greeting all, i was looking for a 3.5 version of the forsaker described in the masters of the wild, but found that it does not exist.
i come here in hopes that you will help me make a reversion of the class, balanced and as close to the original concept as possible.
following is the original 3.0 class from masters of the wild:
i come here in hopes that you will help me make a reversion of the class, balanced and as close to the original concept as possible.
following is the original 3.0 class from masters of the wild:
damage reduction seems to be the main problem here so if anyone can come up with a good idea of converting it to 3.5 i'd welcome his/her opinion.hit die: d12
requirements:
feats: great fortitude, iron will, lightning reflexes.
special: the caracter must have been the victim of a magical attack that seriously wounded him/her or threatened his/her life. he/she must sell or give away all his/her magic items and must renounce any magical abilities and spell casting.
class skills:
climb, craft(any), handle animal, heal, intimidate, intuit direction, jump, listen, ride, sense motive, swim, tumble, wilderness lore.
skill points: 2 + int bonus
class features:
no additional weapon or armor proficiencies.
level base attack fort ref will special
1 1 2 0 2 ability bonus, fast healing 1(10), forsake magic,
sr 11
2 2 3 0 3 ability bonus, damage reduction 3/+1, magic
destruction, sr 12
3 3 3 1 3 ability bonus, fast healing 1(20), natural weapons,
sr 13, tough defense
4 4 4 1 4 ability bonus, damage reduction 5/+2, sr 14
5 5 4 1 4 ability bonus, fast healing 2(30), sr 15
6 6 5 2 5 ability bonus, damage reduction 7/+3, slippery
mind, sr 16
7 7 5 2 5 ability bonus, fast healing 2(40), sr 17
8 8 6 2 6 ability bonus, damage reduction 9/+4, sr 18
9 9 6 3 6 ability bonus, fast healing 3(50), sr 19
10 10 7 3 7 fast healing, damage reduction 11/+5, sr 20
ability bonus(ex): +1 inherent bonus to any desired ability score for each forsaker level.
fast healing(ex): at 1st level the character regains 1 hp per round to a maximum of 10 hp per day. the number of hp regained each round increases by 1 for every 4 levels of forsaker and the maximum restorable per day increases by 10 every 2 levels.
forsake magic: a forsaker must attempt a save against all spells that allow one even if beneficial. a forsaker that unwittingly uses magic loses all forsaker abilities for one week.
spell resistance(ex): at 1st level the forsaker gains sr 11 and gets a +1 every level, this sr stacks wityh any other sr he/she might have.
damage reduction(ex):at 2nd level the forsaker gains dr 3/+1, this rises by 2/+1 every 2 levels, this doesn't stack with other dr.
magic destruction: if he goes more than 24 hours without destroying magic items worth 100gp per point of dr he/she loses that ability until he/she does so.
tough defense(ex): at 3rd level the forsaker gains natural armor equal to his/her con bonus.
natural weapons(ex): any weapon the forsaker uses functions as if it was a natural weapon for overcoming dr.
slippery mind(ex): if the forsaker fails his save against an enchantment effect he/she gets one more chance 1 round later to save.
ex-forsakers: a forsaker that willingly uses magic items or casts spells loses all his/her special abilities and can no longer progress in this class. if the ex-forsaker remains pure of magic for a year and a day his/her abilities will be restored and may further progress in the class.