TEXT: The Bear Sphere
  The Bear Sphere
  
  Credits
  Author: Adam Meyers
  Cover Art: Gennifer Bones
  Interior Art: Jacob Blackmon, Brett Neufeld
  Layout: Rachel Meyers
  Special Thanks: Johannes Luber
  The Bear Sphere
  
  Contents
  Introduction .......................................................................................3
  Magic Talents ....................................................................................4
  Bear Sphere ....................................................................................................4
  Bear Talents ....................................................................................................4
  Advanced Talents .............................................................................................6
  Divination Sphere Alternate Divinations ......................................................7
  Class Features ..................................................................................8
  Barbearian (barbarian archetype) ....................................................................8
  Bearon (commander archetype) ........................................................................8
  Child of Hope (druid archetype) .......................................................................9
  Incanter Specialization ....................................................................................10
  Prodigy Imbue Sequence ................................................................................10
  Item Crafting ...................................................................................................10
  Bestiary .............................................................................................11
  Bear Troops ....................................................................................................11
  Black Bear Troops..................................................................................11
  Grizzly Bear Troop ................................................................................11
  Dire Bear Troop ....................................................................................12
  Multibear ..........................................................................................................12
  Multibear, Cub ..........................................................................................13
  Multibear, Juvenile ..................................................................................13
  Multibear, Adult .......................................................................................14
  Multibear, Ancient ....................................................................................15
  
  Section 1
  Introduction
  The Bear Sphere is an impawsible cre-
  ation; the majesty and power of the 
  bear distilled into a playable form for 
  your Pathfinder table.
  To be honest, you probably shouldn’t 
  use this sphere. Despite years of game 
  development experience, nothing could 
  have koalafied us to handle a topic as 
  awe-inspiring as bear magic. Grizzly 
  old mages shy away from it out of fear, 
  druids bearly have the courage to ac-
  knowledge it exists, and clerics paws 
  before inticing their patron deities for 
  its unfathomable power.
  But if you’re still here, then I can only 
  assume you have looked upon the 
  Ursome power of bear magic and still 
  desire it for yourself. So come, fellow 
  traveler, and witness the beary best 
  that can be found. Behold the fursome 
  strength that can be yours.
  Behold the Bear.
  
  Bear Strength: You may spend a spell point as a free ac-
  tion when making a melee attack roll. You gain a bonus 
  equal to 1/2 your caster level (minimum 1) to your attack 
  and damage roll. If using this ability in conjunction with 
  making an unarmed strike, that attack does not provoke 
  an attack of opportunity.
  Bear Talents
  A Step Too Fur (bearacteristic)
  While channeling a bear spirit, you may spend a spell 
  point to make the area immediately around you (5 ft. + 
  5 ft. per 5 caster levels) difficult terrain for enemies for 
  1 round; enemies within this area cannot take 5-ft. steps 
  and moving into, out of, or through this area costs twice 
  as much movement as normal.
  Angry Bear (bearacteristic)
  While channeling a bear spirit, you may spend a spell 
  point as a free action to enter into a rage, as the barbar-
  ian class feature. This rage lasts for 1 round per caster 
  level (or until the bear spirit ends), and you are fatigued 
  afterward as normal. Unlike with most magic, you may 
  continue to use Bear sphere abilities even while under 
  the effects of this rage. 
  Bear Arms (bearacteristic)
  As a swift action, you may grow up to two bite attacks in 
  place of up to two hands you possess, one per hand, until 
  the end of the bear spirit. This is a polymorph effect, but 
  can be added on top of other polymorph effects and does 
  not override them.
  Of all nature’s creations, none are more feared than the 
  bear. Druids revere them, and among summoners it is 
  whispered that the reason extraplanar beings do not sim-
  ply invade the material plane is their fear of this all-pow-
  erful master of dismemberment. 
  Most magicians live in perpetual awe of the all-being 
  known as the bear, but a select, fearless few make it their 
  mission to channel it’s might through themselves, gaining 
  power through basking in the reflected might of the bear.
  The secret, unspeakable power of these reckless wizards 
  is known in academic circles as the Bear sphere.
  Bear Sphere
  You channel the frightening power of the bear.
  Bear Spirit: As a swift action, you may channel the 
  spirit of the bear into yourself. This lasts for 1 minute per 
  caster level. While you are thus channeling the spirit of 
  the bear, you are considered to have the animal creature 
  type in addition to your own creature type, and gain the 
  benefits of the Endurance feat. If you already possess the 
  Endurance feat, double all of its numerical benefits.
  While you are under the effects of the bear spirit, you 
  have the ability to activate certain powers, bonuses, and 
  abilities, known as bearacteristics. Talents marked (bear-
  acteristic) grant you additional bearacteristics. If a bear-
  acteristic grants a constant benefit, the benefit lasts until 
  the end of the bear spirit channeling; refreshing the bear 
  spirit ends, rather than refreshes, these bearacteristics.
  When you first gain the Bear sphere, you gain access to 
  the following bearacteristics:
  Section 2
  Magic Talents
  
