A battle can be won by a solitary man, but it is only with help that one may win a war. People can make for great allies, but people are also fallible, capable of making fatal mistakes that cost you victory. The group of machinists calling themselves the Ursa Corps eliminate the wild card factor of their companions by fashioning a powerful mech that obeys their every command as they carve a path through swathes of enemies.

The ursa corps is an archetype of the machinist class.

Limit Breaks

At 1st level, the ursa corps gains use of the following limit break.

Saint of Iron (Ex): This limit break allows the ursa corps to put their iron bear into overdrive, burning, crushing, and perforating any and all who stand in their way while coming out unharmed. For 1 round per stack consumed as a swift action, the iron bear gains temporary hit points equal to twice its HD, damage reduction/- equal to the ursa corps’ level, and adds the ursa corps’ Intelligence modifier to all attack rolls and to its Armor Class as an insight bonus. While this limit break is active, the duration that the iron bear can be deployed does not go down.

This replaces the creative capitulation limit break.

Iron Bear (Ex)

At 1st level, all ursa corps are issued a collapsible mech unit called an iron bear. Though the base template is universal, the ursa corps may customize it as she wishes, fitting different kinds of weapons and armor or other tools to it. Normally, the iron bear is made to be mounted (and thus is one size category larger than the ursa corps that made it), but such is not always the case. While mounted, the ursa corps typically devotes all of their actions to piloting the iron bear, and the ironbear automatically collapses into its portable form when not in use; if the ursa corps is still mounted on the iron bear when it collapses, she is harmlessly ejected. Once activated, the iron bear consumes a large amount of power, lasting for 3 rounds + 1 round per machinist level, at which point it must spend at least 1 minute in dormancy before being used again.

Like other constructs, the iron bear does not regain hit points through rest. Instead, it must be repaired, whether manually or by magic; healing spells and effects do not work, but those that instead repair items do. Repairing it manually restores 1d10 hit points for every 5 minutes of work done on it, making a Craft (mechanical) skill check with a DC of 10 + the iron bear’s HD. For every 5 by which the ursa corps exceeds this DC, they restore an additional 1d10 hit points. If the iron bear is reduced to 0 hit points or otherwise destroyed, the iron bear cannot be used again without being repaired to at least half of its maximum hit points, and each Craft (mechanical) check requires 10 minutes instead of 5 minutes.

All iron bears have a base set of statistics, as shown on the table below, which are then modified by its primary function. The software of the iron bear grants it some semblance of sentience, allowing it to choose feats and skills as though it has an Intelligence score of 3, although it can only make use of these while being piloted.

Table: Iron Bear Base Statistics

Class Level HD BAB Saves Skills Feats Armor Bonus Str/Dex Bonus Special
1st 1 1 0 2 1 2 0
2nd 2 2 0 4 1 3 1 Arms Race
3rd 3 3 1 6 2 3 1 Learned Pilot
4th 3 3 1 6 2 3 1 Evasion
5th 4 4 1 8 2 4 2 Ability score increase
6th 5 5 1 10 3 4 2
7th 6 6 2 12 3 5 3
8th 6 6 2 12 3 5 3 Advanced Pilot
9th 7 7 2 14 4 5 3
10th 8 8 2 16 4 6 4 Ability score increase
11th 9 9 3 18 5 6 4
12th 9 9 3 18 5 7 5
13th 10 10 3 20 5 7 5 Expert Pilot
14th 11 11 3 22 6 7 5 Improved Evasion
15th 12 12 4 24 6 8 6 Ability score increase
16th 12 12 4 24 6 8 6
17th 13 13 4 26 7 9 7
18th 14 14 4 28 7 9 7 Master Pilot
19th 15 15 5 30 8 9 7
20th 15 15 5 30 8 10 8

Class Level: This is the character’s machinist level.

HD: This is the total number of d10 Hit Dice the iron bear possesses. As a construct, the iron bear has no Constitution score, and thus does not gain bonus hit points from a high Constitution modifier. Unlike other constructs, however, the iron bear does not gain bonus hit points based on its size category; rather, the iron bear gains bonus hit points for each Hit Die, equal to the ursa corps’ Intelligence modifier.

