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ZeroNumerous
2008-01-21, 05:38 AM
Furyan

Twelve men marched below, all in file like good little soldiers. A single man crouched above them, gazing over the edge of a small impromptu bridge made from a fallen tower. He grinned, a happy grin like a child given a new toy. The rubble-littered streets below offered a cornacopia of targets to choose from. The sun had long since set, and the stage was pitch-black. However, he watched them still. The predator followed his prey's every step through the purple-tinted 'eyeshine'.

"It'll happen quick.."

The man muttered quietly to himself, leaping down into the street. It was quick. So fast that not one of them was prepared for it. By the end of fight, all but one was dead. The lone survivor fled into the darkness, thinking himself safe. The Furyan smiled, slowly trailing the scared little husk of a human. It was only a matter of time until he found another squad..

To say that a man of Furya, a Furyan, is simply human would be like saying an Elemental of Earth is merely a pile of stones. Furyans, a human-like race that evolved and adapted to live on a world that makes the Abyss look pleasant by comparison. This world, Furya, is a blackened wasteland covered in a mixture of flatland and volcanic ash. It's populated by a veritable horde of carnivores, all of which feed on one another to create an circle of death so wide that it encompasses the entire world.

Furya was a world separated from it's sun by multiple layers of very heavy cloud-cover. Because of this, there is very rarely any large mount of sunlight that hits it directly. Most of the world is darkness, heated by a multitude of magma vents scattered across the world's surface. It was this world of death, this lightless hell, that produced the Furyan race.

To live on this world, the Furyan race developed a special ability for the eyes. A reflective layer grows behind their retina that reflects light back to into the retina. What little light Furya offered to it's children was enough for Furyans to see very clearly in. With the ability to hunt came the ability to kill, and so Furyans quickly learned to improvise any sort weapon they could get their hands on. Rumors tell that a Furyan can even kill a human with a cup, if she has no other weapons.

As a society, Furyans are very loose-knit. They live in a very tribal system, each tribe keeping to itself and few gathering together for anything other than war with another alliance of tribes. Children are taught from a young age that the world is harsh, so they must keep themselves prepared to kill at a moment's notice. Most Furyans have multiple children, as atleast one is assured to die before starting a family of his own.

A rite of passage for Furyans is attaining their 'Eyeshine', the special ability they developed. To do this, a young Furyan must travel into a hostile environment. There, she must either kill a single worthy foe, or kill many foes. Once she has done this, the Furyan is gifted with Eyeshine. Eyeshine changes their eye-color to silver, and provides the nightvision effect recounted earlier.

Personality: Furyans are human-like enough to have very diverse beliefs, customs, morals, and habits. With slightly longer life spans than humans but much shorter attention spans, Furyans are often more focused on the here and now than the past.

Physical Description: Furyans stand anywhere between 5 feet tall to six feet tall. Generally, Furyans weigh in anywhere between 120lbs to 250lbs. Theres no real gender difference when it comes to height and weight, as Furyan women are expected to be just as capable as Furyan men when it comes to hunting and killing. Their skin shades are generally pale because of the lack of heavy sunlight on Furya. However, they quickly adopt a tanned color when they travel beyond their homeland.

Relations: Furyans are anti-social amongst themselves, and are even more anti-social when it comes to outsiders. Though the initial reaction varies from individual to individual, a Furyan is as likely to growl at a passerby as she is at one of his own kind.

Alignment: As individuals, Furyans often tend toward Chaotic alignments. Though there are exceptions. Due to the nature of their world, kill or be killed, Furyans don't see the difference between Good or Evil as readily as other races. To them, survival of the fittest comes first, thinking about the moral ramifications comes second.

Religion: Many Furyans are atheistic, as religion wasn't needed on a world like Furya. But off of Furya, Furyans are no more or less drawn to any religion than humans are. It comes down to the individual then.

Language: Furyans speak Common and Furyan. Due to their ability to adapt quickly, Furyans can learn multiple languages. More often than not, however, it's unneeded.

