BEAR WALKER: Their love for nature and a fierce devotion to protect home and family are principles shared by rangers and werebears alike. It is therefore not much of a surprise that some werebears choose the path of a ranger.
Such a ranger is commonly referred to as a Bear Walker.
Bear Walkers train their skills as a ranger but also develop their ability to shapeshift into werebear form.
Since Bear Walkers focus on their shapeshifting abilities they are less proficient with weapons and armor than other rangers.
Advantages:
- At level 1 gains the ability to shapeshift into a werebear.
- Werebear form improves as the ranger advances in levels.
Disadvantages:
- May only become proficient (one star) with melee weapons.
- Cannot wear armor greater than studded leather.
Werebear Form:
Immunity to polymorph and push-back effects.
Level 1:
-
HP +15% / STR +1 / CON +1 / PHYSICAL, COLD, MAGIC RESIST 15% / Regenerates 1
HP every two rounds.
- Transformation lasts one minute.
- Character is berserking while shapeshifted (total loss of character control while in combat).
- Claws are considered to be of +2 enchantment and deal 2d4+2 slashing damage.
- 50% chance on hit to knock opponents down unless they save vs. breath weapon.
Level 6:
-
HP +30% / STR +1 / CON +2 / PHYSICAL, COLD, MAGIC RESIST 30% / Regenerates 1
HP every round.
- Transformation lasts until canceled.
- Partial ability to talk and cast spells (75% casting failure - does not affect innate abilites).
- Berserking if character's
HP drop below 50%.
- Claws are considered to be of +3 enchantment and deal 3d4+3 slashing damage.
- 50% chance on hit to knock opponents down unless they save vs. breath weapon.
Level 12:
-
HP +45% / STR +2 / CON +4 / PHYSICAL, COLD, MAGIC RESIST 45% / Regenerates 1
HP every 3 seconds.
- Transformation lasts until canceled.
- Partial ability to talk and cast spells (50% casting failure - does not affect innate abilites).
- Berserking if character's
HP drop below 25%.
- Claws are considered to be of +4 enchantment and deal 4d4+4 slashing damage.
- 50% chance on hit to knock opponents down unless they save vs. breath weapon.
Level 18:
-
HP +60% / STR +2 / CON +4 / PHYSICAL, COLD, MAGIC RESIST 60% / Regenerates 1
HP every second.
- Transformation lasts until canceled.
- Partial ability to talk and cast spells (25% casting failure - does not affect innate abilites)
- Berserking if character's
HP drop below 10%.
- Claws are considered to be of +5 enchantment and deal 5d4+5 slashing damage.
- 50% chance on hit to knock opponents down unless they save vs. breath weapon (-4 ).