Eolin said:
I mostly like the sorts of changes you've made. I'd switch the required feats back to what they were -- Iron Will, Great Fortitude, Lightning Reflexes. The forsaker takes damamge, its what they do. I'd also give it a d12 hit die. The origional forsaker also was given a natural armor bonus equal to the Con modifier (if positive). Yuo could throw that back in.
What I like is that they are no longer dependent upon magic. Now they're an anti-magic prestige class, which makes a lot more sense. I like the special power's they've been given, especially disjunction by touch. That's pretty. I can just imagine a paladin hitting a forsaker with his Holy Avenger, and the Avenger crumbles.
After all, the Holy Avenger touched the forsaker. Or did you want to not allow that?
Hmm.. Do they need all those skill points?
When I see Endurance and Toughness as prereques, I expect the class to be stupendously powerful. Because those feats are really underpowered.
Thank you.
I'm not sure if that's how "by touch" powers work in 3.5; I always thought that it required an action upon the user's part, but if that's how other powers that act upon touch work, it's fully my intent to have the forsaker's powers work the same way.
As Stalker0 graciously pointed out, the forsaker should have massive skill points, if for no other reason than to take a great many ranks in Ride, Climb, Jump, Handle Animal, and the like.
Regarding AC and hit point issues, I'm curious as to whether everyone thinks those are the best way to deal with it, or if more DR and fast healing would be better. I see the revised forsaker as making his way through the world without magic largely through effort of will. Magic recoils from him because he refuses to let it touch him. His dogged persistence and tenacity are what enable him to survive. As such, I see him as more thematic if he keeps getting hit and shrugging it off than if he is simply not getting hit. I suppose someone could forward an argument for better parallels with someone who avoids magic, and similarly avoids getting hit, so I'll entertain that thought when I see it.
Endurance is not actually, IMO, a bad pre-requisite for someone who is going to spend a great deal of time out in the wilds. People are not going to want them in most cities, due to the unpleasant (for users of magic) side effects of their presence at higher levels. Depending on the magic level of a campaign, they could probably get along just fine in a village or small city, however.
Toughness is indeed a bad feat for non-mages to take, and of course no mage will want to be a Forsaker. I'm not entirely sure what I'll do with regard to the feats. I don't see a forsaker as being peternaturally fast, or resistant to the various applications of magic through anything but force of will, however.
Perhaps I'll add something to make Spell Blank even more potent, like a second chance for it to activate. Thought you finally charmed the Forsaker? Nope, he was just playing along with his maximum-rank Bluff skill. Hey, it looks like all your protective magics just got disjoined, and is that a sharp dagger in his hand?