Furyan Racial Traits(Humanoid[Human)

+2 Strength, +2 Constitution, -2 Wisdom. Furyans are stronger and more resilient than humans. The Furyan mind-set, however, isn't the wisest thing in the Multiverse.
Medium: As medium creatures, Furyans gain no special bonuses or penalties.
Furyan base land speed is 30 feet.
Enhanced Low-Light Vision: Furyans can see three times as far as a normal human in low-light conditions.
Improvised Weaponry: Through the need of having a weapon on hands at all times, any Furyan can turn even the most mundane object into a weapon to kill with. Tiny-sized objects, such as a key or razor-blade, deal 1d4 slashing damage. Small-sized objects, such as bottles or cups, deal 1d6 bludgeoning damage. Medium-sized objects, such as a chair or stick, deal 1d8 bludgeoning damage. Large and larger sized objects increase the hit die by one for every step above Medium.
Weapon Aptitude: Any Furyan can take one hour and retrain herself in the use of a weapon. Through the use of this ability, a Furyan can switch any of her weapon specific feats(Weapon Focus or Weapon Specialization) to another weapon of her choice.
Predator Empathy: A Furyan may, as a complex action that takes 1 minute, attempt to improve the attitude of an animal that is a predator. This functions like the Wild Empathy ability, but may be used on any Magical Animal that is a predator without penalty.
Combat Intuition: A Furyan can quickly gauge her enemy's combat prowess before jumping into battle. By performing a Sense Motive check opposed by her opponent's bluff check, a Furyan learns whether her enemy is stronger(has more HD) or weaker(has less HD) than herself. Furyans perform this check with a racial +2 bonus.
Hunter's Intuition: Due to the harsh conditions of their homeworld, Furyan characters always have access to the Survival skill.
Automatic Languages: Common, Furyan. Bonus Language: Any (Other than secret languages).
Favored Class: Any
Level Adjustment: +1


Racial Substitution Levels

Furyan Barbarian
{table="head"]Level | Base Attack Bonus | Fort | Ref | Will | Special
1st | +1 | +2 | +0 | +0 | Rage 2/day, Shiv Crafting
4th | +4 | +4 | +1 | +1 | Rage 3/day, Weapon Focus(Dagger)
8th | +8 | +6 | +2 | +2 | Rage 4/day, Improved Shiv Crafting[/table]

Trap Sense
As traps are very rarely constructed by animals, Furyan Barbarians do not gain this class feature.

Rage
Functions like normal Barbarian Rage, except that a Furyan Barbarian gains an extra usage of rage at every level she would normally gain a rage use. (Rage 3/day at 4th, 4/day at 8th, etc.)

Shiv Crafting
A Furyan can, with a standard action, damage any unattended metal or wooden object within five feet and convert it into a shiv. A shiv is a medium-sized improvised weapon, and is affected by the Improvised Weaponry ability of Furyans. The new shiv is treated as a medium-sized dagger for the purposes of feats. A Furyan Barbarian is always proficient in any shivs she creates.

Weapon Focus
A Furyan Barbarian gains Weapon Focus(Dagger) as a bonus feat.

Improved Shiv Crafting
Shivs crafted by a Furyan Barbarian now count as masterwork improvised weapons, and can be used for Power Attack as if they were one-handed weapons.

Furyan Rogue

{table="head"]Level | Base Attack Bonus | Fort | Ref | Will | Special
1st | +0 | +0 | +2 | +0 | Sneak Attack +1d6, Track
3rd | +2 | +1 | +3 | +1 | Sneak Attack +2d6, Bloodletting 1[/table]

Class Skills: Remove Disable Device. Add Survival.

Track: A Furyan rogue gains Track as a bonus feat, even if she normally does not qualify for it. This ability replaces Trapfinding

Bloodletting: A Furyan rogue learns rather quickly that a creature can always flee when faced against a superior foe. At third level, a Furyan rogue learns to stab it's enemies in such a way as to cause extensive external bleeding. Anytime a Furyan rogue successfully sneak attacks an opponent, she may active this ability. Her sneak attack damage is reduced by 1d6, but the wound continues to bleed.

A creature struck with this ability loses one hit point a round until it receives magical healing or succeeds at a DC 15 Heal check. The bleeding damage is cumulative with each successful use of this ability.

