Onikuma
Onikuma are ursine humanoids known for their strength, endurance, curiosity, and hunger. Like bears, onikuma often behave individualistically and care little for rules or society itself. Unless threatened with force or guilted by family, they rarely seek to get along with others beyond their own whims. They form mating pairs and family units during mating seasons which can last for years or even generations. They are viciously protective of their young during these times. However, they tend to be hands-off once cubs are of age, though most young adults tend to stake a claim to territory that's fairly near their parent's territory.
CREATURE TRAITS (16-17 XP)
- Types Medium Organic Humanoid (Ursine)
- Reach 5 feet
- Speed Land 20 feet
ATTRIBUTES (2 XP)
- Arktos +2 Con, +2 Int
- Bjorn +2 Con, +2 Str
- Onikuma +2 Con, +2 Wis
- Rikṣā +2 Con, +2 Cha
LANGUAGES (0 XP)
- Starting Languages: Common, Ursine
- Bonus Languages: Any common language.
INNATE ABILITIES (12 XP)
- Apex Predator (2 XP): Onikuma have a +2 innate bonus to the Intimidation and Survival skills.
- Endurance (2 XP): Onikuma have Endurance as an innate feat.
- Hibernation (1 XP): Onikuma can enter a state of deep sleep for months at a time. Hibernating functions as regular sleep except during this sleep your aging slows to 1/10th the normal speed and you need 1/10th the normal amount of air, food, and drink to survive. You can still be awakened just as from normal sleep, though most tend to be heavy sleepers, only awakening in emergencies.
- Innate Weapons (2 XP): Onikuma have a bite attack that deals 1d4 piercing damage and claws on each hand that each deal 1d4 slashing damage.
- Keen Senses (5 XP): Onikuma ignore penalties to attack and Perception rolls resulting from dim lighting (but not total darkness) and have the Blindsense (Scent) innate feat.
- Slow and Steady (0 XP): Onikuma have a slow base speed of only 20 feet but reduce speed penalties from armor and carrying loads by 10 feet, to a minimum penalty of 0.
- Variant Ability (2-3 XP): Onikuma come in different variants listed below.
VARIANTS
Arktos (16 XP): Hailing from the west. They begin with the Climbing ability listed below.
Bjorn (16 XP): Hailing from the north. They begin with the Cold resistance ability listed below.
Onikuma (16 XP): Hailing from the east. They begin with the All Fours ability listed below.
Rikṣā (17 XP): Hailing from the south. They begin with the Beast Form ability listed below.
ADDITIONAL ABILITIES
Onikuma begin with their innate traits and can gain additional traits from this list as feats.
All Fours (2 XP): While your hands are free, you can drop down on all fours or stand back up as a swift action. While on all fours you gain a +10-foot increase to your base land speed and ignore the first 10 feet of difficult terrain you tread over each round. This stacks with other effects that allow you to ignore a certain amount of difficult terrain.
Beast Form (3 or 5 XP): You can have Beast Shape I as an innate primal power. You can only transform into a specific other form, a medium-sized bear-version of yourself. The 5 XP version allows you to transform into a large version as if by Beast Shape II.
Climbing (2 XP): You gain a 20-foot climb speed and +2 innate bonus to Climb checks.
Cold Resistance (2 XP): You gain Resistance I against Cold effects.
Human Form (1 XP): You can have Alter Self I as an innate primal power. You can only transform into a specific other form, usually a medium-sized human version of yourself. Some individuals may emulate other human races with this ability, such as elves or dwarves, but most use human.
Thick Hide (2 XP): You gain Innate Armor I, granting you a +1 innate bonus to your Armor Rating.