PDA

View Full Version : D&D 3.x Class Fury Medium (3.5, Base Class, Request)



Zaydos
2016-01-21, 10:40 PM
Original request


a combination of a sorceror and a barbarian ("gish" type class) as a solid tier 3

So I gave it a shot trying to go for a class that will not (like warblade) be argued to merely be high tier 4. I am not sure if I succeeded, or if it is really different enough from PF's Bloodrager to justify itself but I had to give it a go.


Fury Medium

A Fury Medium is a primitive warrior mage. Not blessed with great magical bloodlines, nor the chance to study all the secrets of reality and bend them to conscious will, a fury medium has taken a route that is more easily available. They have opened themselves to spirits both mortal and immortal making themselves a conduit of energies beyond their full control. These spirits fill them and they learn to invoke the powers of spirits to shift the world to their will.

Adventures: Fury Mediums sometimes search for sites of natural magical power and wellsprings of energy seeking to increase their mastery of the spirits they serve and command. Other times they actively work to create new 'furies' by stirring the anger of populaces

Characteristics: A Fury Medium channels spirits of rage, courage, valor, and wrath, a whole category of violent spirits that they call furies. Furies range from primordial spirits of the formation of the world, to merely ancestors and minor entities born from collective hate that a city may feel. To call these furies a medium's patron would be incorrect, while some Fury Medium work to serve these furies, for most they are simply forces to be directed and controlled. A Fury Medium is a warrior, the force of battle is part of directing these forces, mixing sword with spell upon the field of conflict using one as readily as the other, flowing through the chaos of battle.

Alignment: Fury Mediums can be of any alignment. The subjugation of one's self into the rage-filled state of fury that one suffers when one channels a fury is repugnant to many a Chaotic soul, but being lost in rage is something which more than a few Lawful beings object to. Fury Mediums lean slightly away from Good, allowing an entity of anger and rage fill you is an act that appeals more to Evil than Good.

Religion: Fury Mediums sometimes revere the furies as minor deities springing from animistic communities. These are relatively rare, while reverence of the highest orders of furies is not unheard of, when you recognize them as fundamentally the same sort of entity as those you control it is hard to revere them as gods. War gods are another common object of reverence by Fury Mediums, in ways they are like even the greatest furies taken a step further.

Background: Fury Mediums are taught not born. While the art is simpler than wizardry it is still one which requires dedicated study. Fury mediums are usually taught in an apprenticeship with an older medium, though sometimes they learn from books and tomes. The apprenticeship usually ends either once they have learned to open themselves to the spirits, or when they have learned to control themselves while channeling.

Other Classes: Fury Mediums are sort of like magic using barbarians. They tend to be more accepted by barbarians, rangers, and druids than other mages, as they wield a simpler more natural form of arcane magic. Conversely those likely to see them as warriors first tend to find Fury Mediums more acceptable than most warriors due to their magical talents.

Races: Fury Mediums are most commonly humans. They take readily to spirits of warfare entering them. Dwarves are often tempted, but they are more likely to lack the necessary strength of self to anchor a Fury. Other common races rarely take to the art, gnomes and halflings lack the inclination to warfare and elves find the whole thing lacking in elegance.

The monstrous races are more likely to turn towards channeling furies. Orcs lack the bloodlines for sorcery, and the training for wizardry, but those who can successfully anchor a fury find the art appealing; it is more acceptable to the orcish way of life than pure devotion to magic for a fury medium is a warrior as much as if not more than a mage. Hobgoblins use fury mediums as shock troopers, and they are common among bugbears.

Role: Fury mediums are natural gishes. They are capable of matching a barbarian blow for blow without the aid of their magic, allowing them to be potent front line combatants. They are conversely capable of wielding a variety of arcane spells to help in nearly any foreseeable situation allowing them to fulfill a variety of roles.

GAME RULE INFORMATION
Fury Mediums have the following game statistics.
Abilities: A fury medium's Charisma determines their spellcasting. Their Strength and Constitution are used in their role as front line combatants, as is their Dexterity. A fury medium can find means to ditch Wisdom and Intelligence.
Alignment: Any.
Hit Die: d10
Starting Age: As fighter/medium.
Starting Gold: 5d4x10 (100 GP).