A Furyan rogue gains a +2 bonus to Track a bleeding creature.

At 6th level and every 3rd level thereafter(9th, 12th, 15th, 18th), the bleeding damage increases by 1 hit point a round and the bonus to Track increases by 2. This ability replaces Trap Sense

Furyan Only Feats

The Hunted Becomes The Hunter [Furyan]
Prereqs: Furyan. 1st Level Only.
Benefits: This feat represents the attempt to defy her place in the food chain as the hunted. A Furyan who takes this feat may reroll any failed attack roll against an enemy with a +2 morale bonus. This feat may only be used once per day.

The Hunter's Eyes [Furyan]
Prereqs: The Hunted Becomes The Hunter. Character Level 6th.
Benefits: A Furyan with this feat gains the 'Eyeshine' ability. She gains Darkvision out to 60 feet, however Furyan darkvision retains color. Ontop of this, she gains blindsense in a cone that mimics her darkvision. This blindsense does not function if she is blinded.
Drawback: A Furyan with this feat also gains Light Blindness. In the presence of bright light or a the equivalent of a daylight spell, a Furyan is Blinded and all enemies gain total concealment against her attacks.

Furyan Anger [Furyan]
Prereqs: Rage ability, Furyan.
Benefits: A Furyan may now use Power Attack with any improvised weapon he currently holds, even if they normally cannot be used in conjunction with Power Attack. A weapon normally invalid for Power Attack is treated as a one-handed weapon for all purposes related to Power Attack.

Improvised Weaponry [General]
Whenever you take this bonus feat you can attack with improvised weapons at no penalty.

Special: a Furyan Warrior gets this feat for free at level 1. In addition to this, whenever a furyan attacks with an improvised weapon they gain:


Range increment. Improvised thrown weapons have a standard base in crement of 15ft instead of 10ft
Initiative bonus: +1 morale bonus to initiative.


Furyan Survivor

Becoming a Furyan Survivor

All Furyans, when faced with a world that isn't their homeworld of Furya, can quickly adapt to live. However, doing this denies their Furyan heritage; a heritage of bloodshed and the philosophy of 'survival of the fittest'. Without this belief, this driving urge to better themselves, Furyans quickly become stagnant as both individuals and as a society. And so, Furyan 'Survivors' are born. These Furyans actively seek out worlds or places that present serious physical danger to themselves. In fact, they revel in this kind of environment. It is through this practice of self-sacrifice and thrill-seeking that Furyan Survivors hope to become true predators, animals on top of the food-chain.

Entry Requirements:
Race: Furyan
Alignment: Any Chaotic
Base Attack Bonus: +6
Skills: Survival 6 ranks.
Feats: The Hunted Becomes The Hunter, The Hunter's Eyes.

{table="head"]Level | Base Attack Bonus | Fort | Ref | Will | Special
1 | +1 | +2 | +0 | +2 | Survivor's Luck 1/day, Intuition.
2 | +2 | +3 | +0 | +3 | Improved Improvised Weapons +1
3 | +3 | +3 | +1 | +3 | Survivor's Luck 2/day, Scent 10ft.
4 | +4 | +4 | +1 | +4 | Improved Improvised Weapons +2.
5 | +5 | +4 | +1 | +4 | Survivor's Luck 3/day, The "Sweet Spot" 1/day.
6 | +6 | +5 | +2 | +5 | Improved Improvised Weapons +3.
7 | +7 | +5 | +2 | +5 | Survivor's Luck 4/day, Evading Death.
8 | +8 | +6 | +2 | +6 | Improved Improvised Weapons +4.
9 | +9 | +6 | +3 | +6 | Survivor's Luck 5/day, Learn Thy Hunter, The "Sweet Spot" 2/day.
10 | +10 | +7 | +3 | +7 | Predator Adaptation, Scent, Wrath of the Furyans.[/table]

Hit Dice: D8

Skill Points: 6+Int

Class Skills: The Furyan Survivorís class skills (and the key ability for each skill) are Climb(Str), Craft (Int), Handle Animal(Cha), Hide (Dex), Intimidate(Cha), Jump(Str), Knowledge[Nature](Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex)

Class Features

Weapon and Armor Proficiencies: The Furyan Survivor gains no additional weapon or armor proficiencies.