  These hands become incapable of holding objects or 
  weapons while they are replaced with bite attacks. You 
  are considered armed while in possession of these bite 
  attacks. You may spend a spell point when activating this 
  ability to cause the bite attacks to remain until the end 
  of the bear spirit.
  The granted bite attacks count as both unarmed strikes 
  and natural weapons, and deal 1d6 damage for a Medium 
  creature. For every 5 caster levels you possess, increase 
  the damage die size by 1 step.
  Bear Form
  When you channel a bear spirit, you may spend a spell 
  point to increase the power of the bear spirit so that you 
  transform into a bear for the duration of the effect. This 
  is a polymorph effect.
  When transformed into a bear, you gain the usual +10 bo-
  nus from polymorph to Disguise checks to pass as a bear, 
  and you also lose your normal power of speech, although 
  you gain the ability to speak and understand bears. You 
  gain a bite attack and two claw attacks (1d4 Medium), 
  and you gain low-light vision, scent, a 40 ft. move speed, 
  and the benefits of being a quadruped. You gain a +2 nat-
  ural armor bonus which increases by 1 per 5 caster levels.
  At 5th caster level you gain a 30 ft. climb speed and a +2 
  size bonus to Strength.
  At 10th caster level your claw attacks gain the grab uni-
  versal monster ability, and you may choose to become 
  Large size, which gives you +4 size bonus to Strength but 
  a -2 penalty to Dexterity.
  At 15th caster level, your bite and claw natural attacks 
  increase their damage by one die size. 
  At 20th caster level you may choose to become Huge 
  size, which gives you a +6 size bonus to Strength, but a -2 
  penalty to Dexterity.
  Bear Necessities (bearacteristic)
  While you are channeling a bear spirit you gain a morale 
  bonus to Survival checks made to forage food and shelter 
  equal to 1/2 your caster level.
  Bear Smell
  While channeling a bear spirit, you gain the scent special 
  ability. If you already have scent (such as when using the 
  Bear Form talent), double the range of your scent.
  Bear Speed
  While channeling a bear spirit, you gain a +5 ft. enhance-
  ment bonus to your speed per 2 caster levels.
  Bear With Me
  You may touch a target and spend a spell point to grant 
  them the benefits of your bear spirit for 1 minute per 
  caster level. The target gains the benefits of any (bearac-
  teristic) talents you possess that apply whenever you are 
  channeling a bear spirit, and you may spent spell points 
  as normal to activate any bearacteristics with a duration. 
  However, the target does not gain access to bearacteris-
  tics you possess that require an action to activate.
  Bearer of Bad News (bearacteristic)
  As a standard action, you may spend a spell point to speak 
  a terrible truth. All targets within 30 ft. must pass a Will 
  save or be confused for 1d4+1 rounds as their minds reel 
  from the effects of your words. This is a language-depen-
  dent effect; targets with an Intelligence below 3 or who 
  cannot understand your words are immune.
  Beary Hairy (bearacteristic)
  While you are channeling a bear spirit you gain a bear’s 
  thick skin and resilience. You gain +1 natural armor, as 
  well as fire and cold resistance 2. You may take this talent 
  multiple times; up to one additional time per 5 caster lev-
  els you possess. The effects stack.
  Beary Scary (bearacteristic)
  While you are channeling a bear spirit, you gain the fe-
  rocity universal monster feature.
  Bearbaque (bearacteristic)
  You gain a breath attack which deals 1d8 fire damage 
  per 2 caster levels (minimum: 1d6) in a close-range cone. 
  Targets within the affected area are allowed a Reflex save 
  for half damage. You may use this breath attack once per 
  1d4 rounds, but may spend an additional spell point to 
  use this ability again before 1d4 rounds have passed.
  Bears Love Honey (bearacteristic)
  As a standard action you may spend a spell point to heal 
  yourself or a touched ally for 2d6 hit points, +1d6 for each 
  Bear sphere talent you possess beyond the base sphere 
  and this talent.
  Fursome Aura (bearacteristic)
  You gain a fear aura that affects targets within 30 ft. of 
  you; activating or deactivating this aura is a free action. 
  All targets who are or come within this area must pass a 
  Will save or become shaken for as long as they stay with-
  in the aura. If a creature succeeds at the saving throw, it 
  cannot be affected again by the aura for 24 hours.
  
