D&D 3.x Forsaker 3.5 PrC

moritheil said:
We've established that there is no 3.5 conversion, which leaves the door open to homebrewed versions.

So here's my shot at a 5-level PrC for the Forsaker. Perhaps it really should have been spaced out over 10 levels, but I didn't think that the character concept warranted a full 10 levels of emphasis.

Before you comment, let me note that the discussion here continually indicates that the PrC is worthless and needs to be changed so that it's much more powerful. I wrote the abilities with that in mind.

Just checked out the class. Got a couple comments.

First off, it's too powerful. I understand what you were going for, and I understand it's got its weaknesses, but it's too powerful. Giving something a huge weakness along with huge bonuses does not a good class concept make- take a look at the Frenzied Berserker. On to the specific items:

1. No DR, at all, in any WotC product, anywhere, ever, stacks with other DR, even if it's of the same type. I don't see what's so special about Forsakers that allows them to bypass this. Fast Healing is the same way.

2. Spell Blank is a bit odd. I get the general concept, but does this apply to spells not affected by Spell Resistance? For example, can a summoned creature attack a Forsaker? A summoned creature can attack a Golem, and they're specifically immune to magic. What about a Melf's Acid Arrow? What if someone uses True Creation or Major Creation to create a flask of Acid? Does it hurt the Forsaker? The ability is said to work independantly of Spell Resistance, but if it applies to spells that don't allow Spell Resistance, not only does it not make sense (as most spells that don't allow SR act as such because they don't actually hit the target with magic, rather they instantly create something real and then use it to attack- and nothing about the forsaker seems to be able to ignore REAL things, rather than MAGIC things), but if that's the case, it's also too powerful.

Also, if a spellcaster gets his spell fizzled out, and he fails the Will save, he loses spellcasting ability for AT LEAST 10 minutes? What the heck? So, in other words, "I've got this natural ability that requires no effort on my part whatsoever, and if you succumb to it, you're absolutely screwed no matter what."

3. I'm a bit confused about the Magic Sight thing. It operates in an Antimagic Field? How exactly does that work? Considering nothing in an Antimagic Field is magical, what's it gonna detect?

4. Forsaken Touch is WAYYYYYY too powerful. With a save DC ranging from 5-50, any magic item touched is instantly and permanently nonmagical? So... how is that balanced at all? Not only that, but it allows any attack (even from a weapon) to ignore ALL Damage Reduction? Even DR of #/-? Even if it's nonmagical in every way, shape, and form? So this kind of guy could fire an average, nonmagical bow at the Tarrasque and be able to damage it- not to mention destroy that Solar's +5 Dancing Vorpal Greatsword.

Not only is this ability not balanced, I don't even think it would be fun to play or even fight against. If a DM uses it for his BBEG, that means the party's gonna be losing half of the money their characters have ever spent without any possible means of reimbursement (as the bad guy sure as heck ain't gonna have any good equipment to sell). And if it's a PC, I'm sure everyone else in the party's gonna be pissed off that he destroyed that +3 Flaming Brilliant Energy pick that they were hoping to sell after pulling it off the bad guy's corpse. All because he hit you.

5. Here's one that isn't even really your fault. How exactly does one achieve this ungodly power? Does a guy just, one day, decide that he hates magic and thus becomes uber-powerful? Does it require any sort of ritual? Any sort of meditation? The entire idea that this guy is COMPLETELY nonmagical is ridiculous- normal people don't just develop the ability to detect and destroy magic on their own by any stretch of imagination. I know it would kida defeat the purpose of the class to have any supernatural abilities, but in my opinion, that just hints at the fact that the entire concept isn't a good one. (It's times like these when you wonder why they didn't update it for 3.5.)

6. Oh, and one more thing- you didn't explain the Inherent Ability Score increases at all. I'd probably criticize those too, but I don't have anything to criticize at the moment.

Basically, I see what you were trying to do, and although I'm sure you put in a lot of work, it's just too much.
 

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Cheiromancer said:
Oh yeah. That's another problem with the forsaker. How do you role-play them in a party where there are several spellcasters? And face it, lots of people cast spells. Aside from wizards, clerics, sorcerers and druids, there are bards, paladins and rangers. That's 7 out of the 11 base classes. Yet another reason to look at a variant rule set like Jester's, which makes several of these classes non-magical.

I can't remember if it has already been specified, but I suppose it should be a rule that a forsaker cannot voluntarily fail a save. This should apply even if they are unconscious.