Survivor's Luck: A Furyan Survivors are very lucky individuals. Enough so that they come to pushing their luck at odd times to perform feats of daring that no human could hope to replicate. At level one, a Furyan Survivor can use this ability to gain one of following abilities. Any bonus lasts for one round.


+10 luck bonus to any one skill check.
Add her class level as a luck bonus to any attack rolls.
Add half her class level as a luck bonus to any damage rolls.
Add her class level as a luck bonus to Armor Class.
Gain DR X/-, where X is equal to her total character level.
Gain Energy Resistance 10. Upon using this ability, choose one type of energy to resist: Fire, Sonic, Electricity, or Cold.


Intuition: With a single glance a Survivor can deduce what happened during a scene without having been there. These momentary calculations appear to be some sort of divine insight, but in reality it's simply using a lifetime of conflict to recreate a scene. When using this ability, a Furyan Survivor makes a Survival Check with a DC set by the table below. Should she exceed the DC, she learns exactly what happened in mundane or overt magical terms. Magical effects that are not overt, such as a Charm Person spell, remain unknown. However, an overt magical spell such as a Fireball would become known to the Furyan Survivor.

Survival DCs
{table="head"]Circumstance | Increase to DC
More than 2 combatants | +2 for every combatant
Lasts longer than 5 rounds | +10
Lasts shorter than 5 rounds | +5
No one injured | +10
Only covert spells(Charm Person, Hold Person, Daze, etc..) used | +20
Dead combatants left on the scene | -2 for every dead combatant[/table]

Each Intuition check has a base DC of 10.

Improved Improvised Weapons: After using improvised weaponry for so long, a Furyan Survivor becomes very adept with weapons made on the scene. At level two, she gains a +1 competence bonus to attack and damage rolls made with an improvised weapon. This bonus increases by 1 at every even level thereafter.

Scent: At level three, a Furyan Survivor gains the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) ability out to 10 feet. This ability increases in range at 10th level.

The "Sweet Spot": With careful study, and lots of practice, a Furyan Survivor learns where to strike a creature to cause the utmost amount of internal damage. At level five, a Furyan Survivor can, once per day, attack an opponent to cause several hemorrhaging and blood loss.

To use this ability, she must make a standard melee attack roll with an improvised weapon. If the Survivor succeeds, she rolls damage as normal. The target must then make a Fortitude Save with the DC equal to 5+Strength Modifier+Damage Dealt. Should the target fail, it dies instantly. This ability cannot be used on creatures that are immune to critical hits or have any Fortification.

The Furyan Survivor gains an extra use of this ability at level nine.

Evading Death: After years of near-fatal run-ins and countless brushes with death, a Furyan Survivor has become fortified against death itself. When subject to a critical hit, a Furyan Survivor has a 25% chance of negating the critical hit as per the Fortification ability. Further, a Furyan Survivor becomes immune to fear-effects.

Learn Thy Hunter: To become a better hunter, you must learn what hunts you now and how to beat such creatures. By taking ten minutes to study the corpse of an enemy, a Furyan Survivor may discern how to beat such creatures. For the next twenty-four hours, a Furyan Survivor gains a +4 Competence bonus to AC, a +2 Insight bonus to Attack rolls, and a +2 Insight bonus to damage rolls when facing creatures that she has studied.

A Furyan Survivor may only study one creature every twenty-four hours. A creature that does not have a discernable anatomy cannot be studied using this ability.

Predator Adaptation: With all her new knowledge, experience, and kill-count, a tenth-level Furyan Survivor moves alittle closer to the predators that roam her homeland of Furya. Her type becomes Animal(Augmented), as she now has a mind far removed from the human-like mind she was born with.

Scent: A Furyan Survivor has become so used to tracking that her nose becomes highly sensitive to changes in the air. She gains the scent ability out to thirty feet.

Wrath of the Furyans: The anger and hatred of an entire race coalesces into a physical force around the Furyan. With this ability, a Furyan Survivor may, once per day, unleash a burst of energy that is fatal to nearly any being in the area.

