Fury (3.5e Class)
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In the beginning, the Thousand-face gods created everything. Each Human tribe has learned to belive and fear one different god or deity, some people trough, know that they are all faces of the true god. This few people learned the true path of illumination and created a mystic and secret cult of adoration and respect.
Some childs are selected since birth to train and learn the aspect of the true god, the training is hard and often the child don't resist or grow crazy, the few ones that survive becomes the Fury. The Fury is the ultimate soldier of the Thousand-face god, as the god has thousand faces is said that the Furys are his thousand arms. This children learns the two main aspects of the divinity, the Yin for passion, wild, wrath, luxury and the Yang for calmness, peace, self-improvement. Their mission is to wander around the world and live by the Thousand-god grace, always continuing the sacred circle of life that was determined in the beginning of the eras.
Different from the monks and other cultists, the Fury don't have to follow some strict list of rules after the training is over. As they began to wonder the world they can choose to live as they like, the Thousand-face gods lives in every gesture and action, it's not necessary to selfprivation of the wonder of life to worship them.
Making a Fury
Fury primary weapon is their stances, Yin for aggression and Yang for defense. Later the Fury learns to commune the two aspect of the god in one final stance. It's said that some Furys can also summon intervention from the most fearsome aspect of their gods, the Asura.
Abilities: Strength are the main ability for the Fury since it's influences damage, Dexterity and Wisdom are important for greater AC bonus since you can't use any armor. A Fury gets the the same special benefits as a monk for certain feats (Stunning Fist, Combat Reflexes, etc.) . The fury can select fighter specific feats.
Races: Only Humans and Half-Humans
Religion: The Fury can respect any religion but must always know that the Thousand-face is the true god, a fury that forsakes this or belives in another religion loses all fury feats.
Starting Gold: 4d4x10gp
|1st||+1||+2||+2||+2||Fury, Unarmed Strike, Yin/Yang Style||1d6||+0||+0 ft.|
|2nd||+2||+3||+3||+3||Wild Kick, Lotus Calmness, Evasion||1d6||+0||+0 ft.|
|3rd||+3||+3||+3||+3||Energy Flow, Fast Movement||1d6||+1||+10 ft.|
|4th||+4||+4||+4||+4||Vital Strike (Magic)||1d8||+1||+10 ft.|
|6th||+6/+1||+5||+5||+5||Wild Fist||1d8||+2||+20 ft.|
|7th||+7/+2||+5||+5||+5||Astral Rush||1d10||+2||+20 ft.|
|8th||+8/+3||+6||+6||+6||Gentle Movement||1d10||+2||+20 ft.|
|9th||+9/+4||+6||+6||+6||Fist of One Thousand, Improved Evasion||1d10||+3||+30 ft.|
|10th||+10/+5||+7||+7||+7||Yo Style, Vital Strike (alignment)||2d6||+3||+30 ft.|
|13th||+13/+8/+3||+8||+8||+8||Vital Strike (adamantine)||2d8||+4||+40 ft.|
|14th||+14/+9/+4||+9||+9||+9||Asura Gate||2d8||+4||+40 ft.|
|16th||+16/+11/+6/+1||+10||+10||+10||Asura Gate Opened||2d10||+5||+50 ft.|
|17th||+17/+12/+7/+2||+10||+10||+10||Laksmi's Youth, Tongue of Vāk||2d10||+5||+50 ft.|
|20th||+20/+15/+10/+5||+12||+12||+12||Asura Intervention, Blessing of The Ashvins||3d8||+6||+60 ft.|
Furys are not proficient with any armor or shields.
Fury (Ex): As the Fury completes his intense training and becomes the servant of its god, they receive a gift and bless by the elders. Every Fury has it's arms marked from the palm to the elbow. The tattos are blessed and sacred, they are the mark of the true thousand-face servants. Through intensive training the Fury has an enhanced perception of their surroundings, they can react to immediate danger faster then a normal human could.
When unarmored and unencumbered, the Fury adds his Wisdom bonus (if any) to his AC. At 3rd level the bonus grants the Fury +1 bonus to his AC, and this bonus increases by 1 for every three Fury levels thereafter (+2 at 6th, +3 at 9th, +4 at 12th, +5 at 15th and +6 at 18th level). These bonuses to AC apply even against touch attacks or when the Furry is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: At level 1 the Fury Intense training excels them in unarmed combat, they fist, knees, legs or feets are threated like a lethal weapon. The fury gains SRD:Improved Unarmed Strike as a bonus feat.
- (this ability works exactly as the monks unarmed strike)
Yin/Yang Style: At first level the Fury has mastered the two paths of its god, Yin for aggression, violence, wild and passion. Yang for peace, calmness, defence and serenity. The Fury can change stances as a free action (one time per round, one stance at a time) inside battle, The ying stance uses one knee up high and the arms close to the head and torso, Yang focus on the two feet solid on the ground and the arms aside the body.
- while on Yin stance the player gains +2 in all damage and attack rolls and losses 2 AC bonus. The Player cannot try to combat on defensive or full defence while on Yin.
