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Zaydos
2013-09-24, 11:04 PM
FURIOUS FIST

”I am a man!!!!!” *punch* -A bearded Furious Fist who was calling himself Superman

Rage is power, and not all who carry such power choose to wield weapons. The unarmed warrior is a classic fantasy, and legendary archetype and only rarely does it carry the trappings of a monk. This class is for the angry bar brawler, for Beowulf who bests Grendel unarmed, Greek heroes who mastered pankration, the (grey) Hulk (goliath with the Goliath Barbarian substitution level). This is not the master of some elegant martial art, this is the warrior whose anger fuels his primal fighting instincts and gives him the power he needs to fight weapons or not.

BECOMING A FURIOUS FIST
Becoming a furious fist does not require any special training, just a natural talent for unarmed violence. Even so many furious fists do study the unarmed wrestling and boxing styles of their races, though some take to simply brawling in pubs and bars (the traditional method of boxing training among dwarves).

ENTRY REQUIREMENTS
BAB: +5
Feats: Improved Unarmed Strike, Improved Grapple
Special: Rage 2/day
Special: Must have fought a creature of at least CR 2 unarmed, alone, and won.

Class Skills
The Furious Fist's class skills (and the key ability for each skill) are Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d12

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Fist of Fury, Iron Fist

2nd|
+2|
+3|
+0|
+0|Improved Grab

3rd|
+3|
+3|
+1|
+1|Giant Riding, Rage +1/day

4th|
+4|
+4|
+1|
+1|Splintering Rage

5th|
+5|
+4|
+1|
+1|Powerful Blows

6th|
+6|
+5|
+2|
+2|Aggravated Assault

7th|
+7|
+5|
+2|
+2|Greater Rage

8th|
+8|
+6|
+2|
+2|Toughness of Fury

9th|
+9|
+6|
+3|
+3|Knock Flying

10th|
+10|
+7|
+3|
+3|Wrestle the Wind[/table]

Weapon Proficiencies: A Furious Fist is proficient with all improvised weapons, but gains no other weapon or armor proficiencies.

Iron Fist (Ex): A Furious Fist’s fists are powerful weapons in their own right. A Furious Fist may treat their unarmed strikes as either a natural weapon or manufactured weapon as is most beneficial (even both at the same time for different effects/abilities) and may make iterative attacks with his unarmed strike. A Furious Fist’s unarmed strikes deal increased damage based upon his size and level (see table below) and may be enchanted as if they were masterwork weapons. A Furious Fist may have multiple enchantments placed on his unarmed strike, but must pay the full price for each set of enchantments (see explanation below) and may only use one set at a time on each fist; a Furious Fist may change what set of enchantments is active on each fist by spending 1 full round action (this may be performed while raging).

A Furious Fist may also wield improvised weapons with no penalty. When wielding an improvised weapon a Furious Fist may have it deal his unarmed damage +1d4 if it is better than its normal damage. A Furious Fist with Superior Unarmed Strike uses the better of the two abilities’ damage and deals an additional 2 damage with unarmed strikes.

Iron Fist damage
{table=head]Level|Small|Medium|Large|Huge|Gargantuan|Colossal
1-2|1d6|1d8|2d6|3d6|4d6|6d6
3-4|1d8|1d10|2d8|3d8|4d8|6d8
5-6|1d10|2d6|3d6|4d6|6d6|8d6
7-8|2d6|2d8|3d8|4d8|6d8|8d8
9-10|2d8|2d10|4d8|6d8|8d8|12d8[/table]

Enchanting Explanation:
A single set of enchantment's on a Furious Fist's hands could include a +3 enhancement bonus the frost, outsider (lawful) bane, and holy enchantments or any other combination of enchantments which could be placed on a magical weapon. This would cost the same amount as enchanting a normal weapon with these qualities (49,000 GP to hire a mage, 24,500 GP and 1960 XP for someone enchanting it). If a Furious Fist wants in effect a second weapon they may choose to create a second set of enchantments on their unarmed strike they could create a second set of enchantments beginning by enchanting it to be a +1 weapon once more at a cost of 2,000 GP and then adding weapon enhancements as if it were a +1 weapon making it for example Flaming and Dragon Bane for a total cost of 18,000. They could then use their fist as either a +3 frost, outsider (lawful) bane, holy weapon or a +1 flaming, dragon bane weapon but could not mix and match from the two sets of enchantments.

Fists of Fury (Ex): When raging a Furious Fist’s unarmed strike damage is increased as if their size was increased by one size category (to a maximum of Colossal).

Improved Grab (Ex): Beginning at 2nd level, when a Furious Fist strikes a target, up to one size category larger than them, with an unarmed strike they deal normal damage and may attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

A Furious Fist may conduct a grapple normally, or simply use the hand it used in the improved grab to hold the opponent. If they chooses to do the latter, they take a -20 penalty on grapple checks, but are not considered grappled themself; the Furious Fist does not lose its Dexterity bonus to AC, still threatens an area, and can use their remaining attacks against other opponents. A Furious Fist may choose to utilize this option even with a grapple they initiated normally, though doing so still occupies the use of one hand.

Giant Riding (Ex): A Furious Fist, through sheer tenacity or battle instinct, learns to wrestle with even enemies much larger than them, turning some part of their size back upon them to mitigate the benefit it grants them. Beginning at 3rd level a Furious Fist gains a +2 on grapple checks per size category larger than him the opponent is.

Rage: A Furious Fist continues to gain new daily uses of Rage at 3rd level and every 3rd level thereafter.

Splintering Rage (Ex): A Furious Fist’s anger knows no bonds and smashes through the things that would bind a lesser mortal. Beginning at 4th level a Furious Fist gains various bonuses against objects when raging. They gain a +8 bonus on Strength checks to break immobile, inanimate objects (this stacks with the benefits of the Destructive Rage feat), when sundering an item ignore half of its hardness, and when attacking an immobile, inanimate object ignore they ignore its hardness and deal double damage.

