Looks like there is no such thing as enough bears in Iron Chef.

Quote Originally Posted by Ogar
Overview:
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Ogar, CE Aeshkrau Illumian

Ranger / Barbarian / Unseelie Dark Hunter / Bear Warrior

Abilities:
STR: 16
DEX: 12
CON: 14
INT: 12
WIS: 14
CHA: 10
(All level-up points go into STR)

Aesh sigil: +1 bonus per power sigil on STR checks and STR-based skill checks
Krau sigil: +1 bonus per power sigil to caster level (max of character level)
Aeshkrau power word: May use STR to determine bonus spells per day

Languages: Common, Illumian, Sylvan
HD: 8 + 9d12 + 10d6

Ogar
{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Ranger 1|
+1
|
+2
|
+2
|
+0
|Hide +4 (4), Intimidate +2(cc) (2), K: Nature +4 (4), K: Arcana +2(cc) (2), Move Silently +4 (4), Ride +4 (4), Survival +4 (4)|Track (b), Mounted Combat|FE: Fey, Spiritual Connection

2nd|Ape Totem Barbarian 1|
+2
|
+4
|
+2
|
+0
|Hide +0.5(cc) (4.5), Move Silently +1(cc) (5), Ride +1 (5), Survival +1 (5)||Rage 1/day, Climb Speed (1/2 base land speed)

3rd|A. T. Barbarian 2|
+3
|
+5
|
+2
|
+0
|Hide +0.5(cc) (5), Move Silently +1(cc) (6), Ride +1 (6), Survival +1 (6)|Improved Initiative|+2 bonus on Intimidate checks

4th|A. T. Barbarian 3|
+4
|
+5
|
+3
|
+1
|K: Arcana +0.5(cc) (2.5), Move Silently +1(cc) (7), Ride +1 (7), Survival +1 (7)|Power Attack (b)|

5th|A. T. Barbarian 4|
+5
|
+6
|
+3
|
+1
|K: Arcana +0.5(cc) (3), Move Silently +1(cc) (8), Ride +1 (8), Survival +1 (8)||Rage 2/day

6th|Unseelie Dark Hunter 1|
+5
|
+8
|
+5
|
+1
|Intimidate +1(cc) (3), K: Arcana +1(cc) (4), Ride +1 (9)|Mounted Fury|Spells, Low-Light Vision, Wild Empathy

7th|Unseelie Dark Hunter 2|
+6
|
+8
|
+5
|
+1
|Climb +1 (1), K: Nature +1 (5), Intimidate +1(cc) (4), Ride +1 (10)||Fast Mount (+10), Fast Movement (+10)

8th|Unseelie Dark Hunter 3|
+7
|
+9
|
+6
|
+2
|Climb +1 (2), Intimidate +1(cc) (5), Ride +1 (11), Survival +1 (9)||Darkvision

9th|Bear Warrior 1|
+8
|
+11
|
+6
|
+2
|Intimidate +3 (8), Skill trick "Dismount Attack"|Obtain Familiar|Bear Form (black)

10th|Unseelie Dark Hunter 4|
+9
|
+11
|
+7
|
+3
|Intimidate +1(cc) (9), Survival +1 (10), Skill trick "Never Outnumbered"||Uncanny Dodge

11th|Unseelie Dark Hunter 5|
+9
|
+11
|
+7
|
+3
|Climb +1 (3), Intimidate +1(cc) (10), Ride +1 (12), Survival +1 (11)||Fast Mount (+20), Fast Movement (+20)

12th|Bear Warrior 2|
+10
|
+12
|
+7
|
+3
|Climb +2 (5), Intimidate +2 (12), Ride +1 (13)|Improved Familiar (Howler)|

13th|Bear Warrior 3|
+11
|
+12
|
+8
|
+4
|Climb +1 (6), Intimidate +2 (14), Ride +1 (14), Survival +1 (12)||Scent (Ex)

14th|Bear Warrior 4|
+12
|
+13
|
+8
|
+4
|Climb +1 (7), Intimidate +2 (16), Ride +1 (15), Survival +1 (13)||

