carborundum
Adventurer
In my Savage Tide campaign, one player has a Forsaker. He's now a Barbarian 3 Forsaker 1.
I've been tweaking the class (a lot) and at level 1 he has:
Ability bonus +1, fast healing 2, forsake magic, SR 10 + forsaker level
My current plan (the player hasn't seen it all yet) is:
Level Special
1 Ability bonus +1, fast healing 2, forsake magic, SR 10 + forsaker level
2 Ability bonus +1, DR 2/-, Evasion
3 Ability bonus +1, natural weapons +1, tough defence (Con mod AC)
4 Ability bonus +1, fast healing 3, DR 4/-
5 Ability bonus +1, natural weapons +2, Disjuncture Strike 1x/day
6 Ability bonus +1, DR 6/-, slippery mind
7 Ability bonus +1, fast healing 4, natural weapons +3, Saves +4
8 Ability bonus +1, DR 8/-, Mettle
9 Ability bonus +1, natural weapons +4, Foresight (Wis to AC)
10 Ability bonus +1, fast healing 5, DR 10/-, Disjuncture Strike 3x/day
The Disjuncture strike is a 1% chance per Forsaker level to affect one item with a Mordenkainen's Disjunction style attack. I'm not sure if this should be suppress or remove the magical power though.
Anyway, it doesn't seem overpowered considering he has no access to magic items or spells. It's not as powerful as the Vow of Poverty anyway
The problem is the whole premise of the class. You are basically dependent on magic items to be anti-magic. After watching too many Naruto episodes I thought of giving the character a different source of power. His backstory had some nice holes in it (captured by Yuan-ti) so I have a free hand. I was thinking - what if the Yuan-ti had planted something in him? A larva of some sort in magical stasis while it grows. His first level of Forsaker is the first appearance of the thing.
Where I want to end up is have the thing develop a sort of symbiotic relationship - it protects and heals it's host but magic simultaneously affects the delicate balance of energies in him - hence his avoidance of it in all forms. I was thinking of giving him a degree of control over this at higher levels - whereby he could suppress the strict anti-magic rule in times of dire need (party must teleport somewhere etc). Otherwise he turns into BA getting knocked out when the A-Team need to fly.
That makes the class more party friendly but keeps him mostly on the straight on narrow.
Another idea is have him drain items every level (to balance treasure etc) to power the stasis around the larva.
I'm also worried about infinite fast healing - but caps like 10 points per day are useless. Perhaps a 'pool' filled by draining items and used to power the fast healing, damage reduction etc.
If anyone has any inclination to help me create such a class, or just explore the possibilities, I'd be most grateful.
I've been tweaking the class (a lot) and at level 1 he has:
Ability bonus +1, fast healing 2, forsake magic, SR 10 + forsaker level
My current plan (the player hasn't seen it all yet) is:
Level Special
1 Ability bonus +1, fast healing 2, forsake magic, SR 10 + forsaker level
2 Ability bonus +1, DR 2/-, Evasion
3 Ability bonus +1, natural weapons +1, tough defence (Con mod AC)
4 Ability bonus +1, fast healing 3, DR 4/-
5 Ability bonus +1, natural weapons +2, Disjuncture Strike 1x/day
6 Ability bonus +1, DR 6/-, slippery mind
7 Ability bonus +1, fast healing 4, natural weapons +3, Saves +4
8 Ability bonus +1, DR 8/-, Mettle
9 Ability bonus +1, natural weapons +4, Foresight (Wis to AC)
10 Ability bonus +1, fast healing 5, DR 10/-, Disjuncture Strike 3x/day
The Disjuncture strike is a 1% chance per Forsaker level to affect one item with a Mordenkainen's Disjunction style attack. I'm not sure if this should be suppress or remove the magical power though.
Anyway, it doesn't seem overpowered considering he has no access to magic items or spells. It's not as powerful as the Vow of Poverty anyway

The problem is the whole premise of the class. You are basically dependent on magic items to be anti-magic. After watching too many Naruto episodes I thought of giving the character a different source of power. His backstory had some nice holes in it (captured by Yuan-ti) so I have a free hand. I was thinking - what if the Yuan-ti had planted something in him? A larva of some sort in magical stasis while it grows. His first level of Forsaker is the first appearance of the thing.
Where I want to end up is have the thing develop a sort of symbiotic relationship - it protects and heals it's host but magic simultaneously affects the delicate balance of energies in him - hence his avoidance of it in all forms. I was thinking of giving him a degree of control over this at higher levels - whereby he could suppress the strict anti-magic rule in times of dire need (party must teleport somewhere etc). Otherwise he turns into BA getting knocked out when the A-Team need to fly.
That makes the class more party friendly but keeps him mostly on the straight on narrow.
Another idea is have him drain items every level (to balance treasure etc) to power the stasis around the larva.
I'm also worried about infinite fast healing - but caps like 10 points per day are useless. Perhaps a 'pool' filled by draining items and used to power the fast healing, damage reduction etc.
If anyone has any inclination to help me create such a class, or just explore the possibilities, I'd be most grateful.