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D&D Older Editions, OSR, & D&D Variants
3.5 Forsaker
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<blockquote data-quote="Saeviomagy" data-source="post: 1772804" data-attributes="member: 5890"><p>For the sake of your fellow players - don't play a forsaker.</p><p></p><p>I know it sounds like a cool idea, but in practice you will just hamper the party almost constantly.</p><p></p><p>I know for a fact that were I playing the wizard or cleric in a campaign, I'd be against letting a forsaker join the group, and if he did anyway, I'd be making no special accomodations for his ways.</p><p></p><p>DM says we're travelling across the world? Teleport. See you in 3 months buddy. We need to do stuff underwater? Sorry about that - guess you either wait here or drown. Infiltration mission? Well, you stay here, we'll tell you what we find out. Fight going badly? Guess which guy doesn't get the escape spell?</p><p></p><p>And of course I'd be passing on worthless pieces of junk to you as 'magical items' out of treasure hoards, on the basis that you can't tell whether they're magic or not, and you'd just smash them if they were anyway...</p><p></p><p>None of this is being mean, and none of this is taking into account the standard "me forsaker, me kill magic user" attitude that the forsaker seems to come packaged with. It's just being pragmatic and not allowing another player to ruin my fun.</p><p></p><p>I'd suggest that if you want an interesting anti-magic character, you either take occult slayer, or you just take fighter levels and spend all your non-fighter feats on spelltouched feats from unearthed arcana. Now you'll have a character that bounces lightning bolts, turns 'being set on fire' into a bonus, rebounds power word spells, rebounds any spell if he crits his save, and a bunch of other stuff - good, effective, entertaining stuff that doesn't screw with the party spellcasters ability to help you.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1772804, member: 5890"] For the sake of your fellow players - don't play a forsaker. I know it sounds like a cool idea, but in practice you will just hamper the party almost constantly. I know for a fact that were I playing the wizard or cleric in a campaign, I'd be against letting a forsaker join the group, and if he did anyway, I'd be making no special accomodations for his ways. DM says we're travelling across the world? Teleport. See you in 3 months buddy. We need to do stuff underwater? Sorry about that - guess you either wait here or drown. Infiltration mission? Well, you stay here, we'll tell you what we find out. Fight going badly? Guess which guy doesn't get the escape spell? And of course I'd be passing on worthless pieces of junk to you as 'magical items' out of treasure hoards, on the basis that you can't tell whether they're magic or not, and you'd just smash them if they were anyway... None of this is being mean, and none of this is taking into account the standard "me forsaker, me kill magic user" attitude that the forsaker seems to come packaged with. It's just being pragmatic and not allowing another player to ruin my fun. I'd suggest that if you want an interesting anti-magic character, you either take occult slayer, or you just take fighter levels and spend all your non-fighter feats on spelltouched feats from unearthed arcana. Now you'll have a character that bounces lightning bolts, turns 'being set on fire' into a bonus, rebounds power word spells, rebounds any spell if he crits his save, and a bunch of other stuff - good, effective, entertaining stuff that doesn't screw with the party spellcasters ability to help you. [/QUOTE]
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