BAB: This is the iron bear’s base attack bonus, which is equal to its HD.

Saves: These are the iron bear’s base saving throw bonuses. As a construct, they have no good saving throws.

Skills: This lists the iron bear’s total skill ranks. The iron bear does not have an actual Intelligence score, but may still make proper skill checks as though it has one. The iron bear may only place skill ranks in skills associated with Strength, Dexterity, or Wisdom. If the iron bear ever acquires an Intelligence score, it suffers no penalty to the skill points it may have for low Intelligence, but it does gain bonus skill points for having a high Intelligence score, and it may put ranks in any skill.

Feats: This is the total number of feats possessed by an iron bear. The iron bear may choose any feats for which it qualifies. When choosing feats that call for specific weapon groups, such as Weapon Focus or Improved Critical, the iron bear must choose (arms race) to apply the bonus to the weapons granted by the arms race ability, e.g. Weapon Focus (monk) does not grant a +1 to attack rolls with the bear fist, despite it being a knuckle claw, nor does Improved Critical (firearms) apply to the minigun. If the ursa corps or iron bear possesses a teamwork feat, neither the ursa corps nor the iron bear are acceptable allies for each other when using these feats.

Armor Bonus: This is the iron bear’s base armor bonus. The bonus stems from all of the composite plating used in the iron bear’s creation, and is treated as heavy armor for a nonhumanoid creature of the appropriate size, despite it being bipedal; this applies a -4 armor check penalty to skill checks and -10 ft. penalty to its movement speed. The iron bear is considered proficient with all forms of armor when qualifying for feats, but can only wear armor specifically made for it by the ursa corps. As long as the limitations based on size and shape are observed, the ursa corps can make custom armor plating for the iron bear, using special materials or having it enchanted as an otherwise normal suit of armor.

Str/Dex Bonus: Add this modifier to the iron bear’s Strength and Dexterity scores.

Arms Race (Ex): Upon constructing the iron bear, the ursa corps can choose to give it two natural attacks, those being a claw that inflicts 1d6 damage, or a slam that inflicts 1d8 damage, assuming that the iron bear is Large (modify these dice based on the iron bear’s ultimate size category). The iron bear can have one of each or two of the same kind of attack, as decided by the ursa corps. However, at 2nd level, the ursa corps’ options for arming their iron bear expand, allowing for the following options:

