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  • Fantastic Races of the

    OTHERVERESE

    By Chris A. Field

    Otherverse Games

    UrlockThe

  • The Fantastic Races of the Otherverse:

    The Urlock Written by Chris A. Field

    Illustration by Nathan Winburn

    Colors byJ.V. Stanvick

    www.otherversegames.blogspot.com Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

    Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility

  • Fantasti Races: The UrlockThe Fantastic Races of the Otherverse series

    converts the most interesting, unusual and powerful player races from Otherverse Games’ D20 Modern-powered settings: Otherverse America, Psi-Watch, Galaxy Command and Black Tokyo, and adapts them for use with the Pathfinder Roleplaying Game. More than a just simple conversion to the new rule set, these short sourcebooks imagine how heroes from super-scientific worlds would look in campaigns where magic and the divine are the norm. This series of supplements also provides a few new hints at how the vast and interconnected multiverse of Otherverse Games fits together.

    In Galaxy Command, the powerfully built Urloks are an alien race of psychically enhanced warriors. They are known for their courage and sense of honor. The bear like humanoids have recently entered the galactic stage, after a successful first contact by Galaxy Command’s heroic astronauts.

    Urloks first appeared in the Galaxy Command

    Campaign Setting (Otherverse Games, 2009).

    UrloksLarge Humanoid According to the Urlok’s own creation stories, the

    bear-like giants fell from heaven long ago. Otherworldly and somber, Urloks know the Prime Material Plane as a cosmic penance for racial sins long forgotten. Talk to any Urlok and if you can over come the race’s legendary taciturnity, he will tell you that once upon a time, his race were the soldiers of Heaven itself. During a great battle against a legendary cosmic evil, Urlok soldiers fled the battlefield, and for their cowardice the entire race was cast down. Urloks strive to atone for their mythical ancestors’ betrayal.

    Courage and loyalty are foremost virtues for the

    race, and an Urlok knight would rather die than betray a trust. Oathbreakers and cowards are punished harshly, with the normally noble bear-men reaching extremes of torture and atrocity that give even savage humanoids like Orcs and Hobgoblins pause when punishing traitors within their proud race. Urloks who show fear or even the slightest trace of deception brand and scar themselves with their mightly claws. More severe offenses are punished with the amputation of fingers, hands or even whole arms.

    Urloks hold themselves to incredibly harsh standards and a completely unscarred Urlok is a one in a million rarity. Among their own kind, the rare unscarred Urloks are treated with a living saint’s respect, and a bit of jealous suspicion: are they truly as righteous as they claim, or are they simply too afraid of pain to scar themselves for hidden offenses?

    Urloks live far from most other humanoids. They

    prefer the cold places at the top and bottom of the world. Because of their distance from civilization and their savage and masochistic punishments, the Urloks rarely receive a warm reception in peaceful humanoid kingdoms. Urloks venturing into warmer regions are often mercenaries. Dozens of kingdoms, both good and evil, hire the bear-folk as indomitable shock troops. Urlok tenacity and courage is well known among fighting men, and the race’s soldiers will display reserves of bravado and willpower unknown in other races.

    Appearance: Urloks are massive furred humanoids

    who resemble polar bears given the light of sentience somehow. Their thick, water proof pelts are a gleaming silvery white, and the Urloks take great pride in their fur, and even hideously scarred Urlok masochists keep their fur clean and neat. Urlock skulls are bearlike. Their eyes are small and deeply set into a thick skull.

    An Urlok’s blunt snout ends in a nose as keen as a bloodhound’s. Most Urloks have black or dark blue eyes, but many of their females have iridescent green eyes. To the deeply sexist Urloks, green eyes (even in other humanoids) are a sign of shame and cowardice.

    Urloks dress simply, rarely wearing more than a

    chain shirt and bracers and perhaps a pocketed belt. The bearlike humanoids scar and pierce their bodies to atone for sins and cowardice. Their self-inflicted punishments often leave deep hairless gouges in their pelt. Most members of the race are missing several fingers on each massive paw, lost either to duels within the tribe or to a punishment.