As a full-round action, the Furyan kneels and becomes prone. Any attempt to attack the Furyan Survivor in this position requires a Will Save at a DC of 10+Str+1/2HD. Failure means that enemy cannot attack the Furyan Survivor, but may continue to advance as necessary. This is a mind-affecting ability.

At the end of the round, the Furyan Survivor explodes in a brilliant flash of blue energy. This energy deals 20d8 Force damage in a twenty-foot burst centered on the Furyan Survivor. Each enemy is subject to a Reflex Save at DC 10+HD or be knocked back twenty-feet and landing prone in their square.

After using this ability, a Furyan Survivor is dazed for one round.

NakedCelt
2008-01-21, 05:28 PM
Religion: Many Furyans are atheistic, as religion wasn't needed on a world like Furya. But off of Furya, Furyans are no more or less drawn to any religion than humans are. It comes down to the individual then.

OK, this isn't the first homebrew race I've seen with an entry like this, but I guess it finally bugs me enough that I'll say something:

"Religion" in a creature description isn't like religion in the real world. The D&D universe is one where gods really exist and really grant spells to clerics who pray to them. The general idea is that, unless otherwise stated, each race has its own patron deity, which grants that race's clerics three to four spell domains. E.g., bugbear clerics worship Hruggek and get any two of Chaos, Evil, Trickery, and War. It's a game thing, not a philosophy thing.

ZeroNumerous
2008-01-21, 09:56 PM
Furyans don't have a patron god. Therefore, Furyans do not worship any particular deity.

Also, what you're refering to would go under the category of "Deity". Where in I would have described any deities that claim to have created Furyans/Furya.

The religion I'm referring to is more accurately called "active worship", which Furyans do not generally do on Furya.

Other than that minor nitpick, does anyone see anything wrong with the race/class?

McMindflayer
2008-01-22, 01:27 AM
outside of my own religion nitpick,

IMO, The La is too low for all the abilities you give Furyans.

Also, Weapon Aptitude doesn't seem appropriate. I can see the low light, I can see the predators thing. Heck, I can even udnerstand the improvised weapons (Kind of like elves have profiecienys with x weapon.) But the weapon aptitude seems more like something you are truly trained for. I mean, If there was a Furyan wizard or sorcerer, why would he be trained in the ways to retrain yourself with weapons. I can see everything else working, except that.

Favored Class should be barbarian or Fighter. You even have racial substitution levels for barbarian.

Onto the class:
Learn Thy Hunter Needs to specify non-humans. Unless you want people to study a person and then gain all those bonuses to all human opponents.

Predator Adaptation: what exactly is the point of this ability outside of some fluff? Wild empathy works on him now? Charm person doesn't work? You should add things that make it a special ability that people will want. Like, increase speed. A roar ability, claws, something else to help make it more of a special ability and not just fluff.

Maldraugedhen
2008-01-22, 02:08 AM
...I really thought this was going to have something to do with furries. That it doesn't... mildly confuses me. Then again, that might be the hour.

ZeroNumerous
2008-01-22, 12:38 PM
...I really thought this was going to have something to do with furries. That it doesn't... mildly confuses me. Then again, that might be the hour.

Furyan. From Chronicles of Riddick. Furry and Fury are vastly different words often said together. :smalltongue:


IMO, The La is too low for all the abilities you give Furyans.

I fail to see how an LA of 1 isn't appropriate given their uneven stat increase and Weapon Aptitude ability. I don't feel that it's any more overpowered than +1 to all saves or +2 to saves versus all spells.


But the weapon aptitude seems more like something you are truly trained for.

It represents the need to be prepared. Every Furyan has to be prepared to fight with anything he can get his hands on due to the harsh environment of their homeworld. It's a learned response through years of living on a planet where everything else is out to eat you.


Favored Class should be barbarian or Fighter. You even have racial substitution levels for barbarian.

Furyans are still physically humans, though they're more hardy than normal humans. As such, they still show human flexibility. I was planning to add racial levels for ranger and rogue later.


Learn Thy Hunter Needs to specify non-humans. Unless you want people to study a person and then gain all those bonuses to all human opponents.

