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3.5 Forsaker
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<blockquote data-quote="Zimbel" data-source="post: 2658859" data-attributes="member: 29912"><p><strong>Forsaker reply</strong></p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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).</p><p>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.</p><p></p><p>But, yes, if the forsaker has mostly (or only) extrordinary abilities (which if they don't, I'd certaintely suggest making them so) and the party encounters or uses antimagic often, forsakers could be very nice. Too bad that the forsaker can't get a magic item that would enable them to do antimagic by themselves (but of course you address this later)...</p><p></p><p></p><p>My comments on this are:</p><p>I'd leave DR as is, but make it "-". Otherwise, they aren't compensated enough for their low AC. Think of DR as kind of an alternate to AC. I'd also extend the (non-epic) class to around 13 levels, to increase their competative range.</p><p>During early epic levels, I'd allow them to pierce DR/Epic, particuarly if we go your route for piercing DR.</p><p></p><p>I'd change the fast heal ability to be the following:</p><p>Every hour, you heal your Forsaker LV in HP. This is slower, but less of a daily limit. It's also close to what you get from a ring of regeneration.</p><p></p><p>I like your piercing suggestion, your detect magic suggestion, and your anti-magic field suggestion, although I'd probably do the antimagic field for a limited duration/day (say 10 minutes at a time, once/day/5 epic LV?)</p></blockquote><p></p>
[QUOTE="Zimbel, post: 2658859, member: 29912"] [b]Forsaker reply[/b] 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. 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. 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). 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. But, yes, if the forsaker has mostly (or only) extrordinary abilities (which if they don't, I'd certaintely suggest making them so) and the party encounters or uses antimagic often, forsakers could be very nice. Too bad that the forsaker can't get a magic item that would enable them to do antimagic by themselves (but of course you address this later)... My comments on this are: I'd leave DR as is, but make it "-". Otherwise, they aren't compensated enough for their low AC. Think of DR as kind of an alternate to AC. I'd also extend the (non-epic) class to around 13 levels, to increase their competative range. During early epic levels, I'd allow them to pierce DR/Epic, particuarly if we go your route for piercing DR. I'd change the fast heal ability to be the following: Every hour, you heal your Forsaker LV in HP. This is slower, but less of a daily limit. It's also close to what you get from a ring of regeneration. I like your piercing suggestion, your detect magic suggestion, and your anti-magic field suggestion, although I'd probably do the antimagic field for a limited duration/day (say 10 minutes at a time, once/day/5 epic LV?) [/QUOTE]
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