  • Bear Fist: The iron bear replaces one of its natural attacks with a size-appropriate knuckle claw that deals bludgeoning and slashing damage instead of piercing and slashing damage, and if it is the only weapon that the iron bear has attacked with that round, adds its full Strength modifier to the damage roll, rather than half. If the iron bear has two bear fists, then the offhand attacks still only add half of the Strength modifier, as normal. If the iron bear possesses the Double Slice feat, then both bear fists add the full Strength modifier to damage.
  • Minigun: The iron bear replaces one of its natural attacks with a rotating machine gun that inflicts 2d4 piercing damage with a range increment of 60 feet; the minigun can only fire as an automatic weapon.
  • Railgun: The iron bear replaces one of its natural attacks with a railgun that deals 1d10 piercing damage with a critical threat range of 19-20/x2 and a range increment of 100 feet; the railgun functions as a semi-automatic weapon.
  • Salamander: The iron bear replaces one of its natural attacks with a flamethrower. As a standard action, the iron bear inflicts 1d6 fire damage plus the ursa corps’ Intelligence modifier in a 30 ft. line. At every odd HD, the iron bear increases this damage by 1d6. A Reflex save (DC 10 + ½ machinist level + machinist’s Intelligence modifier) halves this damage. Upon reaching a base attack bonus of +6, the iron bear can use the flamethrower as part of a full attack, replacing the attack being made at the highest base attack bonus, or apply it to all enemies in a 30 ft. cone as it sweeps the area as a full-round action.
  • Security Bear: The iron bear replaces one of its natural attacks with a shield projector. While the iron bear is deployed, it generates a barrier of light that grants it a +4 shield bonus, and applies to touch attacks. The iron bear can make shield bashes with it as though it is a heavy shield of the appropriate size, but the shield cannot be enchanted or made of special materials. Rather, at 6th, 11th, 15th, and 19th level, the shield bonus increases by 1.
  • V-35: The iron bear replaces one of its natural attacks with a grenade launcher. As a standard action, the iron bear makes a single ranged touch attack with a range increment of 20 feet with the grenade, which deals 1d6 bludgeoning and physFire damage plus the ursa corps’ Intelligence modifier on a direct hit. At every odd HD, the iron bear increases this damage by 1d6, which is not multiplied on a critical hit or through use of feats like Vital Strike. The grenade also deals splash damage, inflicting the minimum damage that the grenade would deal to all enemies adjacent to the target (a grenade that would inflict 2d6+4 damage would always inflict 6 bludgeoning and physFire damage to all adjacent targets), or to the landing point of the grenade if it misses. Those caught in the area of the splash damage may make a Reflex save (DC 10 + ½ machinist level + machinist’s Intelligence modifier) for half damage. Upon reaching a base attack bonus of +6, the iron bear can fire a grenade as part of a full attack.
  • Vanquisher: The iron bear replaces one of its natural attacks with a rocket launcher. As a standard action, the iron bear fires a single missile at a target within 50 feet, inflicting 1d6 damage that counts as either physFire or physPoison, whichever is most advantageous, to one square and all squares adjacent to it. At every odd HD, the iron bear increases this damage by 1d6. Those caught in the area may make a Reflex save (DC 10 + ½ machinist level + machinist’s Intelligence modifier) for half damage. Upon reaching a base attack bonus of +6 the iron bear can fire a rocket as part of a full attack, replacing the attack being made at the highest base attack bonus, or the iron bear can make a full attack of nothing but rockets, making touch attack rolls; though such attacks cannot make critical hits, they still are automatic hits on a natural 20 and an automatic miss on a natural 1.

Two of these options can be selected at any one time. By taking 5 minutes of work, the ursa corps can replace one weapon with another; if the weapon being replaced is customized somehow, such as being enchanted, the customized weapon remains available for reattachment later. Weapons granted by this ability only work for the iron bear for which they were originally made; an ursa corps cannot take a weapon made for her iron bear and attach it to another. All of these options have unlimited ammunition and do not need to reload, but the ammunitions are only accessible by and usable in the weapons granted by this ability.

Learned Pilot (Ex): The iron bear uses the ursa corps’ Reflex saves rather than its own, if higher, while being piloted.

Evasion (Ex): If an iron bear is subjected to an effect that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The iron bear adds +1 to one of its ability scores.

Advanced Pilot (Ex): The iron bear uses the ursa corps’ Dexterity modifier to determine its Armor Class, rather than its own. If the ursa corps is not piloting the iron bear, then the iron bear uses its own Dexterity modifier.

Expert Pilot (Ex): While piloting the iron bear, the ursa corps adds her Intelligence modifier to two of the iron bear’s saving throws of her choice.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an iron bear takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Master Pilot (Ex): While piloting the iron bear, the ursa corps can use a swift, move, or standard action of her own, despite her actions normally being occupied by piloting the iron bear.

The base stat block of an iron bear is thus:

Size: Large; Speed: 40 ft. (30 ft. with armor); AC +2 armor; Attacks: claw (1d6), slam (1d8); Ability Scores: Str 18, Dex 16, Con —, Int —, Wis 13, Cha 1; Special Qualities: construct traits

This replaces the aetherotransformer and combat tools abilities.