You do not. Plain and simple.
 

Endur said:
The problem with the 3.0 Forsaker wasn't that it was worthless or underpowered. The problem was that in some ways, it didn't make sense.

The 3.0 Forsaker received DR, but only after it destroyed magic items.

Huh? Sounds like magic parasite or magic destroyer, not forsaker.

If you want a 3.5 Forsaker, I recommend creating a "disbeliever" type of PRC. This guy doesn't believe in magic, believes in science instead. Or create a superstitious guy who wants nothing to do with magic, the barbarian forsaker.

Your barbarian forsaker might have super-high will power, even higher will save than the normal barbarian.

But in any case, you want to stay away from "supernatural abilities" like DR, because supernatural powers do not make sense for someone who is avoiding magic.

So, if I was going to make a Barbarian Forsaker PRC, I would do the following:
1) Send the Barbarian into rage automatically anytime someone casts a spell on him (if he still has rage uses per day left)
2) Give Good will save
3) Give extra skill points. say 6 skill points per level (self-reliance)
Otherwise, keep all the other barbarian abiliities the same

I don't understand why you bothered with the first few sentences, as everyone has already arrived at similar conclusions.

DR/-, which barbarians get, is not a supernatural ability. It's an (Ex) ability.

I intend to generalize this so fighters and rogues can take this class, not just Barbarians. I see no reason why only Barbarians can forsake magic.
 

First off, UG, thanks for the comments.

IMC, I have not had problems with huge weaknesses + huge bonuses. The key to balancing them is an absolute willingness to kill off the player by exploiting those weaknesses. Only then can a class be balanced. In every case I have seen where there was imbalance due to huge bonuses and huge weaknesses, the imbalance resulted from a DM being too reluctant to kill off players. In short, if you play a cinematic style game, then yes, those things will not be balanced. This is not, IMHO, an inherent weakness of the system; it is an inherent problem with DMs who refuse to kill players.

1. I asked around and was told that DR could be made to stack by specifying it. I inferred that somewhere out there, stacking DR existed, but I guess that wasn't true. The same holds true for fast healing. These can easily be reverted by removing the stacking specification. Balance-wise, I am curious as to why you think they're overpowered, when everyone else keeps clamoring for more hit points for the Forsaker.

2, 4, and 5. You can think of it this way: the repeated backlash of violations of natural laws by magic are incarnate in the Forsaker. With Spell Blank, here's a crude analogy: think of a "black hole" for magic. If you move within range of a black hole and fire weapons at it, not only is your weapons fire useless, you have a serious problem because you need to escape the pull of the black hole itself. Through careful and judicious selection of movement and weapons, you can avoid that problem (which is represented by the check that casters make if they utilize magic that is nullified by Spell Blank.)

Mechanically, Spell Blank is intended to punish spellcasters from carelessly engaging a Forsaker with spells. It prevents a bunch of wizards from simply pounding a Forsaker until some spells get through and hit. If that sort of thing were possible, it would be nearly impossible for Forsakers to survive, since wizards would band together and exterminate all known Forsakers like rats, rather than fearing them.

The Forsaker is the realization of the resistance (or backlash) of reality itself to magical alteration, as opposed to the lesser "spell resistance" that individual beings have, which is merely opposing the effects of a spell through their own magical or supernatural might.

Would it help if I renamed Spell Blank "Memory of Reality," or something more powerful-sounding?

3. If a wizard was standing inside an antimagic field with a Permanent Detect Magic (or Aurasight) on them, and they looked outside of the field at a magical weapon, they wouldn't get anything because the antimagic field would suppress their Detect Magic capabilities.

There is an additional issue as to whether or not an artifact that radiates magic has its magic radiations suppressed while in an antimagic field (because artifacts and their properties, IIRC, are not affected by antimagic fields), but most artifacts apparently do not radiate magic, so it is minor.

4. Forsakers are not meant to be remotely compatible, fun, or happy people in conjunction with a normal party. This was true of the original forsaker, to some extent, but it is trebly so here. Armies will be mobilized to stop them. They will be hounded out of cities, if they are not simply executed on sight (which would be far more likely). They are heretics beyond heretics, unredeemable entities that not even the purest clerics of good or the vilest blackguards will want to touch.

As written, they certainly will not put up with any party attempting to acquire magic items for their own use, so the complaint about them angering others in the party is moot. They would actively seek to destroy the party's magic, too, although they would gain no tangible benefit from it.