- while on Yang stance the player gains + 2 AC and losses -1 in all attack and damage rolls. The Player cannot spend full round actions to make any feat, ability or extra attack that needs it while on Yang.
Evasion (Ex): A Fury of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a Fury is wearing light armor or no armor. A helpless Fury (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Wild Kick (Ex): The manifest of the wild passion of the Thousand faces god, the Fury charges the energy to its legs and apply a great kick, the energy is so latent that causes a burst on contact.
- one time per day and plus 1/2 Fury levels, the Fury can substitute one attack roll to use the Wild Kick(you must announce before the roll), It adds a 1d4+1 damage and plus 1d4+1 every 5 levels thereafter (2d4+2 on level 7, 3d4+3 on level 12...) on the normal unarmed damage.
- The enemy and the fury must make a Strength check, if the enemy fails he took 1d4+1 fire damage per 1d4+1 turns.
- At level 3rd The Fury can instead use a full round action to run two times it's normal movement and flies 2 squares to apply the wild kick, this does not provoke and opportunity attack of the target, if Wild kick is used this way the fury gains + 2 bonus on the Strength check, if this is the case the opponent also flies 2 squares backwards and fall prone in addition to the fire damage.
- This feat can only be used while on Yin.
Lotus Calmness (Ex): At level 2 the Fury can assume the posture of lotus as an extension of the Yang Stance, this permit him to swift the flow of energy from attack to defence at will, being concentrated to defend make the Fury aware of any mistakes the enemy could make and punish it.
- The Fury gains Combat expertise while on this stance.
- While on this stance, everytime an enemy tries to hit the Furry and misses, you can roll check for a hit, if success the furry counter the vulnerable area of the attacker and do 1d4 -1 damage plus strength mod.
- while on Lotus Calmness the Fury can only move half it's movement capacities
- This can only be used while on Yang.
Energy Flow (Ex): at level 3rd when not in combat the Fury can reorganize the energy flow in his body to empower damaged areas and heal his own wounds. The Fury can heal a number of hit points of damage equal to twice their current Fury level each day, and they can spread this healing out through multiple uses. Energy Flow also grants immunity to diseases (except magical and supernatural) and poisons of all kinds.
Fast Movement (Ex): At 3th level, the Fury can concentrate a small amount of energy to its legs. This grants him bonus movement, this bonus grows with levels as show in the table. A Master in armor or carrying a medium or heavy load loses this extra speed.
Vital Strike (Su): At 4th level, the fury learns to sense the vital areas of the energy flowing in everything in creation. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Vital Strike strike improves with the character’s Fury level. At 10th level, his unarmed attacks are also treated as alignment (look below) weapons for the purpose of dealing damage to creatures with damage reduction. At 13th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
- This ability is equivalent to a monks Ki Strike for the purpose of feat prerequisites.
- The Thousand Faced God is of all and none alignments. A fury's unarmed attacks at 10th level are whatever alignment is advantageous for the Fury at that time. It is not affected by his personal alignment and vice-versa. Example if the Fury is Lawful fighting a lawful enemy his unarmed strikes are automatically chaotic/anarchic for the purpose of dealing damage to creatures with damage reduction. The Fury takes no penalties for using their unarmed strikes if the alignment is a counter to theirs.
Wild Fist (Ex): At 6th level the Fury learns to imbue the latent energy to the fist, the impact of those special technique is often numbs the muscles.
- 4 times per day and one more time each 3 levels thereafter the Fury can substitute one of its attacks for "Wild Fist"
- Wild fist deals the unarmed damage plus 1d4+1
- the enemy must make a Fortitude save (dc 15 + 1/2 fury levels + str bonus), if fails the enemy suffers -2 BAB in all attack rolls for 2 rounds
- The fury can choose the specific location of the impact (such as an arm or a leg), if he does so, the Fortitude save are harder (dc, 15 + 1/2 fury levels + str bonus + dex bonus) and the results of a fail are worse too, -4BAB for 3 rounds to the enemy but only for the chosen area (an enemy hitten in the right arm suffers -4 penalty when trying to attack with that arm for example). The fury has -2 BAB to attempt attacking an specific area.
- this feat can only be used while Yin.
- Effects can stack up to two times.
Astral Rush (Ex): At level 7th the Fury learns to project the flow of energy towards the enemy, an astral projection of the fury rampages against the target.
1/2 Fury levels per day as an standard action, the fury can try to push back from distance enemies within sight range (if the fury attempt an Astral Rush he cannot make any other attacks in this round).
- The maximum distance to Astral Rush is twice the available movement on this round.
- The enemy and the Fury must make an Strength check, the winner pushes the loser back 5 meters.
- The Fury can push the enemy back an additional 5 meters for each point by which your check result is greater than the defender’s check result.
- The Fury gains +4 bonus on this feat if he has "improved bull rush"
- This feat don't provoke an opportunity attack from the defender, but every other enemy that threatens you can attempt an opportunity attack.
- This can only be attempted while on Yang Stance.
Gentle Movement: The Fury learns to use only the precise movements to counter the aggressor. At 8th level while on Yang stance the Fury's disarm and grapple attempts are considered as having "improved disarm", "improved grapple" (during an opposing grapple), and "Improved Trip" feats.