Mods (Ex)

At 2nd level, the ursa corps can enhance her iron bear with various modifications that make her and her robot a force to be reckoned with. Every even level after that (4th, 6th, 8th, etcetera), she can choose another modification. If she is willing to put in the effort, the ursa corps can change out one mod for another, at a cost of 300 gil and 3 days of work, after which she makes a Craft (mechanical) check (DC 15 + iron bear's HD). If she succeeds, she may select a different mod. If she fails, then the money and time is wasted, and she must try again. All prerequisites must be met for the ursa corps and the iron bear to be able to use a mod; if any of her mods no longer meet all prerequisites after changing out a mod, they are invalidated and unusable until either replaced or the prerequisites are met again.

Armored Infantry: The iron bear’s plating is reinforced and rearranged, making it stronger without being too heavy. The iron bear’s armor bonus increases by 2. This mod can be taken multiple times; its effects stack.

Auto Bear: The iron bear's computer is enhanced and reprogrammed, allowing for autonomy, at the cost of a number of advantages. The iron bear gains an Intelligence score of 11, can use its ability score increases on Intelligence, and can operate independently of the ursa corps, with no need for her to pilot it. However, it loses its immunity to mind-affecting abilities, and the effects of the learned pilot, advanced pilot, expert pilot, and master pilot abilities if the ursa corps is not piloting it though it adds the ursa corps' Intelligence modifier to its Will saves while not being piloted. If it fails a saving throw against any effect that inflicts lightning damage, the iron bear is also staggered for 1 round, no save, and bypassing any immunities. This mod is not usable in conjunction with the iron cub mod. Prerequisite: Machinist 4

Behind the Iron Curtain: This mod lets the iron bear turn its shield into a durable force field, leaving it awash with a protective, soft blue light. This force field grants the iron bear bonus hit points equal to five times its HD, and all damage inflicted onto the iron bear goes through these hit points first. The force field also has fast healing equal to the iron bear’s HD, but if the force field is brought to 0 hit points, it dissipates and neither it nor the shield granted by Security Bear are usable for 24 hours. Prerequisite: Security Bear, Armored Infantry

Biofuel: The iron bear can consume the remains of its victims to grant succor to itself and its pilot. As a swift action, whenever the iron bear is within reach of the body of a corporeal creature it has killed or destroyed, it can completely destroy the body, and grant both itself and the ursa corps a number of temporary hit points equal to 2 per HD of the creature consumed, and divide them amongst itself and the ursa corps. These temporary hit points last for 1 minute and stack with each other (up to 50% of either its or the ursa corps’ maximum hit points), but not with other sources of temporary hit points. Prerequisite: Machinist 4

Chemical Warfare: This mod replaces the fuel used for the Salamander weapon with caustic fluids designed to melt away enemies instead of burning them. The damage inflicted by the Salamander flamethrower is replaced with poison and physWater, whichever is most advantageous, and ignores all damage reduction and hardness. This mod reduces the time that the iron bear can be active per deployment by 1 round. Prerequisite: Salamander, Machinist 4

Double Time: The iron bear establishes a link with the ursa corps, the both of them sharing their energy to speed each other up. While the iron bear is deployed, both it and the ursa corps increase their base land speed by +10, so long as they have line of sight to each other.

Force Feedback: This mod allows the iron bear to channel the concussive energy of its attacks and kickstart its defenses. If the iron bear’s force field granted by the behind the iron curtain mod has been shut down and the iron bear scores a confirmed critical hit while the force field is deactivated, the iron bear can recover the force field with a number of hit points equal to the iron bear’s HD, and regains its fast healing ability, but at half power. Once the force field is restored to full, then the force field works as normal. This mod can only be activated once per day. Prerequisite: Security Bear, Armored Infantry, Behind the Iron Curtain, Machinist 10

General Winter: This mod fills the bullets of the minigun with a gel that freezes on contact with the air. All targets struck by the minigun take an additional +2 ice damage for every 3 HD the iron bear possesses. If the iron bear has 6 HD or more, a creature hit twice or more in one round by the minigun is staggered for 1 round, and is inflicted with the Slowed condition for 3 rounds on a critical hit; a Fortitude save (DC 10 + ½ machinist level + machinist’s Intelligence modifier) reduces the effect to being staggered for 1 round. Objects struck must also make this save.

