Forsaker Paladin

Sqwonk

First Post
As I sit bored her at work, I figured I would work on an idea. I have always like the the Forsaker PrC from Masters of the Wild, but it did not seem very party friendly. But the idea of a Paladin/Knight who was anti-magic sounded cool. He destroys magic because of his code.

I also felt it would be better as an alternative class rather than a PrC. The character starts out coming out of his knightly trainging with the code as his beliefs.

First, I need a name for the brotherhood that produces these knights.

Please comment on my new class.

Skills: Fighter plus Knowledge Arcana and Spellcraft

BAB: Fighter

Saves: Good Fort and Will

  1. Ability Bonus +1, Forsake Magic, Magic Sense
  2. Fast Healing (1/rnd-10 per day) Lighting Reflexes, SR11
  3. Ability Bonus +1, Iron Will
  4. Fast Healing (1/rnd-20 per day), Great Fortitude
  5. Ability Bonus, SR 12, Auto-Stabilize
  6. Fast Healing (2/rnd-30 per day), Tough Defense
  7. Ability Bonus +1, SR13
  8. Fast Healing (2/rnd-40 per day)
  9. Ability Bonus +1, SR 14
  10. Fast healing (3/rnd – 50 per day), Slippery Mind
  11. Ability Bonus +1, SR15
  12. Fast healing (3/rnd – 60 per day)
  13. Ability Bonus +1, SR 16
  14. Fast Healing (4/rnd – 60 per day)
  15. Ability Bonus +1, SR 17
  16. Fast Healing (4/rnd – 70 per day)
  17. Ability Bonus +1, SR 18
  18. Fast Healing (5/rnd – 80 per day)
  19. Ability Bonus +1, SR 19
  20. Aura of Invulnerability
Forsake Magic-The Knight must refuse any magic-even beneficial. Thus, he must attempt a saving throw against all spells. If a magic item is used or casts a spell the knight loses all knightly benefits for 1 week.

Magic Sense- The knight has a 50% (+5% per Knight level) to detect any magical item or effect within (5 + knight level feet). If he holds/touches an item – he automatically he gains info as Detect Magic spell.

Auto-Stabilize – The Knight will automatically stabilize once falling below 0 hit points.

Tough Defense – The Knight gains a natural armor bonus equal to his Con bonus

Slippery Mind – second chance on saves against enchantment spells.

Aura of Invulnerabilty – per the spell Globe of Invulnerability



Magic Destruction
– The knight gains some of his abilities through the destruction of magic. For each 200 gp value of the magic item destroyed- the Knight is juiced up for 1 day. If he runs out of juice – he loses SR and Damage reduction.

Thanks for your help
 
Last edited:

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I did not do an expanded write-up of each ability. I was going to wait until everyone had chimed in and then "pretty it up".

So all chining is welcome.
 

I will preface my comments by saying that I don't really like the forsaker, and would not allow one as a PC in my campaigns. So, there may be a negative slant to my comments.

From the flavour perspective, why does the code require the knight to destroy magic? Does he think it is in inherently evil? Since most campaigns are set in a world where magic is a more or less accepted part of life, how did such an order evolve? And if he refuses to use magic, how do his semi-magical abilities (like fast healing, magic sense, spell resistance and Globe of Invulnerability) work? Is there a power of "anti-magic"? Even if that is the case, it simply sounds like magic by another name.

From the mechanics perspective, the SR progression is probably too slow. Generally, it should go up by 1/level or the character will become relatively more susceptible to magic (from opponents of his CR) as he increases in level.

You may have noticed that 3e (and 3.5e) has pretty much done away with abilities that have a percentage chance of working. You might as well allow the knight to Detect Magic at will. It isn't that unbalancing an ability and saves you dice rolls.

Under Magic Destruction, you mention damage reduction, but there is no DR progression in the table.
 

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