If I learn where the best place to stab a human is, wouldn't that apply to every human? Unless, of course, their anatomy is vastly different. I should specify that it doesn't function versus creatures without discernable anatomies.


Predator Adaptation: what exactly is the point of this ability outside of some fluff?

Fluff, mostly. Charm/Hold Person wouldn't work, obviously. And ranger bonuses would no longer apply to him. But then again, the ability isn't powerful because it's not intended to be the main draw of picking up the 10th level of this class.

Ossian
2008-01-22, 01:25 PM
I like the improvised weapon, but I'd focus on accuracy rtaher than on damage. When you improvise a weapon (cup, telephone, chair, dish) it damages according to size/weight, but you get a -4 (melee and ranged).

Furyans could use the same weapons without the penalty (it's a Star Wars RCR feat, anyway). You could add a slight range increment (+1m) or an initiative bonus with improvised weapons attack in the first round (nobody would expect it), or maybe give the furyan a +2 to sense motive / combat insight to decide when it's the best moment to strike.

Karmic Strike from Complet Warrior seems something a furyan might want. They're the guys that would rather get a knife in the tigh if that gives them a chance to place a knife in your chest.

Fast Healing is cool too, and very fitting to furyans.

O.

Maldraugedhen
2008-01-22, 01:49 PM
Furyan. From Chronicles of Riddick. Furry and Fury are vastly different words often said together. :smalltongue:

Ah. That would be why I didn't recognize it.

Lord_Gareth
2008-01-22, 01:59 PM
I'm limiting my critique to the race itself, since time presses on me.

Statistically, I deem the race sound. It's interesting, yet not open to abuse. I will agree that Barbarian makes a more logical favored class than "any". Think of it this way - when the tribe's low on food and starving, who gets stabbed first? Reedy McTomeboy over there with his single wizard level.

Also - kudos on actually managing to take INSPIRATION from a source (Riddick) without blatantly COPYING it.

Ossian
2008-01-22, 02:07 PM
Speaking of Furyan barbarians, I have found somewhere on the GITP forum a 3d on "cold barbarians", or cold-blooded mass murderers or something. There someone posted this link on Barbarian Class variants. Some of them might fit into your class\race description.

Barbarians (http://64.223.12.31/default.asp?x=dnd/we/20070228a)

Valgunn
2008-01-22, 05:30 PM
I only have praise from what I've read. I think the argument for a more restrictive favored class has merit, but I think Furyans would be far to adaptive to have such restriction. Maybe make the Furyan Survivor less a Barbarian PrC, and more fighter friendly. Or maybe add Substitution Levels for Furyan Fighter, maybe adding Survival to their list of skills and offering different uses for their bonus feats, taking inspiration from other Racial Substitution Levels such as those for Warforged and Dwarves.

I do hope you continue with this, since I really do want to see more stuff and maybe fluff.

ZeroNumerous
2008-01-22, 08:36 PM
Think of it this way - when the tribe's low on food and starving, who gets stabbed first? Reedy McTomeboy over there with his single wizard level.

Well if the tribe is running low on food and starving, then they're pretty well doomed whether they eat the wizard or not. Furya is not a world to starve on.


Maybe make the Furyan Survivor less a Barbarian PrC, and more fighter friendly.

Well, as is, Furyan Survivor can be accessed by a level dip in Barbarian or Ranger. The only requirement, the survival skill ranks, isn't too hard to meet. I even made it accessible for Furyan rogues through their racial substitution levels. I might add something for Fighters.


I like the improvised weapon, but I'd focus on accuracy rather than on damage. When you improvise a weapon (cup, telephone, chair, dish) it damages according to size/weight, but you get a -4 (melee and ranged).

Even if a Furyan makes it, it's still an improvised weapon. So you're still not proficient in it. Furyan barbarians eventually become proficient in shivs, but that's more like being proficient in daggers.


Furyans could use the same weapons without the penalty (it's a Star Wars RCR feat, anyway). You could add a slight range increment (+1m) or an initiative bonus with improvised weapons attack in the first round (nobody would expect it), or maybe give the furyan a +2 to sense motive / combat insight to decide when it's the best moment to strike.

Um.. I don't understand what you mean here. Could you clarify for me, please?


