One of my players wanted to play an urskan (armoured bear) from frostburn, so I came up with the following rules for a monster class. Useful suggestions for improvement would be appreciated, as would any other comments.

The Urskan is an ECL 9 monster found within Frostburn on page 159. It is also known as the armoured bear.

A reminder about monster classes. You may only take it if you are the race listed with it, i.e. the underpowered one, not the ECL 9 one or a different race. You MUST start at first level, and you CANNOT stop until you have completed all levels in the class, e.g. an Urskan with 6 levels in Urskan could not then take levels in another class on the gestalt side that he has put Urskan on, however, after achieving his ninth level in Urskan, he may advance other classes on that side normally.

Monster Class: Urskan

Level
Hit Dice
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skill Points
Special

1st
1d10
+1
+2
+2
+0
(2 + Int mod) x4
Feat, +2 Dex, +1 natural armour, scent 10 ft, 2 claws 1d4, bite 1d6, swim speed 10 ft.

2nd
2d10
+2
+3
+3
+0
(2 + Int mod)
+2 strength, +2 constitution, cold subtype, surefooted, swim speed 20 ft.

3rd
2d10
+2
+3
+3
+0
-
+2 strength, +2 natural armour, +10 feet movement, 2 claws 1d6

4th
3d10
+3
+3
+3
+1
(2 + Int mod)
Feat, +2 strength, +2 constitution, scent 20 ft, rend, bite 1d8, swim speed 30 ft.

5th
3d10
+3
+3
+3
+1
-
+2 strength, +3 natural armour, 2 claws 1d8

6th
4d10
+4
+4
+4
+1
(2 + Int mod)
+2 strength, +2 constitution, large size, +10 ft. movement, swim speed 40 ft.

7th
4d10
+4
+4
+4
+1
-
+2 strength, +4 natural armour, scent 30 ft, bite 2d6

8th
5d10
+5
+4
+4
+1
(2 + Int mod)
+2 strength, +2 constitution

9th
5d10
+5
+4
+4
+1
-
+2 constitution, +5 natural armour, powerful charge



Racial Traits (ex):

+2 intelligence, +2 wisdom, +2 charisma
Base land speed 30 feet.
Darkvision 60 feet
Low light vision
+8 racial bonus on hide checks while unarmoured within snow or icy terrain.
+8 racial bonus on swim checks to perform special actions or avoid hazards, it can always choose to take 10 on a swim check, even when rushed or threatened, it can use the run action while swimming, providing it swims in a straight line.
Weapon and Armour Proficiency: An urskan is proficient with the steel claw (light weapon, 1d8 damage m, 1d6 s, 1d12 l, 19-20 *2 critical), the great hammer, and light, medium and heavy armour and all shields (except tower shields).
Languages: Regional plus Urskan
Favoured Class: Barbarian or Fighter.