  Grin and Bear It (bearacteristic)
  When you fail a saving throw, you may spend a spell point 
  as an immediate action to reroll the save. You must ac-
  cept the results of the reroll, even if it is worse.
  Grizzly Attitude (bearacteristic)
  While you are channeling a bear spirit you gain a morale 
  bonus equal to 1/2 your caster level to Intimidate checks 
  made to influence an opponent’s attitude.
  Hibernation
  Whenever you rest for 8 hours, you may spend a spell 
  point to channel a bear spirit for the entire rest. Doing so 
  heals you completely in addition to regaining your spell 
  points. All non-magical poisons and diseases are also 
  cured, and you may make an magical skill check to end 
  any curse effect you might be suffering from.
  Paws and Reflect (bearacteristic)
  When a target within your threatened area makes a me-
  lee attack roll against you, you may spend a spell point 
  as an immediate action to make an magical skill check. 
  If your magical skill check exceeds their attack roll, they 
  must reroll their attack against themselves.
  Smarter Than the Average Bear 
  (bearacteristic)
  When making a skill check, you may spend a spell point 
  to add a +1d6 bonus to that skill check.
  Teddy Bear (bearacteristic)
  While you are channeling a bear spirit, an ally may hug 
  you as a standard action. Doing so allows them to reroll 
  their saving throw against any detrimental effect they are 
  suffering from that required a Will save. They may only 
  use this benefit once per effect.
  Think Think Think (bearacteristic)
  When you fail a Knowledge check, you may spend a spell 
  point and 10 minutes contemplating to reroll the check. 
  You may only use this bearacteristic once per Knowledge 
  check.
  Unbearable Rawr (bearacteristic)
  As a standard action, you may make an Intimidate check 
  to demoralize against all enemies within 30 ft. of you. 
  You may spend a spell point when doing so to add half 
  your caster level as a bonus to this Intimidate check. If 
  the target is already shaken (such as due to an application 
  of Fursome Aura), the effect of this Intimidate check 
  makes them frightened instead of shaken.
  Ursine Blow (bearacteristic)
  When using the bear strength bearacteristic and success-
  fully striking a corporeal target, you may spend an addi-
  tional spell point to compare the result of your attack roll 
  to your opponent’s CMD. If your attack roll is higher, the 
  target is knocked flying 10 ft. in a single direction of your 
  choice and falls prone. The target cannot move closer to 
  you than its starting square, and if an obstacle prevents 
  the completion of the target’s move, it strikes the obsta-
  cle and each take 1d6 points of damage before the target 
  falls prone in an adjacent space.
  Advanced Talents
  Antarctic Circle
  Prerequisites: Bear sphere, 5th caster level or higher.
  As a full-round action you may draw a 10-ft. diameter cir-
  cle on the ground and spend a spell point. The area inside 
  the circle becomes immune to bears; all targets therein 
  gain a +2 to AC and saving throws made against attacks 
  or effects created by bears, and bears cannot break the 
  circle nor cross beyond its boundaries. When creating an 
  antarctic circle, the creator can spend an additional spell 
  point to increase the circle’s power, granting bonuses 
  against and repelling all animals, rather than only bears.
  An antarctic circle lasts for up to 1 hour per caster level, 
  but if broken (such as by someone scuffing the drawing), 
  the effect ends early.
  Arctic Circle
  Prerequisites: Bear sphere, Antarctic Circle, 10th cast-
  er level or higher.
  When creating an antarctic circle, you may spend 2 spell 
  points instead of 1 to transform it into an arctic circle 
  instead of an antarctic circle. An arctic circle attracts 
  bears, both natural (if any are nearby) and summoned (if 
  there aren’t). It takes 1 minute for bears to arrive if natu-
  ral bears are attracted, but summoned bears can take up 
  to an hour to arrive.
  When the bears do arrive, they form a troop that obeys 
  the caster. The bear troop lasts for 1 minute per caster 
  level before dissipating as the bears either disappear or 
  go back to their normal homes.
  At 10th caster level, you may summon a black bear troop. 
  At 15th caster level you may summon a grizzly bear troop. 
  At 20th caster level you may summon a dire bear troop.
  Statistics for bear troops are found under the Bestiary 
  section.
  
  Arm Bears
  Prerequisites: Bear sphere, caster level 5.
  As a standard action you may touch a bear and spend 3 
  spell points, granting it the ability to handle weapons and 
  shields with its front paws. The bear gains proficiency 
  with all simple and martial weapons, as well as firearms. 
  While this does not make the bear more intelligent, they 
  do gain the necessary knowledge to fight efficiently with 
  its new weapon skills.
  Divination Sphere 
  Alternate Divinations
  Divine Bears: If you possess the Bear sphere, you may 
  divine for the presence of bears, as well as edible plants, 
  animals, and other edible substances such as honey.
  