Class Skills: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Fury Medium
Fury Medium


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

Spells per Day

Spells Known

0lvl
1st
2nd
3rd
4th
5th
6th
0lvl
1st
2nd
3rd
4th
5th
6th


1st

+1

+2

+0

+2
Channel Fury
2
-
-
-
-
-
-
3
-
-
-
-
-
-



2nd

+2

+3

+0

+3
Pact Boon
3
1
-
-
-
-
-
4
1
-
-
-
-
-

3rd

+3

+3

+1

+3
Furious Power
4
2
-
-
-
-
-
5
2
-
-
-
-
-

4th

+4

+4

+1

+4

4
3
1
-
-
-
-
5
2
1
-
-
-
-

5th

+5

+4

+1

+4
Pact Boon
4
4
2
-
-
-
-
5
3
2
-
-
-
-

6th

+6

+5

+2

+5
Furious Power
4
4
3
-
-
-
-
5
3
2
-
-
-
-

7th

+7

+5

+2

+5
-
4
4
3
1
-
-
-
5
3
3
1
-
-
-

8th

+8

+6

+2

+6
Pact Boon
4
4
4
2
-
-
-
5
3
3
2
-
-
-

9th

+9

+6

+3

+6
Furious Power
4
4
4
3
-
-
-
5
3
3
2
-
-
-

10th

+10

+7

+3

+7
Channel Greater Fury
4
4
4
3
1
-
-
5
3
3
3
1
-
-

11th

+11

+7

+3

+7
Pact Boon
4
4
4
4
2
-
-
5
3
3
3
2
-
-

12th

+12

+8

+4

+8
Furious Power
4
4
4
4
3
-
-
5
3
3
3
2
-
-

13th

+13

+8

+4

+8
-
4
4
4
4
3
1
-
5
3
3
3
3
1
-

14th

+14

+9

+4

+9
Pact Boon
5
4
4
4
4
2
-
5
3
3
3
3
2
-

15th

+15

+9

+5

+9
Furious Power
5
5
4
4
4
3
-
5
3
3
3
3
2
-

16th

+16

+10

+5

+10
-
5
5
5
4
4
3
1
5
4
3
3
3
3
1

17th

+17

+10

+5

+10
Pact Boon, Tireless Channel
5
5
5
5
4
4
2
5
4
4
3
3
3
2

18th

+18

+11

+6

+11
Furious Power
5
5
5
5
5
4
3
5
4
4
4
3
3
2

19th

+19

+11

+6

+11

5
5
5
5
5
5
4
5
4
4
4
4
3
3

20th

+20

+12

+6

+12
Channel True Fury, Pact Boon
5
5
5
5
5
5
5
5
4
4
4
4
4
3


Weapon and Armor Proficiencies: A Fury Medium is proficient in all martial weapons, as well as light and medium armor and shields (except tower shields).

Because the somatic components required for fury medium spells are relatively simple, a fury medium can use any of their spells while wearing light or medium armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a fury medium wearing heavy armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass fury medium still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Spellcasting: A fury medium casts arcane spells as a sorcerer drawn from the sorcerer spell list with reduced spells per day and spells known as shown on the table above. However there are some special drawbacks and advantages of a fury medium's spellcasting. A fury medium may only use spell slots of their two highest spell levels while they are channeling a fury (see Channel Fury below). Spell with a duration of 1 minute/caster level or longer and not Permanent cast from these slots has their duration reduced to 1 round/caster level but if the duration was at least 10 minutes/caster level and the spell had a casting time of 1 standard action the casting time is reduced to 1 round. A channeling fury medium may choose to cast a lower level spell with these same modification, some furious powers (or feats) require such and call it casting them in channeled form. A fury medium also suffers a -2 penalty to their caster level when they are not channeling a fury, this increases to -4 if they have no rounds of Channel Fury remaining in the day.

Channel Fury (Su): A Fury Medium may allow furies to flow in and through them, using them to unlock a greater mastery of the magical power of the furies and increase their combat prowess. Starting at 1st level, a fury medium can channel furies for a number of rounds per day equal to 4 + their Constitution modifier. At each level after 1st, they can rage for 2 additional rounds. A fury medium can begin channeling a fury as a free action. The total number of rounds of channel fury per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a fury medium gains a +4 bonus to their Strength and Constitution. In addition, they take a –2 penalty to Armor Class and Will saves as they must struggle to maintain their equilibrium with the assault of the furies at their mind. The increase to Constitution grants the fury medium 2 hit points per Hit Dice, but these disappear when the channeling ends and are not lost first like temporary hit points. While channeling furies, a fury medium cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, Ride, Spellcraft, Tumble, and Use Magic Device) or any ability that requires patience or concentration besides casting Fury Medium spells and any concentration check made as part of such spells.

A fury medium can end their channeling as a free action and is fatigued after channeling for a number of rounds equal to 2 times the number of rounds spent channeling. A fury medium cannot begin channeling furies while fatigued or exhausted but can otherwise enter channel furies multiple times during a single encounter or combat. If a fury medium falls unconscious, their channel furies lasts until the start of their next turn and 1 round thereafter or until they die/are awakened, this extra round does not count against their daily rounds.

