D&D 3E/3.5 3.5 forsaker

kolikeos

First Post
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:
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.
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.
 

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hmm... seems like i'm having trouble with the table. if any mod happens about, can you please edit the quote in a way that the table will be readable? i don't seem to know how to do that... :\
 


after reading one of these threads i though: can a forsaker take the vow of proverty? that would be a really tough combination that doesn't use any magic items. :]
 

A forsaker with a vow of poverty would seem guilty of "double dipping". If's he's been compensated for not having magic items from a feat, he shouldn't also receive compensation from a prestige class.

Probably what you want to do is to make a non-exalted variant of the vow of poverty. The prereqs could be the same as the Forsaker class, but the benefits would be less. After all, a forsaker can have non-magical equipment. You would have to decide whether adamantine or mithral armor or weapons would be permitted- it might be that these metals are "too magical." If these items are available to the forsaker you would have to scale back the benefits of the forsaker feat.

The cool thing about having a forsaker feat is that you could have a number of different kinds of characters; a forsaker barbarian, a forsaker rogue, a forsaker fighter. This would allow you to have complementary abilities in an all-forsaker party.

The threads talk a lot about the problems raised by a forsaker. Disruptive to party if other party members use magic, can't go on many kinds of adventures (extraplanar, underwater, etc.). It might be better to just have a VoP Barbarian. Or, better yet, play a Mage Slayer (which is the 3.5 prestige class closest to the Forsaker).

If you just want an antimagical flavor to a character, try to devise a feat whose benefits balance the following disadvantages: the character can never willingly fail a saving throw (except for harmless spells), and items using a slot (like belts, gloves, etc.) or requiring a command word do not function. Such a character could roleplay hatred and distrust of magic, but could still drink a potion of water breathing if necessary.
 

Forsaker Vow

Forsaker Vow

Prerequisite: Sacred Vow or Willing Deformity

Upon taking this feat, the character must forswear all magical gears. This includes all magical weapons, armors, staves, wands, wondrous items, scrolls and potions. The character looses all spellcasting abilities (if he has any) and spell-like abilities. The character must not benefit from a spell or spell-like ability of another creature.

The character henceforth is limited to only normal equipment or the masterwork version of any item. At anytime the character uses or benefits from a magic item or a magical effect, he loses the benefits of this feat.

To atone, he must seek out and destroy a magic item worth 2000gp per Hit Dice that he has. He cannot benefit from the atonement spell.

Features:

Ability Score increase: At every odd level, the character gains a +1 inherent bonus to an ability score of his choice. The maximum bonus to a single ability is +5 inherent bonuses.

Fast Healing: The character gains the ability to recover the listed amount of hit points every round.

Damage Reduction: Like the barbarian ability, the character can reduce the damage taken from any melee or range attacks by the listed amount. It stacks with the barbarian ability, but not with other types of damage reductions like 5/magic.

Foresight: The character applies his wisdom modifier to his AC. This ability does not stack with other class ability that offers the same benefit. For example the AC bonus from the monk class does not stack with this ability.

Spell Resistance: The character gains Spell Resistance 10 + character levels.

Disjuncture Strike: The character may permanently remove the magical properties of a magical item. The character must succeed at a melee touch attack against the item. If the touch attack roll succeeds, there is a 1% chance per forsaker level to remove the magical properties of the item (A scroll becomes useless paper, a magical sword becomes a masterwork sword.).

A magical item with an enhancement bonus adds that enhancement bonus to its AC. An item worn or used by a creature also gains the creature’s dexterity modifier as a bonus to the item’s AC.
Code:
Size	Sample	     AC
Tiny	Sling Bullet 18
Small	Dagger	     14
Medium	Sword	     10
Large	Wagon	      8
This ability must be declared before the attack roll is done. If the attack failed, the ability is wasted for that day. This ability does not affect artifacts.

Resistance: The character gains a +4 bonus to all saving throws.

Evasion: This works like the rogue ability.

Total Defense: The character applies his constitution modifier to his AC. This ability does not stack with other class ability that offers the same benefit.

Greater Resistance: The character gains a +8 bonus to all saving throws. This ability replaces the Resistance ability. In addition, whenever a magical weapon strikes him, the magical weapon must succeed on a reflex saving throw or be shattered. DC is equal to forsaker level. The opponent can use the weapon’s enhancement bonus as a bonus to the saving throw.

Canny Defense: The character applies his intelligence modifier to his AC. This ability does not stack with other class ability that offers the same benefit. For example the AC bonus from the swashbuckler class does not stack with this ability.

Mettle: This ability works like the Evasion ability. Except it applies to spells or effects that give a Fort partial or Will partial entry in its description.