  Greater Ursine Fury: At 20th level, the bonus the bar-
  bearian gains from their ursine fury increases to +2.
  This replaces mighty rage.
  Bearon (commander 
  archetype)
  Essence of Bear: At 1st level, the bearon gains the Bear 
  sphere and the Bear With Me bear talent as bonus magic 
  talents. If the bearon possess either of these magic talents 
  already, he may instead gain different Bear sphere talents 
  of his choice. Additionally, the bearon gains a spell pool 
  equal to his Practitioner modifier, +1 per 2 commander 
  levels (minimum 1). If the bearon gains a spell pool from 
  another source, they instead use their other spell pool, 
  +1 spell point per 2 commander levels. The bearon treats 
  his class level as his caster level for the Bear sphere. This 
  stacks normally with caster levels gained from other 
  sources. Essence of Bear counts as casting for all purpos-
  es, except unless the bearon possess casting from anoth-
  er source or possesses the Advanced Magic Training feat, 
  they can only gain Bear sphere talents with the Extra 
  Magic Talent feat. 
  This replaces commander and lingering commands.
  Enhanced Bear (Su): The bearon gains a bonus magic 
  talent from the bear sphere at 2nd level and every 2 levels 
  thereafter.
  Additionally, the bearon can use the Bear With Me tal-
  ent on allies within close range, rather than only through 
  touch, and can even affect multiple targets at once, pro-
  vided he spends a spell point for each granted bear spirit. 
  Whenever an ally is benefiting from the bearon’s Bear 
  With Me talent, the bearon can also grant that ally access 
  Barbearian (barbarian 
  archetype)
  Bear? (Su): The barbearian gains Basic Magical Training 
  as a bonus feat, selecting the Bear sphere. If she already 
  possesses the casting class feature, she instead gains the 
  Bear sphere or a talent from that sphere as a bonus talent. 
  The barbearian may select talents from the Bear sphere 
  in place of rage powers.
  This replaces fast movement.
  Bear! (Su): While raging, the barbearian gain the bene-
  fits of a bear spirit. She treats her class level as her caster 
  level for determining the effects of this bear spirit while 
  raging, but the duration is always the length of the rage. 
  These caster levels stack normally with those from other 
  sources. Unlike most magical effects, the barbearian may 
  use sphere effects from the Bear sphere while raging.
  When activating a bearacteristic while raging, the bar-
  bearian may spend 1 round of rage in place of a spell point.
  This replaces the morale bonus to Strength and 
  Constitution gained while raging, but otherwise counts 
  as rage for all purposes.
  Ursine Fury: At 11th level, the barbearian gains a +1 bo-
  nus on melee attack rolls, melee damage rolls, and thrown 
  weapon damage rolls while channeling a bear spirit.
  This replaces greater rage
  Tireless Bear: At 17th level the barbearian is no lon-
  ger fatigued after entering a rage, even if using the Angry 
  Bear Bear sphere talent.
  This modifies tireless rage.
  Section 3
  Class Features
  
  to his Bearacteristic talents, even those that normally re-
  quire an action to activate. 
  At any time, the bearon may spend the action required 
  to use a bearacteristic (a standard action, in the case of 
  an attack action) and spend any required spell points to 
  allow one target under the effects of his bear spirit to 
  activate and use that bearacteristic, even if it is not their 
  turn.
  This replaces enhanced tactics.
  Call In A Bear: The bearon’s network of contacts 
  stretches beyond the cities and settlements and extends 
  deep into the wilds. The following options replace those 
  granted by the call in a specialist logistics specialty:
  Care Bear: The bearon gains the service of a bear whose 
  tender fur and caring disposition lifts the spirits of any 
  who interact with it. The presence of this bear doubles 
  the effectiveness of healing effects used outside of com-
  bat, and grants a +2 benefit to all caster level or magical 
  skill checks made to overcome or remove poison, dis-
  ease, curses, or any other harmful effects.
  Circus Bear: The bearon gains the service of a bear with 
  expert levels, whose combined CR + class levels are equal 
  to the bearon’s class level -3. This bear possesses a bonus 
  to one Perform skill plus one other non-Intelligence skill 
  of the bearon’s choice equal to the commander’s class lev-
  el. The circus bear will not follow the commander into 
  combat or dangerous locations, but otherwise will per-
  form skill checks with its skills however the commander 
  directs.
  Honey Bear: The bearon gains the service of a bear that 
  who will gather food from the wild on behalf of the 
  bearon. This bear can provide food and shelter for up to 
  1 Medium humanoid per class level per day without slow-
  ing down the party’s movement. This bear can also forage 
  for food while the party is engaged in other activities, 
  providing them with sufficient food whenever they re-
  turn to a pre-determined campsite where the honey bear 
  is waiting.
  Silly Old Bear: The bearon gains the service of a bear 
  sage; this bear has an Intelligence of 10, speaks com-
  mon, and has a bonus to all Knowledge checks equal to 
  the commander’s class level. This bear can perform any 
  Knowledge check on behalf of the commander, or can 
  spend 5 days researching a single question (effectively 
  taking 20 on that particular Knowledge check).
  Child of Hope (druid 
  archetype)
  There are many who find themselves more at home in 
  the wilds than in the confines of a city. For some, they 
  are wild children who forsake civilization in exchange 
  for the world of animals, but the child of hope is not so. 
  Children of hope serve as bridges between the woods and 
  the settlements, bringing the comforts of civilization to 
  the animals and forging peace between the two worlds. 
  If you ever see someone having a tea party with a rabbit, 
  an owl, a tiger, a piglet, and a bear, they are most likely a 
  child of hope.
  Proficiencies: A child of hope is proficient with simple 
  weapons, as well as light armor and bucklers. In addition, 
  if this is the character’s first level in any class, he may 
  select a martial tradition of his choice.
  This modifies weapon and armor proficiencies.
  Casting: A child of hope may combine spheres and tal-
  ents to create magical effects. The child of hope is con-
  sidered a High-Caster and uses Wisdom as his casting 
  ability modifier. (Note: All casters gain 2 bonus talents 
  and may select a casting tradition the first time they gain 
  the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The child of hope gains a small reservoir of 
  energy he can call on to create truly wondrous effects, 
  called a spell pool. This pool contains a number of spell 
  points equal to his level + his Wisdom modifier (mini-
  mum 1). This pool replenishes once per day after roughly 
  8 hours of rest.
  Blended Training: A child of hope gains a combat or 
  magic talent every time he gains a class level. Children 
  of hope use their casting ability modifier as their practi-
  tioner modifier.
  Bear Guardian: A child of hope is always accompanied 
  by a guardian, and as the spirits of all that is good in the 
  world, the bears oversee this job. A child of hope must 
  select animal companion for their nature bond, and must 
  select a bear as their animal companion. This animal 
  companion has an Intelligence of at least 6 and begins 
  speaking one language the child of hope knows.
  This replaces nature sense and modifies animal compan-
  ion, but counts as animal companion for all purposes.
  Familiar: At 4th level, the child of hope gains a familiar, 
  as the wizard class feature, treating their druid levels as 
  wizard levels for this purpose. 
  