Pact Boon (Su): At 2nd level and every 3rd level thereafter (5th, 8th, 11th, 14th, 17th, and 20th) a fury medium gains a single Pact Boon from the list in the post below. These pact boons represent the spiritual powers the fury medium accumulates as a result of acting as a conduit for minor spirits of rage and combat. Most pact boons are always active, and all can be used without channeling a fury.

Furious Power (Su): At 3rd level and every 3rd level thereafter (6th, 9th, 12th, 15th, and 18th) a fury medium gains a single Furious Power from the list in the post below. Furious Powers represent the spiritual powers besides direct magical manipulation a fury medium gains when channeling furies. Each furious power only functions while channeling fury or costs rounds of Channel Fury.

Channel Greater Fury: At 10th level a Fury Medium learns to channel stronger furies. No longer do they deal with mortal spirits, but ancient vendettas and hatred. The fury felt between the orcish and dwarven races, the hatred of elves and goblinoids, and other undying spirits of fury. When channeling furies they now gain +6 to Strength and Constitution.

Tireless Channel: At 17th level a Fury Medium is no longer fatigued by acting as a conduit for the powers of fury.

Channel True Fury: At 20th level a Fury Medium learns to channel the strongest furies. They deal with almost god-like spirits of fury and valor from the dawn of history if not before. Primal entities that were not born of anger but gave birth to it. When channeling furies they now gain +8 to Strength and Constitution.

Zaydos
2016-01-21, 10:41 PM
Pact Boons

WiP Notes versions

Sense Magic: When a spell is cast, including from spell trigger or spell completion, or a spell-like ability is used within 30 ft of you know the direction and event. Spellcraft check (DC 15 + Spell level) identifies school and level. Min level 2.
Supported by Stone: Gain a +4 bonus on ability checks made to resist being bull rushed or tripped, as well as Grapple checks made to oppose being grappled, when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Min level 2.
Spirit’s Abstinence: Gain a +4 bonus on saves versus poison and disease. Min level 2.
Grand Fast: Go one month plus a number of days equal to your Constitution score without water before you need to begin making daily checks for thirst. Go three months without food and then begin making monthly checks. Min level 2.
Pact Hardened: Gain DR 1/-, may take multiple times, it stacks increasing min level by 3 each time it is taken. Min level 5.
Eternal Sentry: You do not need to sleep, you still need 8 hours of rest to recover spells. Min level 5.
Spirit’s Breath: You do not need to breathe. Min level 2.
Tongue of Spirits: Su Speak with Animals + Tongues. Min level 8.
Spirit’s Cleansing: Gain immunity to poison and disease. Requires Spirit’s Abstinence. Min level 8.
Spirit’s Warding: Gain immunity to any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). Requires Filled Vessel. Min level 5.
Beyond the Grasp of Death: Gain immunity to death spells, death effects, energy drain, and death from massive damage, add your class level to saves against coup de grace. Requires Escape the Grasp of Death. Min level 11.
Blessed of Water: Gain swim speed = land speed, and water breathing. Min level 2.
Sense Spirits: Detect the presence of spirits (spirit shaman def) within 60 ft as if with Blindsense. Min level 8.
Lifesense: Detect living creatures as if with Blindsense + Deathwatch; 60 ft range. Min level 14.
Wolf’s Nose: Gain scent. Min level 5.
Fast Movement: +10 ft enhancement to land speed when in light or medium armor. Min level 2.
Gifted Spell Resistance: Gain Spell Resistance 8 + Class level, increases to 12 + Class level if you have Greater Fury’s Warding. Min level 8. Requires Fury’s Warding.
Plentiful Pact: Gain 2 pact boons with a min level of at least 9 less than your current level, or 8 whichever is lower. Min level 11. May take Plentiful Pact multiple times each time the min level to take it is increased by 3.
Uncanny Dodge: As Barbarian ability. Min level 5th.
Improved Uncanny Dodge: As Barb ability. Min level 8th.
Bones of the Ancestors: Use self-only Hide from Undead as a Spell-like ability 1/day per Pact Boon you possess. Min level 2nd.
Death Mask: You gain Tomb Tainted soul as a bonus feat. Unintelligent undead cannot sense you as if you were under the effects of a continuous Hide from Undead if you do an act that would end this effect it automatically reactivates after 1 round. Requires Bones of the Ancestors.
Lingering Fury: When you gain this Pact Boon select a Furious Power which you possess with a Min Level of 6th or less. Gain its effects when not channeling. Min level 14th.
Wild Empathy: As a druid. Min level 2nd.