Forsaken Touch was a primarily thematic decision. However, given that they can never, ever benefit from any magic, I think it goes a long way towards evening the playing field to give them their abilities. Consider how easy it is to kill a Forsaker of the appropriate level without that ability, and you'll see what I mean.

In balancing it, I look at things this way: Is a 15th level character able to kill a small army, more or less singlehandedly? Yes. Is he able to kill a vampire, or similarly dangerous enemy with minimal effort? Yes. A 15th level forsaker should be able to do many of these things as well.

5. The Forsaker does not undertake meditation or ritual, for those are the trappings of magic. However, he must truly forsake magic. This is difficult and far different from simply not wanting to use magic. In effect, amongst other things, he fundamentally rejects all magic. (Think "I disbelieve!" applied globally.) To give you an idea of the sort of thing I'm talking about, look at In Nomine or GURPS and the rarity of True Believers in those games. Sure, many or most people get the trappings of religion, but only a rare few Truly Believe, and it's something intangible that separates them from those who don't.

I don't think the idea that the Forsaker is completely nonmagical is ridiculous at all. Indeed, that is the core of his being and ability. He is SO nonmagical that magic itself stops working in his presence - transcendently nonmagical. If it makes you feel any better, you can think of him as "antimagical" rather than simply nonmagical in nature.

UltimaGabe said:
Just checked out the class. Got a couple comments.

First off, it's too powerful. I understand what you were going for, and I understand it's got its weaknesses, but it's too powerful. Giving something a huge weakness along with huge bonuses does not a good class concept make- take a look at the Frenzied Berserker. On to the specific items:

1. No DR, at all, in any WotC product, anywhere, ever, stacks with other DR, even if it's of the same type. I don't see what's so special about Forsakers that allows them to bypass this. Fast Healing is the same way.

2. Spell Blank is a bit odd. I get the general concept, but does this apply to spells not affected by Spell Resistance? For example, can a summoned creature attack a Forsaker? A summoned creature can attack a Golem, and they're specifically immune to magic. What about a Melf's Acid Arrow? What if someone uses True Creation or Major Creation to create a flask of Acid? Does it hurt the Forsaker? The ability is said to work independantly of Spell Resistance, but if it applies to spells that don't allow Spell Resistance, not only does it not make sense (as most spells that don't allow SR act as such because they don't actually hit the target with magic, rather they instantly create something real and then use it to attack- and nothing about the forsaker seems to be able to ignore REAL things, rather than MAGIC things), but if that's the case, it's also too powerful.

Also, if a spellcaster gets his spell fizzled out, and he fails the Will save, he loses spellcasting ability for AT LEAST 10 minutes? What the heck? So, in other words, "I've got this natural ability that requires no effort on my part whatsoever, and if you succumb to it, you're absolutely screwed no matter what."

3. I'm a bit confused about the Magic Sight thing. It operates in an Antimagic Field? How exactly does that work? Considering nothing in an Antimagic Field is magical, what's it gonna detect?

4. Forsaken Touch is WAYYYYYY too powerful. With a save DC ranging from 5-50, any magic item touched is instantly and permanently nonmagical? So... how is that balanced at all? Not only that, but it allows any attack (even from a weapon) to ignore ALL Damage Reduction? Even DR of #/-? Even if it's nonmagical in every way, shape, and form? So this kind of guy could fire an average, nonmagical bow at the Tarrasque and be able to damage it- not to mention destroy that Solar's +5 Dancing Vorpal Greatsword.

Not only is this ability not balanced, I don't even think it would be fun to play or even fight against. If a DM uses it for his BBEG, that means the party's gonna be losing half of the money their characters have ever spent without any possible means of reimbursement (as the bad guy sure as heck ain't gonna have any good equipment to sell). And if it's a PC, I'm sure everyone else in the party's gonna be pissed off that he destroyed that +3 Flaming Brilliant Energy pick that they were hoping to sell after pulling it off the bad guy's corpse. All because he hit you.

5. Here's one that isn't even really your fault. How exactly does one achieve this ungodly power? Does a guy just, one day, decide that he hates magic and thus becomes uber-powerful? Does it require any sort of ritual? Any sort of meditation? The entire idea that this guy is COMPLETELY nonmagical is ridiculous- normal people don't just develop the ability to detect and destroy magic on their own by any stretch of imagination. I know it would kida defeat the purpose of the class to have any supernatural abilities, but in my opinion, that just hints at the fact that the entire concept isn't a good one. (It's times like these when you wonder why they didn't update it for 3.5.)