    Reproduction: Urloks reproduce like most

    mammals. They are most fertile in the late fall or early winter, and tend to give birth during early summer when game is most plentiful. Urlok pregnancies usually result in single births. Urlok infants are born more developed than human children, and can walk, run and imitate sounds within a few hours of their birth.

  • Additionally, you suffer a -4 circumstance penalty on CHA based skill checks made against other Urloks until you increase your Base Attack Bonus to at least +5. Thereafter, the penalty on CHA-based skill checks is reduced to -2.

    Terrifying Leader (General) Your allies are more afraid of incurring your wrath

    than the enemy’s.

    Prerequisite: Intimidate 5 ranks

    Benefit: When within 30 ft of you, and clearly able to see and hear you, all allies may use your ranks in Intimidate in place of their base WILL Save bonus.

    Special: If any of your allies fails a WILL Save while benefiting from this feat, you must inflict at least 5 points of damage upon that character within the next hour or lose the benefit of this feat for 24 hours.

    New Sorcerer Bloodline: Psychic Psychic sorcerers are children of destiny and

    evolution. Perceptive and keenly intelligent, psychic sorcerers are able to see into men’s minds and hearts. Psychic sorcerers are fundamentally different from other members of their races, perhaps a precursor to a more evolved breed, a creature of the distant and unknown future somehow born today. Psychic sorcerers draw their magical abilities from within, altering reality by instinct and desire where other spell casters depend on rote memorization and arcane logic.

    Urlok sorcerers, with their natural psychic gifts

    often choose this blood line. Celestial and Water Elemental sorcerers are also extremely common among Urlok spell casters.

    Class Skill: Sense Motive Bonus Spells: clairaudience/clairvoyance (3rd)

    dimensional anchor (5th) confusion (7th) dominate person (9th) true seeing (11th) insanity (13th) mind blank (15th) demand (17th) astral projection (19th)

    Bonus Feats: Arcane Strike, Blind-Fight, Combat Reflexes, Dodge, Iron Will, Leadership, Lightning Reflexes, Persuasive, Spell Penetration, Still Spell, Silent Spell, Two-Weapon Fighting,

    Bloodline Arcana: Any time you cast a spell that deals energy damage, you can change the type of damage to Force. Spells cast in this manner have their usual visual effects replaced by flashes of blinding white and blue light. Your eyes glow when using this bloodline arcana ability and the lobes of your powerful brain may be visible beneath skull and skin.

    Bloodline Powers: Your evolved nature frees

    you from many of the limitations and failings of mortal existence. Eventually a psychic sorcerer becomes a creature of pure thought.

    o Sustained by Thought (SU): You are sustained

    by thought alone, and have no need for food or water, seeing such things as materialist distractions from true reality. You become immune to starvation and thirst, but may still benefit from consumable magic items, such as potions.

    o Mental Command (SP): A number of times

    per day equal to 3 + your CHA modifier, you may issue a completely silent and purely mental version of the Command spell as a cleric of your class level. This improved mental command does not require a common language, but otherwise follows all the rules for the Command spell.

    o Mastery of Psychic Forces (SU): Your body is

    laced with strange energy and begins metamorphosizing into a higher state. You gain Force Resistance 10 and Electricity Resistance 5. At 12th level, both resistances increase by 5.

    o Mastery of Mental Warfare (SU): At fifteenth

    level your will becomes so indomitable you can crush the thoughts and skewer the souls of less disciplined minds. As a free action once per day, prior to casting a spell which normally allows a WILL Save to negate or mitigate the effects, you may declare that your target automatically fails that save. You must declare the use of this bloodline ability prior to casting the spell. If a spell allows the target to save against the spell each round, this ability only refers to the first round’s saving throw. You may not use this ability against another sorcerer of the Psychic bloodline.

    o Body of Light (SU): At 20th level, your

    metamorphosis to a being of pure psychic energy is almost complete. You become immune to sleep, stunning, ability score drain and damage, the effects of massive damage, the sickened and nauseated conditions and Force Immunity and Electrical Immunity. Finally, you may communicate wordlessly with any creature that has a language (as per the tongues spell).

  • Urloks are doting if harsh parents, primiarly concerned with raising strong, courageous offspring. The bear-men practice infanticide and see no evil in leaving a sickly or meek child to succumb to the harsh wilderness rather than burden the tribe.