Zaydos
2016-01-21, 10:42 PM
Furious Powers:

Armor-bound Fury: You channel a fury into your armor as well as yourself giving it a fluidity like life. When channeling you may ignore an armor's armor check penalty and max Dexterity bonus to AC. Min level 3rd.
Bursting Elemental Fury: Your elemental energy bursts from your body in spears and licking tongues of fire or sound which seek out your enemies. Whenever you strike a creature or object (you may hit the ground to trigger this ability) with a melee attack adjacent enemies other than the target of your attack receive 2d6 damage of the energy dealt by your Elemental Fury Furious Power. If you have Greater Elemental Fury this energy goes further, dealing damage to creatures within 20 ft and inflicts 2d10 and on a crit inflicts an additional 2d10 if it has a x2 crit multiplier, 4d10 if it has x3, and 6d10 (for 8d10 total) if it has x4. Min level 9th. Requires Elemental Channeling and Elemental Fury.
Call Fury: You force a furry to manifest from the elements around you. By spending 4 rounds of Channel Fury as a standard action you may call a small fury to fight for you for 3 + Charisma modifier rounds, this fury appears within 25 ft + 5 ft/2 class levels and you are able to communicate with it telepathically. When you use this ability you must choose one element which is present in the square in which you call the fury, either Air, Earth, Fire, or Water. The fury gains the chosen subtype and if you chose air its fly speed increases to 80 ft and it gains +2 Dex, if you chose Earth it gains +2 Str and +3 natural armor, if you chose fire it gains the Fire subtype and any creature striking it in melee with a non-reach weapon or struck by it takes fire damage equal to 1/2 its hit dice, if you chose water it gains a swim speed equal to its fly speed and +2 Str (all as described in their variable element ability below); in addition this choice determines its base saves if it is Earth or Water it uses the number after the slash for Fortitude saves and the number before the slash for Reflex, if it is Air/Fire it uses the number before the slash for Fort and the number after for Ref. Beginning at 7th level you may spend 6 rounds to call a Medium Fury, at 9th level you may spend 9 rounds to call a Large Fury, at 11th you may spend 11 rounds to call a Huge Fury, at 13th level you may spend 14 rounds to call a Greater Fury, at 17th you may spend 16 rounds of Channel Fury to summon an Elder Fury, and at 20th you may spend 26 rounds to summon a Fury Monolith however if it is killed you suffer 2 negative levels. Min level 3rd.

Fury, Small
Small Elemental
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 Natural), touch 13, FF 14
Base Attack/Grapple: +1/-3
Attack: Slam +4 melee (1d4)
Full Attack: Slam +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft, Elemental Traits.
Saves: Fort +1/4, Ref +2/5, Will +0
Abilities: Str 10, Dex 15, Con 12, Int 4, Wis 11, Cha 11.
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Weapon FinesseB
Environment: Battlefields
Organization: Solitary
Challenge Rating: 1
Treasure: None.
Alignment: Usually Chaotic Neutral.
Advancement: 3 HD (Small)
Level Adjustment: -

Fury, Medium
Medium Elemental
Hit Dice: 4d8+8 (26 hp)
Initiative: +8
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 18 (+4 Dex, +4 Natural), touch 14, FF 14
Base Attack/Grapple: +3/+4
Attack: Slam +7 melee (1d6+1)
Full Attack: Slam +7 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft, Elemental Traits, Variable Element
Saves: Fort +3/6, Ref +5/8, Will +1
Abilities: Str 12, Dex 19, Con 14, Int 4, Wis 11, Cha 11.
Skills: Listen +3, Spot +4
Feats: Flyby Attack, Improved Initiative, Weapon FinesseB
Environment: Battlefields
Organization: Solitary
Challenge Rating: 3
Treasure: None.
Alignment: Usually Chaotic Neutral.
Advancement: 5-7 HD (Medium)
Level Adjustment: -

Fury, Large
Large Elemental
Hit Dice: 8d8+32 (68 hp)
Initiative: +10
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 20 (-1 size, +6 Dex, +5 Natural), touch 15, FF 14
Base Attack/Grapple: +6/+13
Attack: Slam +11 melee (1d8+2)
Full Attack: 2 Slams +11 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/-, Darkvision 60 ft, Elemental Traits, Variable Element
Saves: Fort +6/10, Ref +8/12, Will +2
Abilities: Str 16, Dex 23, Con 18, Int 6, Wis 11, Cha 11.
Skills: Listen +5, Spot +6
Feats: Flyby Attack, Improved Initiative, Power Attack, Weapon FinesseB
Environment: Battlefields
Organization: Solitary
Challenge Rating: 5
Treasure: None.
Alignment: Usually Chaotic Neutral.
Advancement: 9-15 HD (Large)
Level Adjustment: -