Hammerdown Protocol: This mod replaces the incendiary elements of the Vanquisher rocket with highly virulent, corrosive toxins, focusing on penetrating an enemy's resistances. All damage inflicted by the Vanquisher rockets becomes physPoison, inflicts +1 physPoison damage per damage die, and treats those affected as though they have been afflicted with one application of Imperil (poison), stacking with other applications of Imperil (poison). This mod prevents the iron bear from firing more than one rocket per round. Prerequisite: Vanquisher, Machinist 6

Hell on Rails: This mod gives the bullets fired by the iron bear’s railgun a special coating that ignites upon being fired. All shots fired by the railgun inflict an additional amount of fire damage equal to the ursa corps' Intelligence modifier, with a maximum equal to her machinist level.

Iron Cub: The iron bear is made one size category smaller, lowering its Strength score by 2 and increasing its Dexterity score by 2, decreasing the damage inflicted by all of its arms race options by one size category, and applying all other modifications based on size. It gains an Intelligence score of 11, can use its ability score increases on Intelligence, and can operate independently of the ursa corps. However, it loses its immunity to mind-affecting abilities, and the effects of the learned pilot, advanced pilot, expert pilot, and master pilot abilities, as it cannot be piloted at all, and it also lowers its total hit points by 2 per HD. If it fails a saving throw against any effect that inflicts lightning damage, the iron cub is also staggered for 1 round, no save, and bypassing any immunities. This mod is not usable in conjunction with the auto bear mod.

Molten Roar: This mod changes the Salamander’s mode of firing from a jet of flame into a concussive orb. When using the Salamander flamethrower, instead of affecting a 30 ft. line and prompting a Reflex save, the iron bear makes a ranged touch attack with a 40 ft. range. A critical hit only doubles the initial damage die + the ursa corps’ Intelligence modifier; the increased damage dice offered by the Salamander at higher levels is not multiplied. Prerequisite: Salamander, Machinist 4

My Little Friend: The iron bear gains an extra limb to which more weapons may be mounted. While deployed, the iron bear can have another weapon active for use, chosen from the following upon deployment: minigun, railgun, or Salamander. The damage of the weapon is calculated as though the iron bear were one size smaller, e.g. a Large iron bear’s extra minigun would inflict 1d6 piercing damage, a railgun would inflict 1d8 piercing damage, and a Salamander would inflict 1d4 fire damage. All attack rolls the iron bear makes take a -2 penalty while the third arm is in use, and the weapon cannot be enchanted or made of any special material. Prerequisite: Machinist 8

Never Going to Give You Up: The iron cub draws empowerment from a sense of accomplishment stemming from performing well for the ursa corps. Once per round, the iron cub can avoid consuming the duration of its deployment for 1 round whenever the iron cub or ursa corps inflict one of the following status effects upon an enemy: blinded, confused, dazed, deafened, frozen, immobilized, impaired, imperiled, nauseated, paralyzed, poisoned, pyretic, sapped, silenced, slowed, stopped, or stunned. The method of inflicting these conditions does not matter, so long as they are inflicted by either the iron cub or the ursa corps, and the two are within at least 30 feet of each other and have line of sight. Prerequisite: Iron Cub, Biofuel, Machinist 6

Nitrotrinadium Engines: The iron bear’s engines are far more efficient and have an increased power capacity, increasing the number of rounds it may be deployed by 4. This mod may be taken multiple times; its effects stack.

Pull the Holy Pin: This mod uses explosive compounds made from materials infused with holy-elemental energy. The iron bear’s V-35 grenades inflict 1 less damage per die, but the damage they inflict is bludgeoning and physHoly, rather than bludgeoning and physFire. Prerequisite: V-35

Rushin’ Offensive: Once per deployment, the iron bear can make a full attack while moving at half speed. The iron bear cannot have any obstacles in its way or be moving through difficult terrain when moving. Prerequisite: Machinist 6

Shockhammer: This mod electrifies the iron bear’s melee attacks, making them especially deadly. When making attacks with the bear fist, claw, or slam, the attack inflicts an additional +1d6 lightning damage for every 5 HD of the iron bear, to a maximum of +3d6 lightning damage at 15 HD. Having this mod in effect reduces the total number of rounds the iron bear can be deployed by 2. Prerequisite: Machinist 6

Some for the Road: When the iron bear’s deployment ends or it is destroyed, the ursa corps has one single firearm she has equipped reloaded to full capacity as a free action.