Powerful Blows (Ex) A Furious Fist knows how to put power behind their blows, striking a foe hard and fast. At 5th level a Furious Fist gains Power Attack as a bonus feat even if they do not meet its prerequisites (if they already have Power Attack they may choose another feat they meet the prerequisites for instead) and when raging their unarmed strike gains extra damage from Strength and Power Attack as if it was a two-handed weapon (this only applies to their main hand if they dual wield unarmed strikes).

Aggravated Assault (Ex): A Furious Fist’s attacks are powerful and brutal penetrating all but the most powerful defenses and tearing through creature’s ability to mend wounds. Beginning at 6th level when raging a Furious Fist’s unarmed strike overcomes any DR other than DR /- and damage dealt by it is lethal damage (unless the Furious Fist attacks for nonlethal damage) despite any regeneration the target may have.

Greater Rage: Beginning at 7th level a Furious Fist gains Greater Rage as the barbarian ability of the same name. If the Furious Fist already has Greater Rage or gains it from another class this ability becomes Mighty Rage.

Toughness of Rage (Ex): An enraged Furious Fist can shrug off and ignore the slings and arrows of lesser creatures. Beginning at 8th level when raging a Furious Fist gains DR X/- where X is one half of their Constitution modifier (minimum 1/-). This damage reduction stacks with any DR /- the Furious Fist may already have innately (such as due to race or class features).

Knock Flying (Ex): A Furious Fist’s blows can push an opponent back giving them ground to make their assault. Beginning at 9th level when a Furious Fist makes an unarmed strike against an opponent, if they do not choose to use their Improved Grab, they may instead attempt to make a bull rush attempt against that target as a free action. You do not provoke attacks of opportunity for entering the target’s space, and you gain a +4 bonus on the opposed Strength check, with an additional +2 bonus as if you were charging (this does not stack with the actual +2 from charging). You may move with the target up to a total of your speed as part of the attack or full attack action used to make the attack, this speed may be broken up across pushing them with multiple attacks as part of a full attack action.

Wrestle the Wind (Ex): Once a Furious Fist grasps a foe that foe finds that it’s almost impossible to escape this death grip. Beginning at 10th level when raging a Furious Fist halves all bonuses opponent’s receive to grapple checks and escape artist checks specifically made to resist or escape grapples (this has no effect on a bonus to grapple or escape artist in general such as from Improved Grapple or Skill Focus Escape Artist, but halves the bonus granted by the Grease spell). In addition when they are raging a Furious Fist can grapple creatures protected by Freedom of Movement effects or which are usually immune to grapple (such as Incorporeal creatures which treats their Strength scores as 10 for this purpose), but the Furious Fist suffers a -10 penalty on the grapple check to do so. Any concentration checks made when grappled by a Furious Fist (such as that required to use a spell or spell-like ability when grappled) are made at a -10 penalty.

Finally a raging Furious Fist’s unarmed strike is now treated as a ghost touch weapon for the purpose of striking incorporeal creatures and may be used to strike ethereal creatures as if they were on the Prime Material plane. This portion of this ability is a Supernatural ability.

Additional Fluffy bits and dwarven beer stein wielding encounter coming soon (template in spoiler for personal use)
PLAYING A FURIOUS FIST
Have fun, walk up to the tarrasque and punch it to death, grapple a wizard in each hand, drink a demon to death.
Combat: Hulk smash puny monsters. A Furious Fist’s abilities lend themselves to melee combat and grappling opponents.
Advancement: A Furious Fist can return to Barbarian to obtain Mighty Rage and 2 more points of DR. They might also look into other melee prestige classes, or look towards Tome of Battle to gain some useful mid level stances and boosts.
Resources:

FURIOUS FISTS IN THE WORLD
A quote of somebody else talking about your class!

Coming soon… maybe… if requested
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
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Sample Encounter
I intend to make a sample dwarven Furious Fist who fights with an enchanted beer stein, but might need to be reminded to do so.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

zhdarkstar
2013-09-25, 05:32 PM
I am all for PrC's that give punching things in the face its due justice. I like the fluff and crunch of the class. However, there are couple things I've noticed that could use some clarification or editing. Otherwise, I think this class has the right amount of punch to it.



Furious Fist may have multiple enchantments placed on his unarmed strike, but must pay the full price for each set of enchantments and may only use one set at a time on each fist; a Furious Fist may change what set of enchantments is active on each fist by spending 1 full minute of meditation.

What do you mean by "set of enchantments"? Does that mean you can only have either flaming or frost on, but not both at the same time?


Beginning at 2nd level when a Furious Fist strikes a target up to one size category larger than them with an unarmed strike they deal normal damage and may attempts to start a grapple as a free action without provoking an attack of opportunity.

This needs a couple commas.

Zaydos
2013-09-25, 06:43 PM
I am all for PrC's that give punching things in the face its due justice. I like the fluff and crunch of the class. However, there are couple things I've noticed that could use some clarification or editing. Otherwise, I think this class has the right amount of punch to it.

Thank you.





What do you mean by "set of enchantments"? Does that mean you can only have either flaming or frost on, but not both at the same time?

Added a paragraph of explanation/example.You could have your fist enchanted as a +1 flaming, frost weapon by paying the normal cost or if you decided you didn't want to pay 18,000 because you'd never use both flaming and frost at the same time you could have 2 sets of enchantments +1 flaming and +1 frost each costing 8000 GP. Unless you're getting a full +10 set of enchantments it will probably never be worthwhile, but I wanted to give them the option.



This needs a couple commas.

Added a few.