15th|Bear Warrior 5|
+13
|
+13
|
+8
|
+4
|Climb +2 (9), Intimidate +2 (18), Ride +1 (16)|Intimidating Rage|Bear Form (brown)

16th|Unseelie Dark Hunter 6|
+14
|
+14
|
+9
|
+5
|Climb +1 (10), Intimidate +1(cc) (19), Ride +1 (17), Survival +1 (14)||Scent (Su)

17th|Unseelie Dark Hunter 7|
+15
|
+14
|
+9
|
+5
|Climb +1 (11), Intimidate +1(cc) (20), Ride +1 (18), Survival +1 (15)||Improved Uncanny Dodge

18th|Unseelie Dark Hunter 8|
+16
|
+15
|
+10
|
+5
|Climb +2 (13), Intimidate +1(cc) (21), Ride +1 (19)|Arcane Strike|Fast Mount (+30), Fast Movement (+30)

19th|Unseelie Dark Hunter 9|
+16
|
+15
|
+10
|
+5
|Climb +1 (14), Intimidate +1(cc) (22), Ride +1 (20), Survival +1 (16)||Freedom of Movement

20th|Unseelie Dark Hunter 10|
+17
|
+16
|
+11
|
+6
|Climb +1 (15), Intimidate +1(cc) (23), Ride +1 (21), Survival +1 (17)||Discern Location[/table]


Spells:
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Spells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-|-

4th|-|-|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-|-

6th|-|0|-|-|-|-|-|-|-|-

7th|-|1|-|-|-|-|-|-|-|-

8th|-|2|0|-|-|-|-|-|-|-

9th|-|2|0|-|-|-|-|-|-|-

10th|-|3|1|-|-|-|-|-|-|-

11th|-|3|2|0|-|-|-|-|-|-

12th|-|3|2|0|-|-|-|-|-|-

13th|-|3|2|0|-|-|-|-|-|-

14th|-|3|2|0|-|-|-|-|-|-

15th|-|3|2|0|-|-|-|-|-|-

16th|-|3|3|1|-|-|-|-|-|-

17th|-|3|3|2|0|-|-|-|-|-

18th|-|3|3|3|1|-|-|-|-|-

19th|-|3|3|3|2|-|-|-|-|-

20th|-|3|3|3|3|-|-|-|-|-[/table]

Spells known:
ECL 6: Detect Magic, Mount
ECL 7: Spider Climb
ECL 8: Locate Object, Invisibility
ECL 10: Expeditious Retreat, Bull's Strength
ECL 11: Haste, Fly
ECL 16: Pass Without Trace, Phantom Steed
ECL 17: Dimension Door, Freedom of Movement
ECL 18: Clairaudience/Clairvoyance, Improved Invisibility
ECL 20: Locate Creature


Story:
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Ogar's mother, the Queen of Air and Darkness, is a wonderful and kind creature who only wants what's best for everyone. At least, that's what all the unseelie courtiers say, especially when Ogar's around. Everyone knows that Ogar was actually spirited away from her real parents (a little substitute left in her place, at least for a while) when she was just a child, of course, but no one would dare to say anything about that. Those brave enough to ask the Queen what she saw in this Illumian changeling could get nothing out of Her Majesty except that she foresaw the potential of wild power written in the sigils slowly orbiting the child's head. No one alive is or was foolish enough to press Her Majesty for more information, so the matter is usually left at that, even today.

Regardless of Her Majesty's true motives, she had Ogar raised in her court and used the young Illumian to track down her enemies and unruly subjects. Ogar grew up among the wild forests and hunts of the land of the fey, very accustomed to riding off in search of whatever (or whomever) the Queen desires. She grew up equally comfortable riding across the wild moors and meadows, climbing into the dense canopies of the woods to lie in wait, gathering information from the plants and animals themselves in the language of the forest, and simply tailing a target on foot. Ogar rarely speaks, but those who raise her ire say that they can see some of her mother's legendary fury in the girl's most wrathful moments.

