to explore the strange Southern lands.  This template is ready for adventure.  However, if your bear’s Intelligence is 13+, you may select 1 additional Proficiency before play begins if you’d like.  

Template: Curious Wanderer

Proficiencies:  Navigation, Alertness

Starting Equipment: none

Northern Bear Level Progression

Experience

Title

Level

Hit Dice

Attack Routine

Nat. AC

0

Ynglingabjörn

1

1d8

1d3/1d3/1d6

1

4,000

2

2d8

1

8,000

3

3d8

1

16,000

4

4d8

2

32,000

Björnakarl

5

5d8

1d4/1d4/1d8

2

64,000

6

6d8

2

130,000

7

7d8

3

260,000

8

8d8

3

430,000

Björnajarl

9

9d8+1

1d6/1d6/1d10

3

600,000

10

9d8+2

4

850,000

Björnakonungr

11

9d8+3

1d8/1d8/2d6

4

Northern Bear Attack and Saving Throws

Level

Petrif. & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spells

Attack

1

8+

8+

18+

15+

15+

10+

2-3

7+

7+

17+

14+

14+

9+

4

6+

6+

16+

13+

13+

8+

4-6

5+

5+

15+

12+

12+

7+

7

4+

4+

14+

11+

11+

6+

8-9

3+

3+

13+

10+

10+

5+

10

2+

2+

12+

9+

9+

4+

11

1+

1+

11+

8+

8+

3+

Northern Bear Proficiencies Gained per Level

1

2

3

4

5

6

7

8

9

10

11

C+G

C

G

C

C+G

C

Northern Bear Proficiency List: Alertness, Ambushing, Bargaining, Beast Friendship, Berserker, Blind Fighting, Caving, Climbing, Combat Reflexes, Combat Trickery, Command, Dungeon Bashing, Eavesdropping, Endurance, Goblin-Slaying, Illusion Resistance, Intimidation, Labor, Land Surveying, Language, Lay on Hands, Magical Music, Naturalism, Navigate, Performance, Running, Skirmishing, Survival, Tracking.

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Design Notes

Sapient Bear fans, to me! to me!  

Most of their stuff is based on the bear writeups in the monster section, tweaked as made sense for a player character rather than enemy monster.  

I totally winged the XP progression for these guys too.   I tried to eyeball it, but it’s all best-guess gut feeling stuff.  I ended up cribbing the Spellsword’s progression because the numbers were big, and the bears seem pretty powerful.  They have some limitations, but they’re not going to stop the bear from kicking ass.  

Having trouble with the titles - anybody suggest anything here?

I gave them their own hash of saving throws, with the general theme being that they’re tough as hell, but not agile, and of equivalent willpower and psychic resilience to humans.  

This writeup is much bigger than the classes in the ACKS core book, but there’s more fiddly bits than most core classes.  Feature or bug.

It’s nice to do this in a system that’s not over-concerned with cross-class balance.  I don’t have to shortchange the bears as much.  

I need to add some stuff for how a Bjornjarl  bear manages his marche and protects it, what kind of things he could get out of the domain, and the challenges it might impose.  Some good possibilities for characters with co-local or overlapping domains here too.

Be interesting to see how this stacks up to the custom class building stuff I heard about for the PHB.