Ursurine Affinity
An apex warrior with the ursine affinity exhibits the traits and behaviors of black bears, grizzly bears, dire bears, and other ursine species. He tends to be large grizzled in appearance, powerfully built, ill-tempered, protective of friends and allies, and prefers battle tactics that rely upon strength and brute force. Unlike other apex warriors, those with the ursine affinity can use affinity traits, apex powers, and advanced powers while wearing heavy armor. The following affinity traits, combat style feats, and apex powers emulates creatures of the ursine species.
Affinity Traits
Agile Moves: The apex warrior gains a +2 bonus on Acrobatics and Climb checks.
Cave Born: The apex warrior gains a +2 bonus on Knowledge (dungeoneering) and Survival checks made underground.
Clawed: The apex warrior grows claws at the ends of his finger, granting 2 claw attacks. This is a primary natural attack that deals 1d4 points of slashing damage. The apex warrior must have the feline or ursine affinity to select this trait.
Force of Will: The apex warrior gains a +2 bonus on rolls to stabilize when dying.
Hardy: The apex warrior gains a +2 bonus on saving throws against poison (magical or otherwise). The apex warrior must have the canine or ursine affinity to select this trait.
Improved Scent (Ex): The apex warrior gains the Keen Scent ability. The apex warrior must have the scent trait to select this trait.
Keen Senses: The apex warrior gains a +2 bonus on Perception checks.
Natural Swimmer: The apex warrior gains a +2 bonus on Swim checks.
Night Vision: The apex warrior gains low-light vision. If the apex warrior already has low-light vision, its range doubles.
Relentless: The apex gains a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the apex warrior and his opponent are standing on the ground. The apex warrior must have the ursine affinity to select this trait.
Scent (Ex): The apex warrior gains the Scent ability.
Stability: The apex warrior gains a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. The apex warrior must have the ursine affinity to select this trait.
Toothy: The apex warrior grows large, sharp teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.
Tough Hide (Ex): The apex warrior gains a +1 bonus to his natural armor.
Wildcraft: The apex warrior gains a +2 bonus on Knowledge (nature) and Survival checks made above ground.
Combat Style Feats
An apex warrior with the canine affinity may select the Natural Weapon style or one of the following Combat Styles.
Two-Handed Weapon Style: If the apex warrior selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault*, and Shield of Swings*. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
Ursine Style: If the apex warrior selects ursine style, he can choose from following list whenever he gains a combat style feat: Charge Through*, Grudge Fighter††, Resilient Brute††, and Toxic Recovery††. At 6th level, he adds Cleave Through†† and Improved Cleaving Finish† to the list. At 10th level, he adds Awesome Blow and Staggering Critical to the list. (*Advanced Player’s Guide, †Ultimate Combat, ††Advanced Race Guide)
Apex Powers
Backslap (Ex): When the apex warrior makes a single claw attack (with the attack action or a charge) or a melee attack with a two-handed weapon, he adds double his Strength bonus on damage rolls. The apex warrior must have the ursine affinity and be at least 6th level to select this power. The apex warrior must have the clawed trait to use this power with natural weapons.
Bear Hug: The apex warrior deals +1d6 extra points of damage when he makes a grapple check to damage a creature.
Counterstrike (Ex): When an enemy that is adjacent to the apex warrior hits an ally with a melee or ranged attack, the apex warrior can make a single melee attack with a natural weapon or melee weapon at his highest base attack bonus against the creature who attacked his ally. The apex warrior must have the clawed or toothy trait to be able to use this power with natural weapons.
Fearsome Growl: The apex warrior can unleash a deep, guttural growl to demoralize his foes as a free action. He then makes an Intimidate check with a +2 bonus to demoralize his target. If he is successful, the target is shaken for a number of rounds equal to his Constitution modifier (minimum 1). If he succeeds his check by 5 or more, his target is frightened for 1 round, as well as being shaken for a number of rounds equal to this Constitution modifier.
Grab (Ex): The apex warrior gains the Grab attack. The apex warrior must have the clawed or toothy trait to select this power.
Hard to Kill: The apex warrior gains Die Hard as a bonus feat, even if he doesn’t normally qualify.
Improved Natural Weapon (Ex): The apex warrior’s natural weapon increases by one damage die (1d3 to 1d4, 1d4 to 1d6, and so on). The apex warrior may select this power multiple times, but each time it applies to a different natural weapon.
Natural Savagery (Ex): An apex warrior gains a +2 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling.
Rend (Ex): The apex warrior gains the Rend special attack (see Universal Monster Rules) and can use it with either his natural weapons or the Two-Handed Weapon style. The apex warrior must have the clawed or toothy trait to use this power with natural weapons.
Sudden Rage (Ex): When the apex warrior takes damage in combat, on his next turn he can fly into a rage as a free action. He gains +2 Constitution and +2 Strength, but takes a –2 penalty to his AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. The apex warrior cannot end his rage voluntarily.
Sundering Strike (Ex): The apex warrior gains a +2 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects with a claw attack or a two-handed melee weapon.
Uncanny Dodge (Ex): The apex warrior gains the rogue’s uncanny dodge ability.
Advanced Powers
Crippling Blow (Ex): The apex warrior can attack with such power that his blows weaken and hamper his opponents. An opponent damaged by one of the apex warrior’s natural weapon or two-handed melee weapon attacks also takes 2 points of Strength damage.
Greater Backslap (Ex): When an apex warrior makes a full-attack with his claw attacks or a two-handed melee weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. The apex warrior must have the backslap power and be at least 9th level to select this power. The apex warrior must have the clawed trait to use this power with natural weapons.
Greater Savage Charge (Ex): When using savage charge, the AC penalty is reduced to 1/4 his apex warrior level instead of 1/2 his apex warrior level. In addition, the apex warrior can charge through friendly creatures and difficult terrain. The apex warrior must have the savage charge power to select this power.
Improved Uncanny Dodge (Ex): The apex warrior gains the rogue’s improved uncanny dodge ability. The apex warrior must have the uncanny dodge power to select this power.
Iron Resiliency (Ex): Once per day, an apex warrior can gain a number of temporary hit points equal to the apex warrior’s level. Activating this ability is an immediate action that can only be performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the apex warrior’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.
Knock-Out Blow (Ex): Once per day, the rogue can forgo the damage from one of his attacks in an attempt to knock out an opponent. He must declare the use of knock-out blow before he makes the attack. If the attack hits, it does nonlethal damage and the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the apex warrior’s level + the apex warrior’s Strength modifier.
Powerful Surge (Ex): As a standard action, the apex warrior can make a single attack with his claw or a two-handed melee weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. The apex warrior must have the backslap and greater backslap powers to select this power. The apex warrior must have the clawed trait to use this power with natural weapons.
Rapid Attack (Ex): The apex warrior can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.
Savage Charge (Ex): Whenever an apex warrior attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to 1/2 his apex warrior level, while suffering a penalty to his AC equal to 1/2 his apex warrior level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB for a bull rush or overrun combat maneuvers made when charging. The apex warrior must have the clawed trait or the toothy trait to use this power with natural weapons.
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