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A barbarian who knows her way around the forest, Ogar starts out as a frontline fighting woman with plenty of out-of-combat utility. She's quite good at mounted combat and rides a warhorse whenever she gets the chance, though she's far from helpless on foot. Her climb speed can come in handy whether she's in the forest or in the dungeon. For obvious reasons, she favors using a lance, though she keeps a greatsword slung across her back just in case. She's stealthy enough to tail someone when she's tracking them, and Spiritual Connection (which allows her to speak with plants and animals 3/day) is useful whether she needs to ask where her quarry went, find out whether anything nasty lives in that cave, or just ask which branches are safe to climb on.


Her Majesty's plans are subtle and far-reaching, and although many were surprised when she granted her so-called child a measure of arcane power, none dared question it. Upon swearing her new and formal vows to Her Majesty, Ogar felt a calling in her soul, as though a friend were reaching out to her. When she asked permission to reach out in return, Her Majesty just smiled an icy smile and ordered Ogar to wait, saying that the newly appointed Dark Hunter needed to wait for a greater power to awaken within her.

The Queen of Air and Darkness is capricious, but her words are rarely to be disregarded. Sure enough, as Ogar explored her newly bestowed gifts, she did indeed feel a power awaken within her, roaring to life as though woken from a long winter's hibernation. The new awareness that Ogar felt and the new wind-kissed speed with which she moved excited and delighted her, but her greatest thrill came when she felt the power of a beast yawn and rumble to life within her. While Ogar had long been aware that a wild and emotional power yearned to be unleashed from her heart, she had never before felt her bestial instincts overtake her quite so literally in body and soul. Perhaps it was a side effect of the magic that the Queen had granted her, and perhaps it came from the call she felt from the power that burned to be shared, but whatever the source, Ogar discovered the feral instincts necessary to transform herself into a bear in the heat of the distorting battle-rage that caused her features to warp and spasm. What's more, as she felt the call in her soul beg more and more strongly to be shared with others, she found that her primal fury was not contained to just herself; instead, when she felt her rage overcome her, she saw that her faithful steed had likewise taken the form of a charging bear. Even though it was a little bit difficult to stay in the saddle when the change swept over them, Ogar's skill in the saddle also applied while she was riding bearback.

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Ogar can now use a bit of magic, which is primarily useful out of combat. It is not useless in combat, though, and serves as a nice backup when she's not raging. Her greatest new asset, though, is not only that she now turns into a bear when she rages but also that she can share the effects of her rage (including improved rages, such as bear form) with her mount. She moves fast, her mount moves fast, and they can both turn into bears when the time is right.


The bear resting in Ogar's soul had awoken from its long sleep, but as she explored the powers that it granted her over her own form and that of her steed, she found that the call in her soul had not quieted. She could still feel a friend calling out to her, as simultaneously close and far as a dream. When Her Majesty informed her that it was time to answer her friend's call, Ogar was overjoyed. Stilling her raging emotions in ritual meditation, Ogar called forth a familiar spirit. As she completed the ritual, she saw a Howler sitting patiently in front of her. Ogar felt that she knew it already, and addressed it as though she were unsure if she had just met an old friend for the first time in far too long. ". . . Jile?" The creature nodded, and without another word Ogar saddled up and rode off on the Howler's back, best friends acting on the Queen's latest mission.

Ogar and Jile made an excellent team. The two ran as one, fought as one, and transformed into bears as one. They learned to track by scent, unleash bigger and stronger bear forms, and use the raw scariness of a stack of bears to send their enemies fleeing, as all proper prey should. Ogar's skill with the Queen's arcane gifts continued to grow, learning enough tricks that none who saw her in action would confuse her for an axe-wielding simpleton. Even in bear form, she was able to channel raw power through what she called "the Queen's rage," her muscles crackling with an awe-inspiring amount of energy.

Nowadays, it seems that the Queen was right to spirit away this particular little changeling. Whether she's a spellslinging Illumian on Howlerback or a bear-riding bear surging with arcane might, she's one of the most feared and respected forces in the Wild Hunt.

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Ogar and Jile work very well together. She has enough spells to provide herself and her familiar with basic buffs like Haste and Fly if she doesn't have a support caster, and she has Arcane Strike to burn off any slots she doesn't need. Jile also gets the benefit from Intimidating Rage, and since two successful demoralize attempts can render an enemy Frightened, the Bear Tower o' Fear can be quite useful. Ogar can't cast while raging, but she can still use Arcane Strike to burn off her excess spells . . . and since her bonus spells are based on STR, she gets quite a few extra slots in bear form. Freedom of Movement, both the spell and the class feature, makes her hard to pin down, and Discern Location's uses should be obvious.