Fury, Huge
Huge Elemental
Hit Dice: 16d8+91 (168 hp)
Initiative: +10
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 21 (-2 size, +7 Dex, +6 Natural), touch 15, FF 14
Base Attack/Grapple: +12/+25
Attack: Slam +17 melee (2d6+5)
Full Attack: 2 Slams +17 melee (2d6+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/-, Darkvision 60 ft, Elemental Traits, Variable Element
Saves: Fort +11/16, Ref +12/17, Will +5
Abilities: Str 20, Dex 25, Con 22, Int 6, Wis 11, Cha 11.
Skills: Listen +9, Spot +10
Feats: Blind-Fight, Combat Reflexes, Flyby Attack, Hold the LineXPH, Improved Initiative, Power Attack, Weapon FinesseB
Environment: Battlefields
Organization: Solitary
Challenge Rating: 7
Treasure: None.
Alignment: Usually Neutral.
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Fury, Greater
Huge Elemental
Hit Dice: 21d8+126 (220 hp)
Initiative: +13
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 24 (-2 size, +9 Dex, +7 Natural), touch 17, FF 15
Base Attack/Grapple: +15/+29
Attack: Slam +22 melee (2d8+6)
Full Attack: 2 Slams +22 melee (2d8+6)
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: Damage Reduction 10/-, Darkvision 60 ft, Elemental Traits, Variable Element
Saves: Fort +13/18, Ref +16/21, Will +11
Abilities: Str 22, Dex 29, Con 22, Int 8, Wis 11, Cha 11.
Skills: Hide +7, Listen +12, Spot +12
Feats: Blind-Fight, Combat Reflexes, Epic WillE, Flyby Attack, Hold the LineXPH, Improved Initiative, Power Attack, Weapon FinesseB
Environment: Battlefields
Organization: Solitary
Challenge Rating: 9
Treasure: None.
Alignment: Usually Neutral.
Advancement: 22-23 HD (Huge)
Level Adjustment: -

Fury, Elder
Huge Elemental (Force, Extraplanar)
Hit Dice: 24d8+144 (252 hp)
Initiative: +14
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 26 (-2 size, +10 Dex, +8 Natural), touch 18, FF 16
Base Attack/Grapple: +18/+34
Attack: Slam +26 melee (2d8+8)
Full Attack: 2 Slams +26 melee (2d8+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: Damage Reduction 10/-, Darkvision 60 ft, Elemental Traits, Variable Element
Saves: Fort +14/+20, Ref +18/+24, Will +13
Abilities: Str 26, Dex 31, Con 22, Int 10, Wis 11, Cha 11.
Skills: Listen +27, Spot +27
Feats: Blind-Fight, Combat Reflexes, Epic WillE, Flyby Attack, Hold the LineXPH, Improved Initiative, Iron Will, Power Attack, Weapon FinesseB
Environment: Battlefields
Organization: Solitary
Challenge Rating: 11
Treasure: None.
Alignment: Usually Neutral.
Advancement: 25-48 HD (Huge)
Level Adjustment: -

Variable Element: Each Fury manifests primarily in one element extent in its surroundings at its birth. It gains the corresponding elemental subtype, and if it is Air it gains 100 ft perfect flight and +2 Dex (corresponding to +1 to AC, Ref, and attack rolls), if it is Earth it gains +2 Str (+1 to damage, +2 if Medium) and +3 to Natural Armor (+3 to AC), if it is Fire it gains the fire immunity and cold vulnerability that goes with the fire subtype and any creature striking it with a non-reach melee weapon or struck by it in melee takes fire damage equal to 1/2 its hit dice, if it is Water it gains a swim speed equal to its fly speed and +2 Str. This subtype also determines the furies good and poor saves; an earth or water elemental fury has Good Fort (number after the slash) and Poor Ref (number before the slash), an air or fire elemental fury has Good Reflex and Poor Fortitude.

FURY MONOLITH
Gargantuan Elemental
Hit Dice: 36d8+255 (417 hp)
Initiative: +14
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 30 (–4 size, +10 Dex, +14 natural), touch 16, flat-footed 20
Base Attack/Grapple: +27/+52
Attack: Slam +36 melee (6d6+13/19–20)
Full Attack: 2 slams +36 melee (6d6+13/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: -
Special Qualities: Damage Reduction 15/-, Darkvision 60 ft, Elemental Traits, Variable Element
Saves: Fort +23/31, Ref +22/30, Will +20
Abilities: Str 36, Dex 31, Con 24, Int 12, Wis 15, Cha 17
Skills: Balance +12, Diplomacy +5, Intimidate +16, Jump +41, Listen +41, Sense Motive +15, Spot +41, Tumble +23
Feats: Blind-fight, Cleave, Combat Reflexes, Epic FortitudeE, Epic WillE, Flyby Attack, Great Cleave, Hold the LineXPH, Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Power Attack
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment: —

