How does the Forsaker know it is magic?

Jovah

First Post
I find the Forsaker class intriguing. For an evil baddie anyway.

My question is how does he know which items are magical so he can destroy them?

Does he just sunder all "masterwork" weapons and fancy looking weapons/items?

I was thinking of giving him some chance of studying an item and determining if it is magical.

Skill check?

Suggestions welcome.
 
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Yet another reason why Forsakers are unplayable.

We allowed them Sense Motive DC 20.

Also to "bank" unused cash value of destroyed items and to activate DR as a free action.
 

This should probably be in House Rules now

Mahali said:
Yet another reason why Forsakers are unplayable.

We allowed them Sense Motive DC 20.

I don't understand how a Sense Motive check would let him know if an item was magical or not.

Does anybody else have ideas for what kind of check?

Also to "bank" unused cash value of destroyed items and to activate DR as a free action.

Consider that yoinked.
 
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They get Sense Motive as a class skill and they have to have some way to detect them besides asking a magic user "Is that Magic? Can I break it?" Sense Motive seemed the only reasonable skill they have to convert it.

They're clearly a poorly thought up class with no play testing. They make great NPC enemies though. A long drawn out fight to loot Mith/Adaman equipment and funky alchemical stuff.
 

In the ELH there are rules for search checks to see if something is magical. Or maybe it's spot, but pretty sure it's search. Sense motive doesn't really seem to fit unless the magic item was intelligent since something inanimate doesn't really have any motives what so ever. =o)

In other words destroy everything that isn't in your possession. =o)
 

It's Appraise to find out if an item is magical. DC 50.

Some magical items are rather obvious. For example, 30% of magical weapons give of light.
 

Well, a lot of them are obvious. Glowing sword, resizing armor, orbitting stone...

Anything that glows, resizes, or magically supports itself gets destroyed.

I think a wisdom check would probably be pretty good. Possibly add his forsaker levels to the check. DC depends on how inconspicuous it is.
 

The etheral filcher is a monster that detects magic, finds the item and steals it. Could a monster like this be used as a "magic guard dog"? I remember fog pups from 2nd ed. could.

I have also wondered about the Artificer, from MoF. They make non magic items that perform wonderous effects. Dectect magic isn't on their list of spell effects, but they can research new ones. Perhaps a "magic geiger counter" for higher levels.
 

a smart house rule i read about the Forsaker was that he shoud be alowed to sense magic items by touch or by Scent.
Perhaps make it a 1 + WIS bonus times per day ability.
 

The Forsaker's an interesting pathway for a Character - but only a solo one. You can't play a credible forsaker character in a party with spellcasters in it and with magic items, for he would seek to destroy them - and they would beat the crap outta him....
 

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