  This replaces wild shape.
  Empower Bear (Su): Beginning at 4th level, the child 
  of hope’s bear companion gains access to any Bear tal-
  ents the child of hope possesses. The bear companion is 
  considered to always be channeling a bear spirit and may 
  activate any Bear talent it possesses on its turn, spending 
  the child of hope’s spell points as if they were its own 
  (the child of hope may always choose not to allow their 
  spell points to be used in this fashion, in which case the 
  action used to activate the bearacteristic is wasted). If a 
  bearacteristic normally has a duration of ‘until the end of 
  the bear spirit’, it’s duration becomes 1 minute per caster 
  level’ instead.
  Speak with Animals (Ex): At 10th level, the child 
  of hope gains the ability to speak with and understand 
  the speech of animals. If the child of hope possesses the 
  Speak with Animals Nature sphere talent, he may imme-
  diately retrain it for a different magic talent.
  Animal Friend: At 16th level, the child of hope gains 
  the Animal Friend Nature sphere talent as a bonus talent. 
  If he already possesses this talent, he instead gains a dif-
  ferent magic talent of his choice.
  While they must still spend a spell point and activate 
  this talent to call an animal of a specific type to them, 
  the talent’s effect of increasing the attitude of animals 
  towards the child of hope is considered to always be in 
  effect; all animals begin with an attitude improved by 1 
  step towards the child of hope. Animals can still have 
  their attitude reduced to hostile and animal companions 
  will always attack if directed by their master, but for the 
  most part, wild animals will not attack the child of hope 
  unless provoked. 
  Friend to All Animals: At 20th level the child of hope 
  gains a 2nd familiar. All animals have their starting atti-
  tude towards the child of hope increased by an additional 
  step.
  Incanter Specialization
  Bear Companion (Su): You gain an animal compan-
  ion, as the druid class feature, treating your incanter lev-
  els as druid levels for this purpose. This companion must 
  be a bear, and begins with an Intelligence of 6.
  Bear Speech (Ex): You may speak and understand the 
  language of bears, and wild bears begin with an attitude 
  of neutral towards you instead of unfriendly.
  Divine Bear: At 8th level, you gain the ability to, once 
  per day as a full-round action, magically call your bear to 
  your side. This ability is the equivalent of a sphere effect. 
  You may use this ability once per day at 8th level, plus an 
  additional time per day for every 4 levels thereafter, for a 
  total of four times per day at 20th level.
  At 11th level, the bear gains the advanced creature 
  template.
  At 15th level, the bear gains spell resistance equal to your 
  incanter level + 11.
  Prodigy Imbue 
  Sequence
  Bearing (imbue): The prodigy gains one bearacteristic. 
  Bearacteristics that require additional spell point costs 
  must have the additional cost paid.
  Bear Rush (finish): As a standard action,the prodigy 
  may summon a mass of bears, trampling and mauling all 
  creatures in a line 10-ft. wide by 10-ft. long per link in her 
  sequence. Creatures in this area must succeed on a Reflex 
  save or be knocked prone and take 1d6 bludgeoning and 
  slashing damage per character level.
  Item Crafting
  Range: personal
  Duration: 1 minute/caster level
  Effect: Apply a bear spirit to the target, as the base Bear 
  sphere.
  Complexity
  Improved Bear Spirit: You may give a target bearac-
  teristics, or the ability to activate a bearacteristic once 
  per bear spirit, by improving the complexity by +1, +1 per 
  spell point required. To give a target unlimited uses of a 
  bearacteristic, the complexity increases by +3, +2 per spell 
  point required.
  