Strategy and Recommended Items:
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Ogar is a frontliner through and through. No small amount of the build's power comes from the ability to channel her powers through her mount, a situation that only improves when her familiar becomes her mount and she gains the ability to share her spells. While she is by no means a wizard, she has enough spellpower to cover the basics and get to the face-bashing. Ogar trades away Wild Empathy from her Ranger class because it doesn't stack with the Wild Empathy she gets from Unseelie Dark Hunter; the same might be said of the Fast Movement she trades away from her Barbarian class, though this is slightly more ambiguous. Regardless, both she and her mount have no shortage of mobility. Her mount falters a bit at the higher levels but before Jile hits the scene, but Mounted Combat helps keep the warhorses safe and the ability to turn them into bears keeps them useful; if nothing else, the Mount spell means that you don't have to take a favorite steed into a suicide mission. Her Krau sigil boosts her caster level up high enough to qualify for Obtain Familiar and Improved Familiar. An exotic saddle is necessary to ride a bear or a Howler, but Ogar has enough ranks in Ride that she can easily handle the 5 penalty for an inappropriate mount.

Ogar carefully trades away the Fast Movement, Wild Empathy, and Uncanny Dodge that she gets before taking Unseelie Dark Hunter, thereby ensuring that she gets the most benefit out of the PrC.

As for items, be aware that Bear Form functions as Polymorph, which functions as Alter Self, which says that you keep any equipment that could still be used.
In addition to basic stat boosters, defensive gear, and so on, if she has the choice, a wand of Lion's Charge (SpC) (ideally in a wand chamber) serves Ogar extremely well, since her Ranger class allows her to use it. Anything that enhances Rage boosts both Ogar and her mount. Ogar's Will save is kinda low, so if your GM will allow you to buy Iron Will through the Otyugh Hole (CS), it'd probably be worthwhile to do so. If there's any question about whether or not Jile can benefit from Intimidating Rage (I believe that it falls under "improved forms of rage," but I allow that some people may not like it), you may want to invest in Fearsome (DotU) barding. Before Jile comes online, if you GM rules that it is "trained for war," a Clockwork Steed (MM4) is a decent mount (and, honestly, quite funny). Mouthpick weapons (LoM) are good for Jile and, arguably, for Ogar; you may or may not need to have an Unseen Servant or something similar equip it on the newly bear-shaped Ogar, but in any case Jile can get some use out of one.


Variants:
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If Flaws are allowed, you can take Power Attack without Ape Totem Barbarian, thus freeing up Fast Movement to be traded away for the oh-so-sweet Pounce (Spirit Lion Totem, CC). If you do so, Climb becomes less important, so you can take Jump or something else instead. Alternately, you could use two flaws to get Ride-By Attack and Spirited Charge. Still alternately, Wild Cohort is always an option for getting a scaling mount before you can ride your familiar.

You can pull off a similar build with a Small race (thereby fitting more easily on a mount in enclosed spaces), but the loss of the Krau sigil means that you'll have a lower caster level, thereby making you end up with a Medium (and weaker) Improved Familiar (like a Hell Hound or Krenshar) instead of a Large one. The tradeoff is that you'll have an easier time fitting in cramped spaces, but you'll have a lower caster level and you won't get all the lovely bonus spells from Aeshkrau.


Sources:
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Player's Handbook (Ranger, Barbarian, feats, spells)
Complete Warrior (Bear Warrior, Arcane Strike, Intimidating Rage, Improved Familiar)
Complete Arcane (Obtain Familiar)
Monster Manual (Howler, Black Bear, Brown Bear)
Complete Scoundrel (Never Outnumbered, Dismount Attack)
Complete Champion (Spiritual Connection)
Unearthed Arcana (Ape Totem Barbarian)
Races of Destiny (Illumian)
Fey Features (Unseelie Dark Hunter)
Random Encounters: Wild Life (Mounted Fury)