Karmic Strike from Complet Warrior seems something a furyan might want. They're the guys that would rather get a knife in the tigh if that gives them a chance to place a knife in your chest.

Well thats a feat-choice, so it's entirely up to the player. Though it would definitely make sense.


Fast Healing is cool too, and very fitting to furyans.

I'd definitely need to give them another LA increase if they have Fast Healing.. I'd like to keep them LA+1 for now.

Ossian
2008-01-23, 03:27 PM
Um.. I don't understand what you mean here. Could you clarify for me, please?

Sure. I was basically throwing in some options. Basic rule, using improvised weapons gives you a -4 to hit. Other than that, a wooden chair is 1d6, a brick 1d4 and so on, no matter how good you are at it. This is without the feat.

Feat: Improvised Weapon [General]
Whenever you take this bonus feat you can attack with improvised weapons at no penalty.

Special: a Furyan warrior gets this feat for free at level 1. In addition to this, whenever Furyans are attacking with improvised weapons they gain:


Range increment. Improvisde tossed weapons have a standard base in crement of 5 instead of 4 meters (Furyans are naturally strong and wicked, they are good at harming you, even at a distance)

Initiative bonus: +1 in the first round of attack with an improvised weapon. They are dying to hit you on the head with tah old telephone and they are just counting your heartbeats before they finally snatch it and land it in your skull. The +1 is just there to increase slightly the chances of catching you flat footed (good if the Furyan has sneak attack from other classes).


The +2 to sense motive is just something to balance the negative wisdom in situations where a fighters' race should not be penalized. As stated in the Complete Adventurer (p.102), you can make a Sense Motive check to asses the combat prowess of an opponent. They mioght not be wise, but the furyans are sick-wicked life enders, and they know better how to pick a fight. This SM check can be opposed by a Bluff check from the opponent.


O.

Spirit Arrow
2008-01-23, 03:51 PM
First of all I love this Race. It is ingenious.

I just thought I would mention this, but in Pitch Black Riddick uses a shiv made out of bone or tooth or claw. I figure putting bone as another substance to make shivs out of would be a good idea.

Next idea is to add other sharp-ish type materials or a materials that can be made sharp on the list. Examples include coral, rock, and glass.

These ideas are purely based on movie observations and D&D materials that are common to adventurers.

ZeroNumerous
2008-01-23, 06:17 PM
Feat: Improvised Weapon [General]
Whenever you take this bonus feat you can attack with improvised weapons at no penalty.

Special: a Furyan warrior gets this feat for free at level 1. In addition to this, whenever Furyans are attacking with improvised weapons they gain:


Range increment. Improvisde tossed weapons have a standard base in crement of 5 instead of 4 meters (Furyans are naturally strong and wicked, they are good at harming you, even at a distance)

Initiative bonus: +1 in the first round of attack with an improvised weapon. They are dying to hit you on the head with tah old telephone and they are just counting your heartbeats before they finally snatch it and land it in your skull. The +1 is just there to increase slightly the chances of catching you flat footed (good if the Furyan has sneak attack from other classes).



Thank you, do you mind if I put that in the OP?


The +2 to sense motive is just something to balance the negative wisdom in situations where a fighters' race should not be penalized. As stated in the Complete Adventurer (p.102), you can make a Sense Motive check to asses the combat prowess of an opponent. They mioght not be wise, but the furyans are sick-wicked life enders, and they know better how to pick a fight. This SM check can be opposed by a Bluff check from the opponent.

Ah! Ok, now I understand what you mean. I could add alittle bit about that.


I just thought I would mention this, but in Pitch Black Riddick uses a shiv made out of bone or tooth or claw. I figure putting bone as another substance to make shivs out of would be a good idea.

Next idea is to add other sharp-ish type materials or a materials that can be made sharp on the list. Examples include coral, rock, and glass.

I could expand the list, I guess. Any unattended Tiny or Small object?

Ossian
2008-01-24, 01:18 AM
Thank you, do you mind if I put that in the OP?


Aye aye sir, go ahead! :smallsmile:

Demented
2008-01-24, 02:21 AM
Well if the tribe is running low on food and starving, then they're pretty well doomed whether they eat the wizard or not. Furya is not a world to starve on.

