My first estimate of their power was simular, although we differ on the details. At LV 10, I had a value of 411,914 - 561,914, using two different calculation methods for abilities (ability: 100,000 or 250,000; Fast Healing 16,000; SR 85,714; DR 167,200; Tough Defense 18,000; Slippery Mind 25,000). The major problem with this method is that it dosen't identify how money would be optimally spent; it merely identifies how much money it would cost to replicate these abilities. Unfortunately, the abilities they gain aren't even close to an optimal spending of simular cash.IamIan said:This has 3 parts and is a bit long so you are warned.
--------------
Part #1
Value of 10 lv forsaker powers
<snip>
And that is it 563,400 ….
<snip>
bringing the value of the class up to : 582,910
<snip>
Either PC needs to roll a 2. It you look at my example, both have a Fort save of +17 when raging (I assume that they Rage at the beginning of their first action). However, a 5% chance of save failure * a 95% chance of being hit (it's a touch attack and both have lousy touch ACs) * 7-8 attacks per round adds up quickly. If you look at the creature, its tongue dosen't do damage, so DR is irrelevant against their paralysis attack.IamIan said:---------------
Part #2
As for the combat examples:
Vs morhg you seem to have forgotten how low a DC
of 17 for a fort save for the paralyzing is for a
14th level character… by 14th level the forsaker
should have a +12 or +13 to fort saves even with no
con bonus added in…with a con of 14 the fort save
would be like +15 or better and would only fail
the save on a roll of natural 1 or a mear 5% of
the time…. This is if it hits and as you said does
damage past DR …. The barbarian should be about 3
points behind the forsaker meaning he needs to roll
4 or better to save which means failure 20% of the
time…. So the forsaker fails 1 out of 20 the
barbarian fails 1 out of 5.
I gather that all of their abilities are extrodinary? I thought that some of them were Supernatural by default (and I'm not finding my copy of Masters of the Wild to double-check).IamIan said:Now here is one of my own
Anti-magic field spell lv 6 times caster lv 12
times 2,000 use activated = 144,000 GP Item, Now
for 120 minutes 5 times per day a creature /
character has an anti-magic field 10 feet around
them… anybody who gets within 10 feet sees all
their magic stop working poof no save…
<snip>
My comments on this are:IamIan said:-------------------
Part# 3
My 2 bits on 3.5 version of Forsaker
A good conversion to 3.5 would be DR/- and devide
the amount by 2 so 5/- at lv 10 this is as
comparable to what barbarians and dwarven defenders
get and should be fair.
In 3.5 the forsaker’s fast heal should not have a
daily limit.
In 3.5 the forsaker’s natural weapon should be
/magic instead of +1 and then one of their
alignment descriptors like law or chaos at +3 and
the other alignment descriptor at +5 like good or
evil… forsakers can still use adamantine as a
non-magic weapon and this would allow the class to
still fit in the new DR rules.
Forsaker’s should have an extraordinary ability
that allows them to sense magic or to figure out if
an item is magic no further information like type
of magic etc… is needed nor does it need to be long
ranged.
At Epic Levels the forsaker should start generating
his own Anti-Magic field that grows in size and
power as he advances in epic levels.
My 2 bits…
Zimbel said:Unfortunately, the abilities they gain aren't even close to an optimal spending of simular cash.
Zimbel said:Either PC needs to roll a 2. It you look at my example, both have a Fort save of +17 when raging
Zimbel said:I gather that all of their abilities are extrodinary? I thought that some of them were Supernatural by default (and I'm not finding my copy of Masters of the Wild to double-check).
Zimbel said:I'm curious how many creatures actually use antimagic- the only ones I'm coming up with are beholder, colussus, and old prismatic dragons (the later two are epic). In many cases (other than the colussus), the antimagic can be avoided by just moving.
No. However, it makes useful (buying items vs special abilities) comparisons more difficult. If it were closer (like Vow of Poverty) it would be more useful. The combat examples suggests that it costs far less than 400,000 to get equivalent overall combat power, even if it would cost more for replicating the exact same abilities. This is why I went to combat examples for my second attempt; it gives a better measure of overall effectiveness. I also deliberately chose the level I felt was most favorable to the Forsaker.IamIan said:This Is True... but it is the Value of the abilities they get...
Just becuase the Abilities aren't the Best possible combination doesn't lessen thier value.
The Barbarian has a Cloak +3 (of resistance). That makes up for the +3 difference you're finding. I agree that Great Fort. is a rare feat, partially because resistance items are so cheap to buy.IamIan said:Yes... But I must be Missing something... Becuase the First Level of Forsaker Gives +2 at best on the same Level the Barbarian Got +1 and the Forsaker Has Great Fort +2 as a Feat... should put him at least 1 above the Barbarian and in my experience people almost never take the Extra Save Feats... The Forsaker Has to as a Class Requirement... so the Vast majority of the Time the Forsaker has +3 more than the Straight Barbarian in Fort and allot more in Will Saves....