6. Oh, and one more thing- you didn't explain the Inherent Ability Score increases at all. I'd probably criticize those too, but I don't have anything to criticize at the moment.

Basically, I see what you were trying to do, and although I'm sure you put in a lot of work, it's just too much.
 
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I tried to go through what a forsaker needs to be competitive, ie what other characters will be getting from what he is not. I think the following list covers it:

- Stat boosts
- Bonuses to hit/damage
- Bonuses to AC and saves
- Enhanced Mobility
- Ability to recover from damage and other effects

I think the Vow of Poverty feat is a good example of trying to provide most of these things. One thing that it (and your class) do not really provide is a way for the Forsaker to try to compensate for not having Fly etc. Perhaps a large boost to certain skills that can be used several times per day?

Other thoughts I had about the forsaker were that it should be open to multiple classes (kudos for doing it like that) and that the benefits should be spread out among the life of the character. I think having some more abilities based on character level might be a good way to implement that.

As for the balance of your PrC, it seems like he could do ok against characters relying on a lot of magic but would do very poorly against monsters that to not rely on much magic. If this is intentional that is fine; your PrC does not seem to be meant to be taken by PC's. One potential weakness I can see is that other characters may be able to easily take him out with their magical weapons before the Forsaker has the opportunity to disjoin them. I think a permanent anti-magic effect around him might be simpler (and more effective) than some of the effects you have included.

A few numbers issues. The save DC for disjoining items starts out negligible but quickly becomes way too high. 10 + hit dice + a stat bonus may be a better way to do that. Also, the casting delay on spell blank could be lowered a bit or even treated in sort of the way as Hold Person, requiring a successful check to break out. Just to give potential PC spellcasters something to do if they succumb to that.

Overall pretty good. I think he is a long way from becoming too powerful, especially against monster-types.
 

here's my take on the forsaker

Forsaker Vow

Upon taking this feat, the character must forswear all magical gears. This includes all magical weapons, armors, rings, 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 2,000gp per Hit Dice that he has. Example, a level 6 fighter with this feat can atone only by destroying a magic item worth 12,000gp. He cannot benefit from the atonement spell.

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, Anti-magic Cone
20	Fast Healing 5, DR 7/-

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. Ability score increases are not gained retroactively. That means a character that takes this feat at level 5 does not gain the level 1 and 3 ability increases.

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.

Anti-magic Cone: 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.
 
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burgerking said:
Forsaker Vow
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, Anti-magic Cone
20 Fast Healing 5, DR 7/-

This is a multiclass Barbarian Monk w/ the ability to use disjunction (which treats every item as an artifact) Bravo
 

Hmmm... I am not sure wat are you trying to say...

1) What barbarian/monk? This is a Vow feat, similar to Vow of Poverty. Obverously, you have to forsake magic and hate magic to qualify for the feat. And after taking this feat, you cannot benefit from magic of any sort watsoever.

2) Bravo means what? Is it a postitive comment or a negative one?
 

burgerking said:
Forsaker Vow

Upon taking this feat, the character must forswear all magical gears. This includes all magical weapons, armors, rings, 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 2,000gp per Hit Dice that he has. Example, a level 6 fighter with this feat can atone only by destroying a magic item worth 12,000gp. He cannot benefit from the atonement spell.

Uh, why should he atone? Who does he atone to? No deity, or at least, no sane deity would ever associate with such a character. If we're truly basing it off VoP, that can't be atoned for, can it? Why should violations of this be atoneable?

Anti-magic Cone: 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.

This leaves a bad taste in my mouth, mostly because antimagic fields are themselves magical effects, and the beholder is also a supernatural aberration. Emanating a cone of antimagic seems to not fit the rest of the theme.
 

Regarding the Atonement - The atonement is for him/herself. This atonement has nothing to do with the atonement spell, since he/she cannot benefit from that spell anyway.

Just like if you are a vegetarian... If you accidently ate meat, you are gona feel bad right? Even if you do not have a religion, you are most proberbly gona tell yourself, "Why did i accidently consume meat?" Then you are goning to tell yourself, "As atonement, I'm gona clean my room/fast for a week/do some volenteer work... etc...

Regarding the Anti-magic cone - Maybe you are right. The anti-magic cone is a tad bit magical. I want to give him an ability that mimics a high level spell (of course it cannot be displayed as magical) that hampers or destroys magical effects.

Any ideas?
 

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