  Bear Troops
  When a caster uses the Arctic Circle advanced Bear tal-
  ent, they can summon a troop of bears. The following 
  troops are available to be summoned, provided the caster 
  has the required caster level.
  Black Bear Troops
  Black Bear Troop cr 9
  XP 9,600
  N Medium animal (troop)
  Init +5; Senses low-light vision, scent; Perception +10
  Defense
  AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
  hp 130 (12d8+60+12 toughness)
  Fort +13, Ref +13, Will +6
  Defensive Abilities troop traits
  offense
  Speed 40 ft.
  Melee troop (3d6+5 plus grab)
  Space 20 ft.; Reach 5 ft.
  sTaTisTics
  Str 20, Dex 20, Con 20, Int 2, Wis 14, Cha 8
  Base Atk +9; CMB +14 (+18 grapple); CMD 19
  Feats Endurance, Intimidating Prowess, Run, Skill Focus 
  (Perception), Skill Focus (Survival), Toughness
  Skills Climb +12, Intimidate +8, Perception +10, Survival 
  +6, Swim +14; Racial Modifiers +4 Swim
  Grizzly Bear Troop
  Grizzly Bear Troop cr 13
  XP 25,600
  N Large animal (troop)
  Init +5; Senses low-light vision, scent; Perception +12
  Defense
  AC 22, touch 14, flat-footed 17 (+5 Dex, +8 natural, -1 size)
  hp 179 (14d8+98+14 toughness)
  Fort +16, Ref +14, Will +8
  Defensive Abilities troop traits
  offense
  Speed 40 ft.
  Melee troop (4d6+8 plus grab)
  Space 30 ft.; Reach 5 ft.
  sTaTisTics
  Str 26, Dex 20, Con 24, Int 2, Wis 14, Cha 8
  Base Atk +10; CMB +19 (+23 grapple); CMD 24
  Feats Endurance, Intimidating Prowess, Iron Will, Run, 
  Skill Focus (Perception), Skill Focus (Survival), Toughness
  Skills Climb +15, Intimidate +11, Perception +12, Survival 
  +6, Swim +17; Racial Modifiers +4 Swim
  Section 4
  Bestiary
  
  Dire Bear Troop
  Dire Bear Troop cr 16
  XP 76,800
  N Large animal (troop)
  Init +9; Senses low-light vision, scent; Perception +15
  Defense
  AC 26, touch 15, flat-footed 20 (+6 Dex, +11 natural, -1 
  size)
  hp 266 (18d8+98+14 toughness)
  Fort +20, Ref +17, Will +11
  Defensive Abilities troop traits
  offense
  Speed 40 ft.
  Melee troop (6d6+11 plus grab)
  Space 30 ft.; Reach 5 ft.
  sTaTisTics
  Str 32, Dex 22, Con 28, Int 2, Wis 16, Cha 12
  Base Atk +13; CMB +25 (+29 grapple); CMD 31
  Feats Endurance, Improved Initiative, Intimidating 
  Prowess, Iron Will, Run, Skill Focus (Intimidate), Skill 
  Focus (Perception), Skill Focus (Survival), Toughness
  Skills Climb +18, Intimidate +18, Perception +15, Survival 
  +8, Swim +20; Racial Modifiers +4 Swim
  Multibear
  Possibly the greatest and most feared of all bears, the 
  multibear is a gentle soul unless provoked. Multibears ap-
  pear to be enormous dire bears, but they gain additional 
  arms and heads as they age, gaining as many as six heads 
  by the end of their lives.
  Multibears can live for thousands of years, and just like 
  dragons are usually content to spend long periods of time 
  ‘hibernating’, leaving their lairs only when hunting for 
  food, and even that infrequently. Like dragons, multi-
  bears are also solitary and shrewd, making powerful al-
  lies or terrible enemies for those lesser beings that catch 
  their attention.
  Despite living in caves, multibears are often fond of the 
  pleasures of humanoid civilization, often taking interest 
  in music and books. Those wishing to approach a mul-
  tibear safely would do well to bring a bard or a gift to 
  smooth negotiations.
  Multibears possess the following traits unless otherwise 
  noted:
  Claws and Bites: Multibears begin with 3 claw at-
  tacks and two bite attacks (three arms and two heads). 
  They gain an additional arm and head, with the subse-
  quent claw and bite attacks, for every age category they 
  advance.
  Bear Casting: A multibear is considered a High-Caster, 
  but can only cast the Bear sphere and have no casting 
  tradition. They gain a spell pool as normal for a High-
  Caster, and use Wisdom as their casting modifier. Like all 
  casters, a multibear begins with two magic talents, which 
  must be chosen from the Bear sphere. A multibear is al-
  ways considered to be channeling a bear spirit, but any 
  bearacteristics with a duration that normally lasts until 
  the end of a bear spirit instead have a duration of 1 min-
  ute per caster level.
  Blended Training: Multibears gain the Behemoth 
  combat tradition. They gain an additional talent for ev-
  ery Hit Die they possess.
  