    Urloks enjoy sex for pleasure, but have little

    attraction to anyone outside their own species. The bear-folk are monomogamous and mate for life. When a male Urlok dies, his harem is expected to follow him into death. Urlok society is deeply sexist. Females are seen as inherently cowardly, and many Urlok clerics believe that it was through a woman that the stain of cowardice first entered their race. Urloks are curt, dismissive, sarcastic and even bulling to humanoid females, at least until they meet one who puts them in their place.

    Names: Urloks have complex, polysyllabic first

    names and clipped, guttural surnames. There isn’t much difference between male and female Urlok given names, as far other races can tell. All Urloks are identified with by a title which identifies their place in the tribe and philosophy of life.

    First Names: Adarata, Lupsalia, Mestheniala, Sudustaristica

    Surnames: Charkk, Chug, Drak, Ix, Mackk, Nack, Stakk

    Titles: The Eye (used by scouts, craftspeople, and those who depend on intelligence and precision)

    The Heart (used by warriors, children and their parents, and those who depend on courage and physicality)

    The Mind (used by spellcasters, scholars, shamen

    and those who depend on wisdom, perception and memory)

    Designer’s Naming Conventions: Urloks have

    fairly typical fantasy names, with the most unique facet being the three caste-based titles.

    Alignment: With their iron self-discipline Urloks

    are unquestionably lawful, but their tendancies toward violence and barbaric culture means they can’t truly be considered good. Most members of the species are Lawful Neutral, with a plurality claiming Lawful Evil. Adventuring Urloks can be any alignment.

    Favored Class: Fighter. Urlok warriors are known

    for reckless courage, rigid discipline and an absolute, suicidal refusal to ever retreat or back down. Urlok fighters often completely master their Thought-Lances rather than a physical weapon.

    Favored Class? One of the aspects of the Pathfinder Roleplaying

    Game beta version I preferred to the final edition of the rules was the fact that each race (aside from humans and their kin) had a specific favored class. I feel this division helps differentiate all the different player species available.

    While the final version of the favored class rules

    empowers the players and helps them build exactly the character they want, without resorting to the standard tropes and stereotypes, it just feels a bit bland to me. I’ll continue to include race-specific favored classes, though it’s an easy enough thing to ignore if you prefer customizable, character-specific favored classes.

    Urlok Racial Traits Size: Urloks are Large Humanoids. As

    Large creatures, receive a +1 size bonus to their Combat Maneuver Bonus, and their lifting and carrying limits are double those of Medium creatures. However, Ubasti suffer a –1 size penalty to Armor Class, as well as a –4 size penalty on Stealth checks.

    An Urlok’s base land speed is 30 ft. Their homeland is a place of icy seas and stark glacial beauty, and so Urloks can swim as graceful as the polar bears they resemble. Urloks have a Swim speed equal to their land speed of 30 ft.

    Urlok males stand well over 8 ft tall, and weigh

    almost half a ton. Urlok females tend to be around a foot shorter, and 200-300 lbs lighter.

    Ability Score Modifiers: +2 STR, +2 WIS, -2 INT.

    Urloks are big, tough and heavily muscled. Their bodies are sheathed in multiple layers of dense muscle and insulating blubber, giving them their distinctive barrel-chested appearance. While Urloks have incredibly strong minds, they are not deep thinkers.

  • Enhanced Senses: Urloks are creatures of dim tundra and have lowlight vision. Their keen noses give them the Scent special quality. An Urlok with the Track feat may use it to track by scent alone.

    Racial Skills: Urloks are adept at surviving

    the icy wastes of their homeland. They receive a +4 racial bonus on Survival checks made in cold weather or arctic conditions, as well as FORT saves made to resist extremely cold environmental temperatures. They receive Cold Resistance 5 as a result of their insulating fur and blubber layer.

    Wrestler (EX): Urloks are trained from birth

    to use their great size and strength to their advantage in battle. Urloks do not provoke attacks of opportunity when beginning a grapple and gain Improved Grapple as a racial bonus feat, even if they do not meet the prerequsites. Naturally the bear-hug is a favorite tactic.

