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Ursiya Tribal Warrior in Pathfinder 2e

Ursiya Tribal Warrior - Grizzly Bear Heritage. 3rd level Warrior 5
RARECGLARGEURSIYAWARRIORURSINEBESTIAL

A rather average specimen, this powerful beastmen is about what one can expect from the average warrior or fighter of an Ursiya tribe. Ferocious, skilled with Axe, Tooth, and Shield
Perception 1d20+10 ( 1d20+12 if Scent applies)
Languages Feriak, Valarian (Common)
Skills Acrobatics: 1d20+11 , Athletics: 1d20+11 , Diplomacy: 1d20+6 , Intuition: 1d20+11 , Intimidate: 1d20+8 , Nature: 1d20+8 , Occultism: 1d20+8 , Survival: 1d20+9

STR +4 , DEX +4 , CON +4 , INT +1 , WIS +2 , CHA -1

Items Large size Handaxe Large Targe Shield
AC 23
Saving Throws Fort 1d20+13 , Ref 1d20+13 , Will 1d20+11 , Power Save (Strength): 1d20+11 , Logic Save (Intelligence): 1d20+1 , Ego Save (Charisma): 1d20-1
HP45 1d12+2d10+37 - Resistances Resist (4) Cold Damage
Speed 35 feet. Swim=20 feet
Melee Handaxe Attack: 1d20+13 to hit. 1d8+1d4+4 slashing damage   Targe Spike Attack: 1d20+13 to hit. 1d6+1d4+4 piercing damage, also target must make an Athletics check against your DC should this attack be the last action of your turn. Your shield will be unavailable for reactions or such, but you will count as having immobilized the target should they this check. On their turn they may attempt the Athletics check again freely, but if they fail they must spend an action and take a further 1d6 damage to extricate themselves from the spike before being able to take any other Movement trait action.   Bite Attack: 1d20+11 to hit. 1d10+1d4+4 piercing damage
Special Abilities Tough Hide (2): Grizzly Ursiya have thick fur coats and a dense muscular structure, they have +2 boost to their AC from Natural Armor. This is already included on this reference sheet.   Scent: Within 100 feet, if sense of smell can apply to a Perception check, Ursiya are at +2 to that check.   Hardy: All Ursiya have the Hardy Talent. So if they ever roll a 1 or 2 on a hit dice when deciding hit points for a level up or some such, they count it as a 3.   Feral Stomach: They do not need to cook food, Ursiya live off raw food and in fact it is healthier for them to do so.   Trained in Warrior (Fighter) DC: Strength Based. DC=19   Training Dice: As a 3rd level Warrior, the Ursiya deals an extra 1d4 damage with any weapon they are at least trained with.   Reactive Strike: Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Reactive Strike reaction.   Shield Block: While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.   Bravery: When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.   Intimidating Prowess: In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength modifier is +5 or higher and you are a master in Intimidation, this bonus increases to +2.   Experienced Tracker: Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.   Reactive Shield: Trigger, you must be struck with a melee attack. You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.   Intimidating Strike: Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is Frightened (1), or Frightened (2) on a critical hit.   Stormborn Immunity: 50% chance its immunity to Thunder, 50% chance its immunity to Lightning.

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