Variable Element: Each Fury manifests primarily in one element extent in its surroundings at its birth. It gains the corresponding elemental subtype, and if it is Air it gains 100 ft perfect flight and +2 Dex (corresponding to +1 to AC, and Ref), if it is Earth it gains +2 Str (+1 to attack and damage) and +3 to Natural Armor (+3 to AC), if it is Fire it gains the fire immunity and cold vulnerability that goes with the fire subtype and any creature striking it with a non-reach melee weapon or struck by it in melee takes fire damage equal to 1/2 its hit dice, if it is Water it gains a swim speed equal to its fly speed and +2 Str. This subtype also determines the furies good and poor saves; an earth or water elemental fury has Good Fort (number after the slash) and Poor Ref (number before the slash), an air or fire elemental fury has Good Reflex and Poor Fortitude.


Channel Maelstrom: You channel a mixture of furies of fire and ice, lightning and thunder, and vitriol, letting them reinforce your body against them. You gain energy resistance 5 to all energy types when channeling, if you have Elemental Channeling this increases to 10 less than the energy resistance gained from it to a maximum of 30 and never less than 5. Min level 3rd.
Elemental Channeling: You are able to call furies charged with elemental power, their presence coursing through your body protects you from energy attacks. When you gain this power select an energy type (Acid, Cold, Electricity, Fire, or Sonic). You gain resistance 10 to that energy type when channeling. This increases by 10 each time you take a Furious Power that requires Elemental Channeling. If this would grant you Energy Resistance 40 you gain Immunity to that energy type as well. Min level 3rd.
Elemental Fury: The elemental energy of furies within you leak from your body flowing through your blade. When channeling your melee attacks deal +1d6 damage of the energy type you selected with Elemental Channeling. Min level 6th. Requires Elemental Fury
Elemental Shield: The furies leak from your body a scintillating shield of coruscating energy. When you are channeling and a creature strikes you in melee they take 1d6 + ¼ class levels damage of the same energy type as you chose for Elemental Channeling. Min level 9th, requires Elemental Channeling.
Elemental Wrath: The rage of the furies flows through their energy, burning through defenses and searing into the heart of the foe. Damage from your furious powers and spells which match the energy type chosen for your Elemental Fury ignore energy resistance, and deal 50% damage to creatures that are immune to the energy type unless they have the Elemental type; Elemental creatures with immunity take no damage still. Min level 9th, requires Elemental Channeling.
Empathic Fury: Not all furies are beings of senseless rage. There are furies of patriotic fervor and righteous last stands as well. Channeling these furies you gain not only the combat prowess of a fury but also the eloquence of a statesman. When you Channel Fury you may still use any Charisma based skills, in addition you gain a +2 bonus to all Charisma checks and Charisma based skill checks while Channeling. If you have Channel Greater Fury this increases to +3. If you have Channel True Fury this increases to +4.
Energetic Fury: Energy bleeds from you when you Channel, bursting from you when you begin channeling. When you begin to Channel Fury, or it ends because you are unconscious (but not if you willingly end it), energy bursts forth from you out to 20 ft dealing 1d8 damage/3 Fury Medium levels; you may select up to class level targets to be exempt from this damage if you are conscious. This energy is the same type as you selected with Elemental Channeling and a successful Reflex save (DC 10 +1/2 Fury Medium level + Con modifier) halves this damage. Min level 6th, requires Elemental Channeling.
Escape the Grasp of Death: As furies fill your body they fill it with their life and vitality, a force that fights against death until the very end and beyond. While channeling you gain immunity to death spells, death effects, energy drain, and death from massive damage. In addition while channeling you automatically stabilize and do not die until you have taken Class level damage pass -10. Min level 9th.
Evasive Fury: The furies that fill you work to improve your reflexes and aid you in dodging blows. You gain a +2 bonus to Reflex saves when channeling a fury, this increases to +3 if you have Channel Greater Fury, and +4 if you have Channel True Fury.
Fearless Fury: The valor and rage of the furies fill you making you overflow with bravado and daring. You gain immunity to fear while Channeling Furies, but may not flee from battle without first ending your Channel. Min level 3rd.
Filled Vessel: Furies fill you. A chorus of a hundred voices sometimes in accord and harmony with you, sometimes discordant. These voices fill your soul and mind, leaving no room for yet another's entry within or control over the orchestra. While channeling gain immunity to any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). This does not stop effects that were already upon you from being used to control you, nor does it end them. In addition you gain a +4 morale bonus on Will saves against Mind-Affecting effects when channeling (net bonus after channeling penalty +2).
Fortified Channeling: Furies harden your body and while turn the most grievous blows to less lethal locations. While channeling when a critical hit or sneak attack is scored on you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Furious Cantrips: You are capable of easily directly the least of furies to your magical will. While channeling you can use cantrips at-will, but only in their channeled form.
Furious Evasion: The furies grant you impressive speed and evasive ability, allowing you to dodge attacks entirely. You gain Evasion when channeling and an additional +1 to Reflex saves beyond that granted by Evasive Fury. Min level 6th. Requires Evasive Fury.
Furious Flight: Furies are spirits of battle which manipulate the laws of reality to interact with it. Do you really think they'd allow a little pair of wings to give a foe free reign to attack their host with no repercussions? While channeling you gain the ability to walk on air as if with air (http://www.d20srd.org/srd/spells/airWalk.htm) walk[/url]. Min level 6th.
Furious Freedom: You channel the quickest and hardest to grasp furies, not holding them merely letting them flow through you, and you flow across the battlefield like the spirits swimming through your soul. While channeling you gain Freedom of Movement as the spell. Min level 9th.
Furious Haste: Furies are beings of battle, their bloodlust fills you allowing you to rain blows at a phenomenal rate while they are within you. While channeling you gain an additional attack at your highest attack bonus as part of each full attack action. Min level 9th.