    Thought-Lance (SU): Urloks have a natural

    psychic gift which they refer to as “Carm-shital” or “Mind Hunter’s Spear”. This talent has helped Urlok hunters bring down game since prehistoric times.

    As an attack action, the Urlok can project a

    beam of psychic energy which hits with the force of a spear. This attack has a 20 ft range increment, and inflicts 1d8 points of force damage. An Urlok can use this ability at will.

    Racial Weaknesses: Urloks are prone to

    overheating and dehydration in warmer climates. They suffer a -4 penalty on FORT Saves made to resist extreme environmental heat and to resist thirst.

    Urlok Racial Feats Brilliant Thought Lance (Urlok – Combat) Your psychic lance can slip through armor as

    easily as a winter wind to kill the man inside without damaging the steel even slightly.

    Prerequisite: Urlok Race, Master of the Thought Lance, character level 8th

    Benefit: When attacking with your Thought Lance, you resolve the attack as a ranged touch attack, ignoring natural, shield and equipment bonuses to Armor Class.

    Masochistic Willpower (General) Pain focuses your mind, allowing you to

    concentrate on agonizing physical sensations to block out mental pain and trauma, and to break mental control. Pain and pleasure are the same thing for you.

    Prerequisite: Iron Will

    Benefit: If you suffer at least 10 points of damage in a single round, you receive a +4 bonus on all WILL Saves for the next 1d6 hours. You may also choose to receive a similar bonus on any Craft, Perform or Intimidate checks rather than WILL saves; this variant ability has the same duration.

    You are immune to pain based effects and attacks, such as symbol of pain.

    Master of the Thought Lance (Urlok – Combat)You can focus your already impressive will to

    kill with a thought. Your Thought-Lance is incredibly powerful and almost blinding to look upon.

    Prerequisite: Urlok race, Iron Will

    Benefit: Your thought lance can be thrown greater distances. It gains a range increment of 20 ft, and inflicts 2d6 + WIS modifier points of Force damage.

    Normal: A Urlok’s Thought Lance has a maximum range of 20 ft and inflicts 1d8 points of force damage.

    Shameful Scars (Urlok – Combat) Your body is extensively marked with punishment

    scars. Somehow you survived a coward’s crucifixion, and struggle to atone for your weakness. Though despised by Urlok society, what you have endured has made you stronger.

    Prerequisite: Urlok race, character level first

    Benefit: You become immune to mundane and magical fear, and receive a +4 morale bonus when resisting all other harmful mind influencing effects.

    Drawback: Your horrific scars and badly healed injuries nearly killed you then, and cripple you now. Each day upon awakening, you suffer a -2 penalty to any one of your physical ability scores determined randomly as determined by a d6 roll (1-2 STR, 3-4 DEX, 5-6 CON).

  • Special Material: Yahn Crystal The Urlok’s tundra homeland is rich in crystalline

    Yahn deposits. The bear-folks’ most holy site is a ring of enormous, hollow Yahn ovids like strange eggs. Arranged in several concentric rings near the planetary pole, these enigmatic monoliths are millennia old. According to Urlok shamen, their race fell from heaven within these massive eggs, and the monoliths remain as a symbol of their races’ shame. Yahn crystal glows with a cold blue-white radiance, with the great monoliths dimming and flaring according to a predictable and ancient schedule.

    The Urloks do not mine the great monoliths, nor

    even approach close to them, instead gathering raw Yahn Crystal from subterranean veins under the permafrost layer. The monoliths seem to send out mineral tendrils like the roots of a strange tree.

    Any edged melee weapon constructed from Yahn

    Crystal is considered a masterwork quality weapon and weighs only about half as much as a normal metal or wood item of that type. For most characters, Yahn Crystal weapons are merely masterwork quality blades. However, in the hand of any character with the Psychic Sorcerer bloodline, the weapon provides the user with a +1 insight bonus on attack rolls.

    Light Weapon +345 gpOne handed weapon or one head of a double weapon +390 gpTwo handed weapon or both heads of a double weapon +780 gp Yahn Crystal has 2 HP per ½ inch of hardness, and Hardness 20.

    -END-

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    15 COPYRIGHT NOTICEOpen Game License v1.0a. Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook,

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