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.
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.