  Multibear, Cub
  MulTiBear, cuB cr 5
  XP 1,600
  N Medium magical beast (multibear)
  Init +3; Senses low-light vision, scent; Perception +9
  Defense
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 47 (5d8+20+5 toughness)
  Fort +8, Ref +7, Will +3
  offense
  Speed 40 ft.
  Melee 3 claws +6 (1d4+3 plus grab), 2 bites +6 (1d4+3)
  Special Attacks shove +6 touch (3)
  Space 5 ft.; Reach 5 ft.
  MaGic
  Caster Level 5th; MSB +5; MSD 16; Concentration 
  +6; Tradition None; CAB Wis
  Spell Points 6
  Bear Sphere - DC 13; Talents Angry Bear, Beary Scary, 
  Grin and Bear It
  sTaTisTics
  Str 17, Dex 17, Con 18, Int 12, Wis 12, Cha 12
  Base Atk +3; CMB +7 (+11 grapple); CMD 19 (23 vs. trip)
  Feats Run, Skill Focus (Survival), Toughness
  Martial Tradition Behemoth, PAM Wis, DC 12
  Talents Athletics ((swim) package, Mobile Striker), 
  Brute (Focused Might, Quick Force, Smash, Stampede)
  Skills Climb +11, Perception +9, Survival +12, Swim +15; 
  Racial Modifiers +4 Swim
  Languages Common, Giant
  ecoloGy
  Environment cold or temperate forests, caves and 
  underground
  Organization solitary, pair, or family (2-6 cubs, plus 1-2 
  adults) 
  Treasure standard
  Multibear, Juvenile
  MulTiBear, Juvenile cr 9
  XP 6,400
  N Large magical beast (multibear)
  Init +5; Senses low-light vision, scent; Perception +15
  Defense
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 
  size)
  hp 125 (10d8+70+10 toughness)
  Fort +14, Ref +8, Will +7
  offense
  Speed 40 ft.
  Melee 4 claws +13 (1d6+7 plus grab), 3 bites +13 (1d8+7)
  Special Attacks shove +13 touch (10)
  Space 10 ft.; Reach 5 ft.
  MaGic
  Caster Level 10th; MSB +10; MSD 21; Concentration 
  +12; Tradition None; CAB Wis
  Spell Points 12
  Bear Sphere - DC 17; Talents A Step Too Fur, Angry 
  Bear, Beary Scary, Bears Love Honey, Grin and Bear It, 
  Grizzly Attitude, Hibernation
  sTaTisTics
  Str 25, Dex 13, Con 24, Int 14, Wis 14, Cha 14
  Base Atk +7; CMB +15 (+19 grapple); CMD 26 (30 vs. 
  trip)
  Feats Improved Initiative, Iron Will, Run, Skill Focus 
  (Survival), Toughness
  Martial Tradition Behemoth, PAM Wis, DC 15
  Talents Athletics ((swim) package, Mobile Striker), 
  Brute (Focused Might, Greater Shove, Quick Force, 
  Smash, Stampede)
  Skills Climb +20, Intimidate +12, Perception +15, Survival 
  +21, Swim +24; Racial Modifiers +4 Swim
  Languages Common, Giant, Gnoll
  ecoloGy
  Environment cold or temperate forests, caves and 
  underground
  Organization solitary or pair
  Treasure standard
  
   Multibear, Old
  MulTiBear, olD cr 15
  XP 51,200
  N Huge magical beast (multibear)
  Init +5; Senses low-light vision, scent; Perception +34
  Defense
  AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, -2 
  size)
  Resist cold 10, fire 10
  hp 279 (22d8+154+22 toughness)
  Fort +20, Ref +14, Will +13
  offense
  Speed 40 ft.
  Melee  5 bites +26 (2d6+12), 6 claws +27 (2d6+12 plus grab)
  Special Attacks shove +26 touch (20)
  Space 15 ft.; Reach 10 ft.
  MaGic
  Caster Level 22th; MSB +22; MSD 33; Concentration 
  +26; Tradition None; CAB Wis
  Spell Points 26
  Bear Sphere - DC 25; Talents A Step Too Fur, Beary 
  Hairy (5), Angry Bear, Beary Scary, Bears Love Honey, 
  Grin and Bear It, Grizzly Attitude, Hibernation, Smarter 
  Than the Average Bear, Unbearable Rawr, Ursine Blow
  sTaTisTics
  Str 35, Dex 12, Con 25, Int 18, Wis 18, Cha 18
  Base Atk +16; CMB +30 (+34 grapple); CMD 41 (45 vs. 
  trip)
  Feats Greater Vital Strike, Improved Initiative, 
  Improved Natural Attack (Claw), Improved Vital Strike, 
  Iron Will, Run, Skill Focus (Perception), Skill Focus 
  (Survival), Toughness, Vital Strike, Weapon Focus (Claw)
  Martial Tradition Behemoth, PAM Wis, DC 22
  Talents Athletics ((swim) package, Mobile Striker), Brute 
  (Drop, Focused Might, Giant, Greater Shove, Muscular 
  Surge, Quick Force, Smash, Stampede, Takedown, Titan)
  Skills Climb +37, Diplomacy +26, Intimidate +26, 
  Perception +34, Sense Motive +26, Survival +34, Swim +41; 
  Racial Modifiers +4 Swim
  Languages Common, Draconic, Dwarven, Giant, Gnoll
  ecoloGy
  Environment cold or temperate forests, caves and 
  underground
  Organization solitary or pair 
  Treasure standard
  Multibear, Adult
  MulTiBear, aDulT cr 12
  XP 19,200
  N Huge magical beast (multibear)
  Init +4; Senses low-light vision, scent; Perception +29
  Defense
  AC 22, touch 8, flat-footed 22 (+14 natural, -2 size)
  Resist cold 2, fire 2
  hp 225 (18d8+126+18 toughness)
  Fort +18, Ref +11, Will +11
  offense
  Speed 40 ft.
  Melee  4 bites +21 (2d6+10), 5 claws +22 (2d6+10 plus grab)
  Special Attacks shove +21 touch (16)
  Space 15 ft.; Reach 10 ft.
  MaGic
  Caster Level 18th; MSB +18; MSD 29; Concentration 
  +21; Tradition None; CAB Wis
  Spell Points 21
  Bear Sphere - DC 22; Talents A Step Too Fur, Beary 
  Hairy, Angry Bear, Beary Scary, Bears Love Honey, Grin 
  and Bear It, Grizzly Attitude, Hibernation, Smarter Than 
  the Average Bear, Unbearable Rawr, Ursine Blow
  sTaTisTics
  Str 31, Dex 11, Con 25, Int 16, Wis 16, Cha 16
  Base Atk +13; CMB +25 (+29 grapple); CMD 35 (39 vs. 
  trip)
  Feats Improved Initiative, Improved Natural Attack 
  (Claw), Iron Will, Run, Skill Focus (Perception), Skill 
  Focus (Survival), Toughness, Vital Strike, Weapon Focus 
  (Claw)
  Martial Tradition Behemoth, PAM Wis, DC 19
  Talents Athletics ((swim) package, Mobile Striker), Brute 
  (Drop, Focused Might, Giant, Greater Shove, Muscular 
  Surge, Quick Force, Smash, Stampede, Takedown, Titan)
  Skills Climb +31, Diplomacy +21, Intimidate +21, 
  Perception +29, Survival +29, Swim +35; Racial Modifiers 
  +4 Swim
  Languages Common, Dwarven, Giant, Gnoll
  ecoloGy
  Environment cold or temperate forests, caves and 
  underground
  Organization solitary, pair, or family (2-6 cubs, plus 1-2 
  adults)
  Treasure standard
  
