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3.5 Forsaker
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<blockquote data-quote="IamIan" data-source="post: 2658339" data-attributes="member: 37394"><p><strong>forsaker value</strong></p><p></p><p>This has 3 parts and is a bit long so you are warned.</p><p>--------------</p><p>Part #1</p><p></p><p>Value of 10 lv forsaker powers</p><p></p><p>+10 ability bonus 275,000 for 2 manuals of +5</p><p></p><p>Spell Resistance 90,000</p><p></p><p>+5 Natural Armor 50,000</p><p></p><p>heal extra 50 HP per day cure critical spell lv 4 caster lv 7 x 2000 = 56,000 / (5/2) </p><p> for 2 charges per day = 22,400</p><p></p><p>DR best you can buy is mantle of faith 5/evil 76,000</p><p></p><p>No way I know of to buy slippery mind.</p><p></p><p>Previously forsaker’s natural weapon +5 by lv 10 was worth 50,000</p><p></p><p>And that is it 563,400 …. Except forsaker is better in the following ways:</p><p>#5> Slippery Mind </p><p>#4> forsaker natural weapon is any weapon he uses</p><p>#3> forsaker can go above +5 natural armor</p><p>#2> +10 can do two +5’s but two +5’s can not do +10 to one ability score</p><p></p><p>and the #1> advantage of a Forsaker … is </p><p>#1> forsaker powers are not lost in anti-magic field nor can they be negated by spell caster.</p><p></p><p>People must not face beholders or all enemy spell</p><p>casters must be dub as rocks… negate the magic any</p><p>number of spells will do this an anti-magic field</p><p>turns all magic equipment off… other spells are</p><p>more permanent but must target specific items. </p><p></p><p>Now by the time another character class is high</p><p>enough level to buy that much the forsaker should</p><p>easily have been able to get the best non-magic</p><p>weapons and armor.</p><p>Which would cost:</p><p>16,500 for adamantine full plate</p><p>3,010 adamantine battle axe</p><p></p><p>bringing the value of the class up to : 582,910 </p><p>plus the top 5</p><p>plus by that level what has the forsaker done with</p><p>the rest of his money? </p><p></p><p>my conclusion is that the forsaker is not going to</p><p>lay the smack down on every other character but is</p><p>a decent character class and is competitive with</p><p>what other classes could get in magic.</p><p></p><p>---------------</p><p>Part #2</p><p></p><p>As for the combat examples:</p><p></p><p>Vs morhg you seem to have forgotten how low a DC</p><p>of 17 for a fort save for the paralyzing is for a</p><p>14th level character… by 14th level the forsaker</p><p>should have a +12 or +13 to fort saves even with no</p><p>con bonus added in…with a con of 14 the fort save</p><p>would be like +15 or better and would only fail</p><p>the save on a roll of natural 1 or a mear 5% of</p><p>the time…. This is if it hits and as you said does</p><p>damage past DR …. The barbarian should be about 3</p><p>points behind the forsaker meaning he needs to roll</p><p>4 or better to save which means failure 20% of the</p><p>time…. So the forsaker fails 1 out of 20 the</p><p>barbarian fails 1 out of 5.</p><p></p><p>As you said the umber hulk kills the barbarian but</p><p>the forsaker kills the umber hulk and then after</p><p>the 5 rounds the forsaker’s fast healing will give</p><p>him back 35 or more HP while the barbarian stays</p><p>dead.</p><p></p><p>Now here is one of my own </p><p>Anti-magic field spell lv 6 times caster lv 12</p><p>times 2,000 use activated = 144,000 GP Item, Now</p><p>for 120 minutes 5 times per day a creature /</p><p>character has an anti-magic field 10 feet around</p><p>them… anybody who gets within 10 feet sees all</p><p>their magic stop working poof no save… </p><p></p><p>So instead of trying to fight people who are</p><p>different the group works together as this is</p><p>something that is easy to eventually come up</p><p>against or a rod of cancellation or negation or</p><p>magic user who casts such canceling magic… no</p><p>forsaker in the group they are in big trouble as</p><p>all magic users just became nearly useless and that</p><p>lv 20 Barbarian just lost the +6 Str belt lost his</p><p>+6 Con lost his +5 Armor lost his +5 weapon, lost</p><p>his save bonuses, etc , etc …. He is now VERY</p><p>seriously under powered compared to his foe and for</p><p>not much compared to the cost of some of his</p><p>equipment... the forsaker on the other hand has</p><p>lost nothing and stays just as strong… up to lv 15</p><p>or 16 forsakers have outright benefits that</p><p>overcome the loss of magic… higher levels 17+ can</p><p>yes get stuff equal or possibly even better</p><p>depending on how generous the DM is… but by lv 15+ </p><p>the likely hood of running into anti-magic of one</p><p>type or another gets higher and higher… allot of</p><p>creatures in the CR 15+ range have the use of magic</p><p>canceling magic… and when not fighting against</p><p>things that cancel magic the forsaker is less of a</p><p>target for thieves as his stuff is worth less… and</p><p>when not dealing with anti-magic, or thieves the</p><p>forsaker is still a good fighter who if played well</p><p>should give the group some options instead of being</p><p>dependant on magic… it should be viewed as a viable</p><p>class … but just as magic user’s shouldn’t be</p><p>casting fire balls at their own group or using</p><p>domination and mind controlling magic on other</p><p>members of the party … or just as paladins or good</p><p>clerics shouldn’t give away other party member</p><p>stuff for charities… or trying to convert the druid</p><p>from his sinful ways… or rogues shouldn’t steal</p><p>from party members… like any character in a group</p><p>they have to be played with at least a little</p><p>consideration and thought… a rogue makes a poor</p><p>head to head fighter and can’t cast magic… the</p><p>fighter and barbarian have poor skills still no</p><p>spell casting and but are much better in a head to</p><p>head fight… sorcer / wizard / are better spell</p><p>caster’s but not head to head or skills… the rest</p><p>make up middle ground compromises with some of this</p><p>and some of that… every class has limits and</p><p>strengths…. The forsaker is no different.