Furya is not a world to not have Survival as a class skill on.

Or, at the very least, not have the luxury to multiclass to Barbarian whenever you need. Though, any race with survival as a class skill would do.

DarkLightDragon
2008-01-24, 08:52 AM
Furya is not a world to not have Survival as a class skill on.

Or, at the very least, not have the luxury to multiclass to Barbarian whenever you need. Though, any race with survival as a class skill would do. The OP could add a racial ability that automatically makes Survival a class skill for Furyans of any class. It would make sense with their "kill or be killed" mindset.

ZeroNumerous
2008-01-24, 08:35 PM
Or, at the very least, not have the luxury to multiclass to Barbarian whenever you need. Though, any race with survival as a class skill would do.

Favored Class: Any counts as multiclassing into Barbarian whenever you want.


The OP could add a racial ability that automatically makes Survival a class skill for Furyans of any class. It would make sense with their "kill or be killed" mindset.

That works as well. I'll throw it on there.

ashmanonar
2008-01-24, 09:02 PM
I fail to see how an LA of 1 isn't appropriate given their uneven stat increase and Weapon Aptitude ability. I don't feel that it's any more overpowered than +1 to all saves or +2 to saves versus all spells.


So...how would you explain the uneven (negative) stats that a Half-orc receives? Half-orcs should have negative level adjustment, given that limitation.

Of course, some of the other effects half-orcs receive may negate this, but...

No. They really are gypped. Only thing that's remotely cool is Darkvision.

/soapbox.

Demented
2008-01-24, 09:24 PM
Favored Class: Any counts as multiclassing into Barbarian whenever you want.

Ah ha, but not for Ranger 3/Fighter 3/Barbarian 1! (Or, even more extreme, R 5/F 3/B 1.)
Assuming you retain the human specification that it always chooses the highest-level class, that is. Otherwise, the Furyans don't have to worry about multiclassing penalties, since they're just regular masters-of-all-trades.

ZeroNumerous
2008-01-25, 06:54 AM
So...how would you explain the uneven (negative) stats that a Half-orc receives? Half-orcs should have negative level adjustment, given that limitation.

They should. Half-Orcs as written in the PHB are screwed pretty hard. Thats why Half-Orcs(and regular orcs) in my games don't have an intelligence penalty.


Assuming you retain the human specification that it always chooses the highest-level class, that is. Otherwise, the Furyans don't have to worry about multiclassing penalties, since they're just regular masters-of-all-trades.

It does say "Favored Class: Any". And I generally don't run with multiclassing penalties, so I can't say whether it matters one way or another.

Ioth
2008-01-27, 05:55 AM
So far I like, The whole faveored class thing I would personally either say Barbarian or Ranger. weapon aptitude is a make sense abbilty, these creatures are weapon masters and that abbility does exist in the book of nine swords, not to mention its not to overpowered considering Retraining in PH2 Would allow you pretty much the same abbility..

Personally I tihnk you should try looking in the complete warrior to get the damage from the improvised weapon, a key, or a razor blade being as effective as a dagger sort of freaks me out, I would say more along the lines of a 1d2 leathle damage slashing for those sort of things.

Overall I like this class, its not to powerful. Although -2 wisdom seems a bit off in comparison for -2 Charasima, since from what I gathered they are a savage race and more like predators that are uncivilized and beastial but learned how to get along in the wild... (survival is Wisdom based, if they always have access to survival then the common one would have a -1 to its check and even though they are supposed to be good at surviving, they would be worse then the average person)
However I can understand it having a -1 to diplomacy, gather information or perform seeing as how someone who normally eats you're kind usally isn't taken well by others.

Of course this is just what I would have personally done given the information. Its you're race and its up to you.

ZeroNumerous
2008-01-28, 09:28 AM
The reason I'm avoiding a Charisma penalty(though they should rightly have one) is that I'm not a fan of Charisma being a dump-stat so often.

As for the improvised weapons: Google around for 'prison made weapons'. The idea comes from improvised weapons made by present-day inmates in America's prison system. A key or a razor-blade in their hands is definitely as good as a dagger.