See No Magic: The character gains the ability similar to the beholder’s central eye. An anti-magic field comes into being whenever the forsaker opens his eyes. This affects a 15ft cone in front of the character.
Code:
Level	Special
1	+1 to ability score, Fast Healing 1
2	DR 1/-
3	+1 to ability score, Foresight
4	SR 10 + char level
5	+1 to ability score, Fast Healing 2, DR 2/-
6	Disjuncture Strike 1/day
7	+1 to ability score, Resistance +4
8	DR 3/-, Evasion
9	+1 to ability score, Total Defense
10	Fast Healing 3
11	+1 to ability score, DR 4/-
12	Disjuncture Strike 2/day
13	+1 to ability score	
14	DR 5/-, Greater Resistance +8
15	+1 to ability score,	Fast Healing 4, Canny Defense
16	Mettle
17	+1 to ability score, DR 6/-
18	Disjuncture Strike 3/day
19	+1 to ability score, See No Magic
20	Fast Healing 5, DR 7/-
 

Heh.. I had forgotten all about that "Love it or Hate it" thread I started. The campaign it was all for was postponed up until just recently (we finally had the first game).

I can go find what I came up with and update if you'd like, though I'm still debating between DR 1/- every level or every two levels: I'm leaning towards every level (for a total of DR 10/-) since we are talking about a character concept that gets no magical aid.

J from Three Haligonians
 
Last edited:

burgerking said:
Forsaker Vow

Prerequisite: Sacred Vow or Willing Deformity

Upon taking this feat, the character must forswear all magical gears. This includes all magical weapons, armors, staves, wands, wondrous items, scrolls and potions. The character looses all spellcasting abilities (if he has any) and spell-like abilities. The character must not benefit from a spell or spell-like ability of another creature.

The character henceforth is limited to only normal equipment or the masterwork version of any item. At anytime the character uses or benefits from a magic item or a magical effect, he loses the benefits of this feat.

To atone, he must seek out and destroy a magic item worth 2000gp per Hit Dice that he has. He cannot benefit from the atonement spell.

Features:

Ability Score increase: At every odd level, the character gains a +1 inherent bonus to an ability score of his choice. The maximum bonus to a single ability is +5 inherent bonuses.

Fast Healing: The character gains the ability to recover the listed amount of hit points every round.

Damage Reduction: Like the barbarian ability, the character can reduce the damage taken from any melee or range attacks by the listed amount. It stacks with the barbarian ability, but not with other types of damage reductions like 5/magic.

Foresight: The character applies his wisdom modifier to his AC. This ability does not stack with other class ability that offers the same benefit. For example the AC bonus from the monk class does not stack with this ability.

Spell Resistance: The character gains Spell Resistance 10 + character levels.

Disjuncture Strike: The character may permanently remove the magical properties of a magical item. The character must succeed at a melee touch attack against the item. If the touch attack roll succeeds, there is a 1% chance per forsaker level to remove the magical properties of the item (A scroll becomes useless paper, a magical sword becomes a masterwork sword.).

A magical item with an enhancement bonus adds that enhancement bonus to its AC. An item worn or used by a creature also gains the creature’s dexterity modifier as a bonus to the item’s AC.
Code:
Size	Sample	     AC
Tiny	Sling Bullet 18
Small	Dagger	     14
Medium	Sword	     10
Large	Wagon	      8
This ability must be declared before the attack roll is done. If the attack failed, the ability is wasted for that day. This ability does not affect artifacts.

Resistance: The character gains a +4 bonus to all saving throws.

Evasion: This works like the rogue ability.

Total Defense: The character applies his constitution modifier to his AC. This ability does not stack with other class ability that offers the same benefit.

Greater Resistance: The character gains a +8 bonus to all saving throws. This ability replaces the Resistance ability. In addition, whenever a magical weapon strikes him, the magical weapon must succeed on a reflex saving throw or be shattered. DC is equal to forsaker level. The opponent can use the weapon’s enhancement bonus as a bonus to the saving throw.

Canny Defense: The character applies his intelligence modifier to his AC. This ability does not stack with other class ability that offers the same benefit. For example the AC bonus from the swashbuckler class does not stack with this ability.

Mettle: This ability works like the Evasion ability. Except it applies to spells or effects that give a Fort partial or Will partial entry in its description.

See No Magic: The character gains the ability similar to the beholder’s central eye. An anti-magic field comes into being whenever the forsaker opens his eyes. This affects a 15ft cone in front of the character.
Code:
Level	Special
1	+1 to ability score, Fast Healing 1
2	DR 1/-
3	+1 to ability score, Foresight
4	SR 10 + char level
5	+1 to ability score, Fast Healing 2, DR 2/-
6	Disjuncture Strike 1/day
7	+1 to ability score, Resistance +4
8	DR 3/-, Evasion
9	+1 to ability score, Total Defense
10	Fast Healing 3
11	+1 to ability score, DR 4/-
12	Disjuncture Strike 2/day
13	+1 to ability score	
14	DR 5/-, Greater Resistance +8
15	+1 to ability score,	Fast Healing 4, Canny Defense
16	Mettle
17	+1 to ability score, DR 6/-
18	Disjuncture Strike 3/day
19	+1 to ability score, See No Magic
20	Fast Healing 5, DR 7/-
really nice, but it does seem very powerful considering it's only a feat, it also does not requir the character to destroy magic items every time him needs his dr.
the see no magic ability is really nice, with a maching name to boot, still i think that this is the most overpowerd part of the feat.
and how did you make the tables, i tried to do that too but as you can see i had little success.
 

Well, it may seem a bit powerful, but remember that the guy can never benefit from any magic. No cure spells, no raise dead...

As for tables, just use the CODE [] and /CODE [] tags and preview a lot. I mean preview A LOT. :)
 

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