</p><p></p><p>-------------------</p><p>Part# 3</p><p>My 2 bits on 3.5 version of Forsaker</p><p></p><p>A good conversion to 3.5 would be DR/- and devide</p><p>the amount by 2 so 5/- at lv 10 this is as</p><p>comparable to what barbarians and dwarven defenders</p><p>get and should be fair.</p><p></p><p>In 3.5 the forsaker’s fast heal should not have a</p><p>daily limit.</p><p></p><p>In 3.5 the forsaker’s natural weapon should be</p><p>/magic instead of +1 and then one of their</p><p>alignment descriptors like law or chaos at +3 and</p><p>the other alignment descriptor at +5 like good or</p><p>evil… forsakers can still use adamantine as a</p><p>non-magic weapon and this would allow the class to</p><p>still fit in the new DR rules.</p><p></p><p>Forsaker’s should have an extraordinary ability</p><p>that allows them to sense magic or to figure out if</p><p>an item is magic no further information like type</p><p>of magic etc… is needed nor does it need to be long</p><p>ranged.</p><p></p><p>At Epic Levels the forsaker should start generating</p><p>his own Anti-Magic field that grows in size and</p><p>power as he advances in epic levels.</p><p></p><p>My 2 bits…</p></blockquote><p></p>
[QUOTE="IamIan, post: 2658339, member: 37394"] [b]forsaker value[/b] This has 3 parts and is a bit long so you are warned. -------------- Part #1 Value of 10 lv forsaker powers +10 ability bonus 275,000 for 2 manuals of +5 Spell Resistance 90,000 +5 Natural Armor 50,000 heal extra 50 HP per day cure critical spell lv 4 caster lv 7 x 2000 = 56,000 / (5/2) for 2 charges per day = 22,400 DR best you can buy is mantle of faith 5/evil 76,000 No way I know of to buy slippery mind. Previously forsaker’s natural weapon +5 by lv 10 was worth 50,000 And that is it 563,400 …. Except forsaker is better in the following ways: #5> Slippery Mind #4> forsaker natural weapon is any weapon he uses #3> forsaker can go above +5 natural armor #2> +10 can do two +5’s but two +5’s can not do +10 to one ability score and the #1> advantage of a Forsaker … is #1> forsaker powers are not lost in anti-magic field nor can they be negated by spell caster. People must not face beholders or all enemy spell casters must be dub as rocks… negate the magic any number of spells will do this an anti-magic field turns all magic equipment off… other spells are more permanent but must target specific items. Now by the time another character class is high enough level to buy that much the forsaker should easily have been able to get the best non-magic weapons and armor. Which would cost: 16,500 for adamantine full plate 3,010 adamantine battle axe bringing the value of the class up to : 582,910 plus the top 5 plus by that level what has the forsaker done with the rest of his money? my conclusion is that the forsaker is not going to lay the smack down on every other character but is a decent character class and is competitive with what other classes could get in magic. --------------- 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. As you said the umber hulk kills the barbarian but the forsaker kills the umber hulk and then after the 5 rounds the forsaker’s fast healing will give him back 35 or more HP while the barbarian stays dead. 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… So instead of trying to fight people who are different the group works together as this is something that is easy to eventually come up against or a rod of cancellation or negation or magic user who casts such canceling magic… no forsaker in the group they are in big trouble as all magic users just became nearly useless and that lv 20 Barbarian just lost the +6 Str belt lost his +6 Con lost his +5 Armor lost his +5 weapon, lost his save bonuses, etc , etc …. He is now VERY seriously under powered compared to his foe and for not much compared to the cost of some of his equipment... the forsaker on the other hand has lost nothing and stays just as strong… up to lv 15 or 16 forsakers have outright benefits that overcome the loss of magic… higher levels 17+ can yes get stuff equal or possibly even better depending on how generous the DM is… but by lv 15+ the likely hood of running into anti-magic of one type or another gets higher and higher… allot of creatures in the CR 15+ range have the use of magic canceling magic… and when not fighting against things that cancel magic the forsaker is less of a target for thieves as his stuff is worth less… and when not dealing with anti-magic, or thieves the forsaker is still a good fighter who if played well should give the group some options instead of being dependant on magic… it should be viewed as a viable class … but just as magic user’s shouldn’t be casting fire balls at their own group or using domination and mind controlling magic on other members of the party … or just as paladins or good clerics shouldn’t give away other party member stuff for charities… or trying to convert the druid from his sinful ways… or rogues shouldn’t steal from party members… like any character in a group they have to be played with at least a little consideration and thought… a rogue makes a poor head to head fighter and can’t cast magic… the fighter and barbarian have poor skills still no spell casting and but are much better in a head to head fight… sorcer / wizard / are better spell caster’s but not head to head or skills… the rest make up middle ground compromises with some of this and some of that… every class has limits and strengths…. The forsaker is no different. ------------------- 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… [/QUOTE]
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