But maybe I am missing a Step or maybe it just happens to work out the same sinse either fail on a 1... and this example doesn't show the difference between the saves.
I've occasionally played with Dispel magic; I've yet to find it useful against items; the creature will almost always do better attacking.IamIan said:ANGEL, PLANETAR CR 16 at will greater dispel magic
<snip>
In my experience DMs rarely attack Character's Magic Stuff... when it is the biggest part of the threat to the Creature... and Intelligent Creature should know this.. and attack the magic stuff first especially those creatures with At Will Dispel Magic or Greater.
Note that the Dracinomicon both has multiple races with nice SRs and a feat that lets you pump your SRIamIan said:And by Defualt SR Never Stacks but it specificly says under the Ex Ability of SR for the Forsaker that it stacks with any other SR they may already have... only catch is that since they can't use Magic or Even Spell Like Abilities it has to be a Natural Ability of the Race they Are.
Any time a monster is dispelling magic, it's not using other, typically more notable powers on the party. Unless the entire party is spelled to the gills, it's not likely to make a big difference. Really.IamIan said:ANGEL, PLANETAR CR 16 at will greater dispel magic
ANGEL, SOLAR CR 23 at will greater dispel magic, 1/Day wish, 1/day miracle
AVORAL CR 9 at will dispel magic
BABAU CR 6 at will , dispel magic
BALOR CR 20 at will greater dispel magic
GLABREZU CR 13 at will dispel magic
NALFESHNEE CR 14 at will greater dispel magic
PIT FIEND CR 20 at will greater dispel magic, 1 / Yr Wish
DRIDER CR 7 1 /Day dispel magic
Formian Queen CR 17 Dispel Magic
GHAELE CR 13 at Will Dispel Magic
MARUT CR 15 at Will greater dispel magic
ZELEKHUT CR 9 at Will dispel magic
LAMMASU CR 8 4 / Day Dispel Magic
GUARDIAN NAGA CR 10 7 / Day Dispel Magic
NIGHTCRAWLER CR 18 at Will greater dispel magic
NIGHTWING CR 14 3 / Day greater dispel magic , Magic Drain (Su):
GYNOSPHINX CR 8 3 / Day dispel magic
PIXIE CR 4 1 / Day Dispel Magic
TITAN CR 21 at Will Greater Dispel Magic
Ok, these one's are nasty, but again - not usually the most effective tactics for them to use.BEBILITH CR 10 Rend Armor (Ex)
NIGHTWALKER CR 16 at Will greater dispel magic , Crush Item
OTOH, a beholder is a walk in the park once you're at the level where you meet them, and avoiding the field is usually relatively easy.EFREETI CR 8 1 / Day 3 Wishes
Beholder is ober with cone of anti-Magic Field
Which is a 10ft radius of non-magicitude. The fighter can still fly (or run) away and simply pelt you using his improved strength, extra bonus to hit and extra range from magic gear. Even the wizard will be flinging objects at you with telekinesis or dropping the ceiling on you.In Epic colussus Anti-Magic Field
Plus Anti - Magic Equipment...
Except that a shot of dispel or greater dispel will usually take out a single item on a single foe, or a single spell on multiple foes and uses up that monster's action. As a character, it's what you fall back on as a last resort when nothing else is working. Monsters rarely make it to their last resorts, and are usually plenty effective with other tactics.In my experience DMs rarely attack Character's Magic Stuff... when it is the biggest part of the threat to the Creature... and Intelligent Creature should know this.. and attack the magic stuff first especially those creatures with At Will Dispel Magic or Greater.
Zimbel said:No. However, it makes useful (buying items vs special abilities) comparisons more difficult. If it were closer (like Vow of Poverty) it would be more useful. The combat examples suggests that it costs far less than 400,000 to get equivalent overall combat power, even if it would cost more for replicating the exact same abilities.
Zimbel said:I've occasionally played with Dispel magic; I've yet to find it useful against items; the creature will almost always do better attacking.
You're wrong. SR doesn't help the forsaker one iota against party buffs, undead, force effects or most conjurations, not to mention the destructive side effects of many spells.IamIan said:The vast majority of spell allow SR which makes the forsaker very useful gainst any spell casting enemy...
Fair enough.Saeviomagy said:I noted in the examples on the previous page that the barbarian is spending a fair lump of cash on boots of striding and springing, yet foes that are slower than him are getting their flank bonus, and his only tactic seems to be "close to melee range and bash away" with no thought of retreat. Surely some other item would be a better choice? Either that, or resolve all of these fights as ranged combats (in which case the barbarian comes out markedly ahead).
Saeviomagy said:You're wrong. SR doesn't help the forsaker one iota against party buffs, undead, force effects or most conjurations, not to mention the destructive side effects of many spells.