Furious Mettle: The spirits within you flock to your will to add to its ability to repulse effect. You gain Mettle when channeling furies. Min level 9th.
Furious Pounce: You take upon you furies of predatory beasts: the rage of an apex predator brought low in the prime of life; the hunger of predators for a hundred generations; eventually even the first thrill of the hunt that predates minds able to feel it. While channeling you may make a full attack at the end of a charge. Min level 6th.
Furious Reflection: The furies within you follow magic back to its roots forcing it back on the one who sought to harm you with it. When channeling if you succeed at a Fort or Will save against a spell (or spell-like ability) that specifically targets you and does not simply include you in its area the furies reflect the effect back on the caster and they must make a saving throw as if they were to original target of their own spell. Min level 15. Requires Furious Mettle.
Furious Resilience: The furies within your body armor you and ward you against non-magical blows. When channeling you gain DR 2/magic. This DR increases by 2 per instance of Pact Hardened you possess. Min level 3rd.
Furious Spell Power: You are particularly adept at the manipulation of furies for magical effects. When you choose to use Magic of Fury you gain a bonus to spell save DCs equal to the bonus to CL. Min level 9th. Requires Magic of Fury.
Furious Spellslinging: You are particularly adept at the manipulation of furies for magical effects. While channeling you can use 0 and 1st level spells as swift actions, but you must cast them in channeled form. Min level 9th.
Fury of Hatred: You take into you a mass of furies with a specific hatred: the dying curses of dwarves killed by a dragon; the resentment that humanoids fill to their draconic betters; the primal hatred between Bahamut and Tiamat and dragon and dragon which has driven the draconic races to war and battle for eternity. When you gain this Furious Power select a creature type (if you select Humanoid or Outsider you must also select a subtype). While channeling you gain a +2 bonus on damage and opposed checks against creatures of the selected type. If you have Channel Greater Fury you gain +3 instead. If you have Channel True Fury you gain +4 instead.
Furious Eyes: You allow yourself to see through the eyes of the furies flowing through your body, letting them guide you with something not quite sight. While channeling you gain Blindsight with a range of 10 ft. Min level 6th.
Furious Warding: The furies within you protect you from spells and magic. You gain Spell Resistance 8 + Class level when channeling.
Greater Elemental Channeling: The elemental furies you channel make you take on limited elemental traits. While channeling when a critical hit or sneak attack is scored on you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally, and you gain a +4 to saves versus poison, sleep effects, paralysis, and stunning. Min level 6+. Requires Elemental Channeling.
Greater Elemental Fury: The elemental energy pulsing through your blows grows. When channeling your melee attacks deal +1d10 instead of +1d6 damage of the selected energy type and on a crit your melee attack deals 1d10 additional energy damage of the same type if the crit multiplier is x2, +2d10 if it is x3, and +3d10 if it is x4. Min level 9th. Requires Elemental Channeling and Elemental Fury.
Greater Furious Spellslinging: You are a master of deftly directing furies to your will. While channeling you can use 3rd level spells at-will, but you must cast them in channeled forms. Min level 18th. Requires Furious Spellslinging and Improved Furious Spellslinging.
Greater Furious Warding: The furies protect you more efficiently from spells and magic. Gain Spell Resistance 12 + Class level when channeling. Min level 9th. Requires Furious Warding.
Greater Vital Fury: The furies mend your body rapidly healing wounds that would kill a common man in moments. While channeling you gain Fast Healing 12 if you have Channel Greater Fury, and 20 if you have Channel True Fury. Min level 15th, requires Improved Vital Fury and Vital Fury.
Improved Furious Spellslinging: You are even more adept at the manipulation of furies for magical effects. While channeling you can use 2nd level spells at-will, but you must cast them in their channeled forms. Min level 15th.
Improved Vital Fury: The furies mend your body even more quickly letting them heal you with greater speed. Your Vital Fury improves. While channeling you gain Fast Healing 3, 5 if you have Channel Greater Fury, and 10 if you have Channel True Fury. Min level 9th, requires Vital Fury.
Iron-Clad Fury: When you channel furies through your armor you do not merely make it move like a second skin you harden it about you. Ignore Arcane Spell Failure for all armor and shields when channeling. In addition while channeling you gain DR, or existing DR from adamantine armor or Pact Hardened increases, of 1/- if wearing Light armor, 2/- if wearing Medium armor, and 3/- if wearing Heavy armor. Requires Armor-Bound Fury. Min level 6th.
Juggernaut's Fury: When channeling furies through your armor it moves to shield your vitals and protect you. While channeling when a critical hit or sneak attack is scored on you, there is a chance based on the armor you wear that the critical hit or sneak attack is negated and damage is instead rolled normally. If you wear Light Armor this is a 25% chance. Medium Armor gives a 50% chance. Heavy Armor gives an 80% chance. In addition the armor bonus from your armor is increased by +1. Min level 12th. Requires Armor-Bound Fury and Iron-Clad Fury.
Magic of Fury: You are able to focus the furies flowing through you towards magical ends instead of martial ones. When you Channel Fury you may choose to forgo the normal bonus to Strength and Constitution to gain +1 CL with all spells and spell like abilities you possess; this choice remains unchanged until you stop channeling and channel fury again. If you have Channel Greater Fury you instead gain +2 CL, and if you have Channel True Fury you instead gain +3 CL. Min level 3rd.
Mind of Fury: When you channel furies you let them overwhelm your mind sheltering it from mental assaults. When channeling furies you gain immunity to Mind-Affecting effects. Min level 15+, requires Filled Vessel and Fearless Fury.
Spirit Walk: Filled with spirits you bleed into the world of spirits. While channeling you may become ethereal as a free action. When your channel ends you automatically return to the prime. Min level 15th.
Vital Fury: The furies which flow through your body repair it and mend it even as they move, restoring you to continue to fight on. When channeling fury you gain Fast Healing 1. This increases to Fast Healing 3 if you have Channel Greater Fury, and Fast Healing 5 if you have Channel True Fury. Min level 3rd.