Specialist Bear: When all of the weapons wielded by the iron bear are the same kind, such as two claws or two railguns, all attacks made with them inflict +2 damage.

Stainless Steel Bear: The iron bear's armor plating is coated with various materials and polymers, making an effective barrier against a multitude of attacks. The iron bear gains resistance to all elements except for dark and holy, equal to the ursa corps' class level. This mod can be chosen up to three times, with the second one adding dark and holy to the elements it resists, and the third increasing the resistance to 1-½ times the ursa corps' class level.

Target Softening: This mod lessens the direct impact of the iron bear's Vanquisher rockets, but in return brings an enemy’s weaknesses out for all to see. Vanquisher rockets inflict -2 damage for each damage die (to a minimum of 1 damage), but enemies struck directly by the rocket suffer one of the following effects, as chosen by the ursa corps on impact:

  • The target suffers a penalty to its Armor Class equal to the ursa corps' Intelligence modifier.
  • The target suffers a penalty to Fortitude and Reflex saves equal to 1 + 1 for every HD it has.
  • The target is inflicted with one application of Imperil (Fire) and Imperil (Poison).

These effects last for a number of rounds equal to the ursa corps' Intelligence modifier. The effects of this ability stack, but any single effect can only be applied once. Successive uses of this mod increase the duration of all effects applied by 1 round, but this increase can only be applied once per round, and only up to a total number of rounds equal to the ursa corps' Intelligence modifier. Creatures within the blast radius who make a successful Reflex save for half damage also avoid these effects. Creatures struck directly by the rocket do not get a saving throw. Prerequisite: Vanquisher, Machinist 6

This replaces the gadgetry ability.

Scrappy (Ex)

An important part of staying alive is being able to swap one’s armaments on the fly. At 4th level, the ursa corps gains use of the Quick Draw and Mixed Combat feats, ignoring prerequisites, but can only use them after having moved at least 10 feet that round. At 8th level, she can use the feats normally.

This replaces the item lore ability.

The Iron Bank (Ex)

At 9th level, the ursa corps has figured out how to modify her firearms to fit more ammunition than the standard models. All light handguns, one-handed handguns, shotguns, and longarms that are not automatic increase their ammo capacity by 2. All automatic firearms increase their ammo capacity by 10, effectively giving them another burst fire volley. This only applies to the firearms while being wielded by the ursa corps; the modification is too unwieldy for anyone else to use properly.

This replaces the aethero-upgrade ability.

Feature Creep (Ex)

At 10th level, an ursa corps is able to effectively divide her attention between her iron bear and other projects she happens to be working on. When spending downtime to craft an item (minimum of 8 hours), she may replace one mod on her iron bear with another, following all the normal rules for doing so as described in the ability’s entry, except that she does not take 3 days or spend 300 gil to do it. She may only swap out one mod per day.

This replaces the reassemble ability

Robotics Expert (Ex)

When crafting constructs with this ability, the ursa corps is not under any circumstance able to make an additional iron bear.

This clarifies the robotics expert ability.

Fired Up (Ex)

At 13th level, an ursa corps can, when making a full attack with a firearm, make an additional attack at the cost of taking a -2 penalty on all attack rolls as part of the attack. This stacks with the Rapid Reload feat, both in terms of penalty and the number of attacks made, and is not subject to the penalty reduction of semi-automatic firearms.

This replaces the swift gadgetry ability.

Superior Firepower (Ex)

At 16th level, the ursa corps has mastered the art of hitting where it hurts. All firearms she wields herself, not those that may be equipped on her ironbear, are treated as one size category larger when determining the damage dice.

This replaces the aethero-enhancement ability.