  Multibear, Ancient
  MulTiBear, ancienT cr 19
  XP 204,800
  N Huge magical beast (multibear)
  Init +6; Senses low-light vision, scent; Perception +35
  Defense
  AC 32, touch 10, flat-footed 30 (+2 Dex, +22 natural, -2 
  size)
  Resist cold 10, fire 10
  hp 405 (26d8+260+26 toughness)
  Fort +25, Ref +17, Will +15
  offense
  Speed 40 ft.
  Melee  6 bites +32 (2d6+15), 7 claws +33 (2d6+15 plus grab)
  Special Attacks berserking (22 hp), brutal strike (+38), 
  shove +32 touch (24)
  Space 15 ft.; Reach 10 ft.
  MaGic
  Caster Level 26th; MSB +26; MSD 37; Concentration 
  +31; Tradition None; CAB Wis
  Spell Points 31
  Bear Sphere - DC 28; Talents A Step Too Fur, Beary 
  Hairy (5), Angry Bear, Beary Scary, Bears Love Honey, 
  Grin and Bear It, Grizzly Attitude, Hibernation, Smarter 
  Than the Average Bear, Unbearable Rawr, Ursine Blow
  sTaTisTics
  Str 40, Dex 14, Con 30, Int 20, Wis 20, Cha 20
  Base Atk +19; CMB +36 (+40 grapple); CMD 47 (51 vs. 
  trip)
  Feats Extra Combat Talent (2), Greater Vital Strike, 
  Improved Initiative, Improved Natural Attack (Claw), 
  Improved Vital Strike, Iron Will, Run, Skill Focus 
  (Perception), Skill Focus (Survival), Toughness, Vital 
  Strike, Weapon Focus (Claw)
  Martial Tradition Behemoth, PAM Wis, DC 24
  Talents Athletics ((swim) package, Mobile Striker), 
  Berzerker (Advancing Carnage, Beat Down, Bone-
  Breaker, Bloody Counter, Sanguine Invigoration), Brute 
  (Drop, Focused Might, Giant, Greater Shove, Muscular 
  Surge, Quick Force, Smash, Stampede, Takedown, Titan)
  Skills Bluff +31, Climb +14, Diplomacy +31, Intimidate 
  +31, Perception +39, Sense Motive +31, Survival +39, Swim 
  +45; Racial Modifiers +4 Swim
  Languages Common, Draconic, Dwarven, Giant, 
  Gnoll, Goblin
  ecoloGy
  Environment cold or temperate forests, caves and 
  underground
  Organization solitary or pair 
  Treasure standard
  
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
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  Keene, Ryan Ricks, Owen Stephens
  Spheres of Might © 2017, Authors: Adam Meyers, Michael Sayre, Andrew 
  Stoeckle, N. Jolly
  
  The Bear Sphere
  The Bear Sphere
  The Bear Sphere is an impawsible creation: the majesty and power of the bear 
  distilled into a playable form for your Pathfinder table.
  To be honest, you probably shouldn’t use this sphere. Despite years of game 
  development experience, nothing could have koalafied us to handle a topic as 
  awe-inspiring as bear magic. Grizzly old mages shy away from it in fear, dru-
  ids bearly have the courage to acknowledge it exists, and clerics paws before 
  inticing their patron deities for its unfathomable power.
  But if you’re still reading this, then I can only assume you have looked upon 
  the ursom power of bear magic and still desire it for yourself. So come, fellow 
  traveler, and witness the beary best that can be found. Behold the fursome 
  strength that can be yours.
  Behold the Bear
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/The Bear Sphere.pdf