Zaydos
2016-01-21, 10:43 PM
Feats

Share Fury [General]
When you channel furies the same power flows through your companion beasts.
Prerequisites: Channel Fury.
Benefit: When you Channel Fury you may share the effects with any creature with which you have the Share Spells ability as long as they are within the range of your Share Spells. If they enter the range later you may choose to bring them into this shared fury (unlike with a spell).

Summoner's Fury [General]
When you channel furies the same powers flow through the creatures you have summoned or called.
Prerequisites: Channel Fury, ability to cast a spell of the Summoning subschool or the Call Fury or Call Dead furious power.
Benefit: When you channel fury you may pay a single round of channel fury to share it with any creatures you have summoned with a spell or called with Call Fury or Call Dead. These creatures gain all the benefits and penalties of your Channel Fury including any granted by feats or Furious Powers.

Heian
2016-01-22, 05:13 AM
Yes I know I'm butchering what furies are. Really really butchering what they are.

Either way shouldn't need more posts than this, comment away.

I see what you did here, what about a Cursor ACF? :smallbiggrin:

Jokes aside, I really like what I see here even though it reminds me the Bloodrager from PF a little bit too much.
What do you think about a "summon fury" Furious Power that lets the Fury Medium spend Channel Fury round in order to summon a Wraith/Elemental?

Zaydos
2016-01-22, 01:33 PM
I see what you did here, what about a Cursor ACF? :smallbiggrin:

Jokes aside, I really like what I see here even though it reminds me the Bloodrager from PF a little bit too much.
What do you think about a "summon fury" Furious Power that lets the Fury Medium spend Channel Fury round in order to summon a Wraith/Elemental?

That's one of those ideas that just works so perfectly it's like "this must happen" followed by an ashamed "why didn't I think of that"? Went with an elemental manifestation which doesn't quite match any of the 4 official elementals little less agile than Air, little stronger and more dexterous*. Let you pick an element (with fire being hard to do) and give it some small benefits based upon that. Will have to eventually add full detail to the monster description and post it separate for naturally occurring furies.

*I had stats for a variant elemental sitting around.

tsj
2016-01-23, 02:22 AM
I was not a were that orcs lack the bloodline for using magic?

I believe that magic users among Orks have been known to happen and this class ought to be the
most likely magic route an ork could follow.

Think of an ork tribe, their leader could be an ork fury medium.

Otherwise an interesting class