Improved Evasion (Ex): At 9th level, a Fury's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless Fury (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Fist of One Thousand (Ex): A fury can hone all of his energy into his fist. The sheer force looks as if the Fury struck his enemy with a thousand blows. At 9th level for 1/2 (rounded down if necessary) the Fury levels and once per encounter a Fury can sacrifice his other attacks for doubled max unarmed strike damage equal to the amount of attacks he has. (Number of attacks x max unarmed strike damage)x2.
- After use the fury is treated as exhausted for 1 round.
- On a critical hit this attack increases the multiplier by 1.
- The BAB for this attack is the average of his total base attacks (rounded down).
- At 14th Level the Fury can use this attack twice per encounter but the penalty last 2 rounds after the second use. At 20th level 3 uses per encounter but the penalty last for 3 rounds
- This attack can only be used in Yin stance.
Yo Style: At 10th the Fury learns to unite the two aspects of the Thousand face god, the yo stance is the perfect equilibrium beetween war and peace. His skin turns black and they eyes turns bright, his arms up high and the two feet solid on the ground.
1/2 Fury levels per day the Fury can change to Yo style as a free action. When Yo style is active the player cannot change to total defense or defensive combat.
- While on this state the Fury gains +4 temporary bonus on Dexterity ,Strength, and Wisdom, and a penalty of -2 in all attack rolls.
- The Fury can safely be at Yo stance 3 turns plus the Fury's (improved) wisdom mod, any turns beyond this causes 1d4+1 damage on the fury. Yo stance can end prematurely
- at the end of the Yo stance the fury become tired and losses -2 in all damage and attack rolls and - 2 in AC
- At 13th level the Fury can use Yin/Yang feats in Yo Stance.
- At 16th level the Fury is no longer tired after the end of Yo Stance
- Melee attacks at Yo stance consider both Strength and Dexterity mod to deal damage.
Asura Gate(Su): At 14th level the Fury can summon the asura's gate, a sacred channel of communication with the Thousand-Face god, The gate is an astral bright gold circle with sacred runes 3ft radius floating behind the Fury and follows whetever it goes.
- Summoning the gate tooks 1 full round action.
- The Gate vanishes as Yo Stance is no longer active.
- The Gate offers +4 in all saving throws and resistance to illusionary and enchantment magic.
Asura Gate Opened(Su): At level 16th the Fury can open the mystic gate of asura, The sacred connection with the Thousand-face god enpower even more.
- Opening the gates takes 1 full round action after gates invocation.
- Asura Gate now can be cast as a movement action
- The Fury gains an additional +4 on saving throws and resistance to illusionary and enchantment magic.
- The Fury gains spell resistance equal to the Fury level +12
Laksmi's Youth(Ex):At 17th level The Fury can use the flow of energy to keep his body at its top physical and mental peak. He no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken are removed. Bonuses still accrue. However, the Fury is not immortal and still dies when his time is up.
Tongue of Vāk(Ex):At level 17 the Fury is able to use the flow of energy to speak and understand any being living, undead or otherwise.
Asura Intervention(Su): At level 20th the Fury can calls for the Asura (one of the thousand aspects of god) to help in battle. Several Golden rays descend upon the enemy like a flurry of punchs. 3 time per week the Fury can summon the Asura Intervention.
- Asura Intervention takes 1 full round action after the gate is opened.
- choose 3 targets (maximum range, 60 ft) or focus all 3 attacks on 1 target. The Hand of asura comes down from the sky and punchs the targets dealing(str+dex+wis)xd12 damage for each of the 3 attacks.
- This is capable of performing critical damage of x3
- Asura Gate Opened can be cast now as a standard action.
Blessing of The Ashvins (Su): When near death or unconscious and dying (hit points 0 or below) The Fury can request healing from The Thousand Face God. This can be done once a week. The Ashvins heal the Fury for his maximum hit points and regenerates any loss of limbs. As with physical The Ashvins also remove magical and supernatural damage (diseases, ability score damage etc)
- Blessing takes 1 full round action after the Gate is opened.
- This counts as one use for Asura's Intervention.
- If dead the Fury gets a final will save DC20 (DC25 if he is attempting to revive his allies as well), if failed the Fury dies. Success results in revival as if subject to true resurrection. The Fury cannot apply the benefits of the Asura Gate to this save.
The Epic Fury
|22nd||+7||+70 ft.||Bonus Feat|
|24th||+8||+80 ft.||Bonus Feat|
|26th||+8||+80 ft.||Bonus Feat|
|28th||+9||+90 ft.||Bonus Feat|
|30th||+10||+100 ft.||Bonus Feat|
Fast Movement: The epic Fury's speed when unarmored continues to increase by 10ft every 3 levels after 18th
- Vital Strike is equivalent to a monks Ki Strike for the purpose of feat prerequisites.
Bonus Feats: The epic Fury gains a bonus feat every 2 levels after 20th selected from the list of Epic Fighter and Monk feats.
Fury Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Fury
Other Classes: .
Furies in the World
Daily Life: .
NPC Reactions: .
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Furies in the Game
Sample Encounter: .
EL : .