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Forsaker Paladin
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<blockquote data-quote="FireLance" data-source="post: 1286419" data-attributes="member: 3424"><p>I will preface my comments by saying that I don't really like the forsaker, and would not allow one as a PC in my campaigns. So, there may be a negative slant to my comments.</p><p></p><p>From the flavour perspective, why does the code require the knight to destroy magic? Does he think it is in inherently evil? Since most campaigns are set in a world where magic is a more or less accepted part of life, how did such an order evolve? And if he refuses to use magic, how do his semi-magical abilities (like fast healing, magic sense, spell resistance and Globe of Invulnerability) work? Is there a power of "anti-magic"? Even if that is the case, it simply sounds like magic by another name.</p><p></p><p>From the mechanics perspective, the SR progression is probably too slow. Generally, it should go up by 1/level or the character will become relatively more susceptible to magic (from opponents of his CR) as he increases in level.</p><p></p><p>You may have noticed that 3e (and 3.5e) has pretty much done away with abilities that have a percentage chance of working. You might as well allow the knight to Detect Magic at will. It isn't that unbalancing an ability and saves you dice rolls.</p><p></p><p>Under Magic Destruction, you mention damage reduction, but there is no DR progression in the table.</p></blockquote><p></p>
[QUOTE="FireLance, post: 1286419, member: 3424"] I will preface my comments by saying that I don't really like the forsaker, and would not allow one as a PC in my campaigns. So, there may be a negative slant to my comments. From the flavour perspective, why does the code require the knight to destroy magic? Does he think it is in inherently evil? Since most campaigns are set in a world where magic is a more or less accepted part of life, how did such an order evolve? And if he refuses to use magic, how do his semi-magical abilities (like fast healing, magic sense, spell resistance and Globe of Invulnerability) work? Is there a power of "anti-magic"? Even if that is the case, it simply sounds like magic by another name. From the mechanics perspective, the SR progression is probably too slow. Generally, it should go up by 1/level or the character will become relatively more susceptible to magic (from opponents of his CR) as he increases in level. You may have noticed that 3e (and 3.5e) has pretty much done away with abilities that have a percentage chance of working. You might as well allow the knight to Detect Magic at will. It isn't that unbalancing an ability and saves you dice rolls. Under Magic Destruction, you mention damage reduction, but there is no DR progression in the table. [/QUOTE]
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