Still no updated FORSAKER?!

Razz said:
For not teleporting or plane-shifting with everyone else? Let him find his own way, that could be an adventure in itself maybe.
I don't want to write adventures just for one character. I will use subplots and hooks for just one character, but an entire adventure? What am I supposed to do when I just want to use some published adventures?

Moreover - the abilities to fly, planeshift, teloport and heal are abilities that every party - as a whole - will need eventually. It's not really something optional.
 

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Razz said:
I am highly surprised WotC still hasn't updated this prestige class, the Forsaker, to 3.5E

Any particular reason?

Nifft starts summing it up pretty well, although he's really only touching the tip of the iceberg. D&D parties consist of magic-mongering superheroes, and a character simply isn't expected to do without. A forsaker's not going to be able to come up with non-magical solutions to teleporting and plane-shifting. A forsaker's not going to come up with non-magical solutions to most afflictions you need cure/remove spells for. And he won't let himself be raised if he dies. At one point D&D might have been considered "magic-optional", but it sure ain't anymore.

In short, the idea of such a character is well worth forsaking.
 

I always rewrote the Forsaker's back story. They are thaumivores, who draw the power of magic into their bodies. Spells and energy are absorbed to power their abilities. They have to shut down their thaumivoric powers to use an item without consuming it, which takes a day to reset.

I made Forsaker the chosen class of an entire race. Mwa-ha-ha! Every spawning season, the Laesh emerge from their swamps in a frenzy to gather magic items to boost the strength of their offspring.
 

EyeontheMountain said:
Lol, if that is true, I pity Iron Heroes. BTW, what ruelset did Frenzied Berzerker get?
Werewolf: the Apocalypse is pretty close to a party of frothing, nigh indestructable maniacs capable of inflicting insane damage that are often more dangerous to themselves than their enemies are.

Side note: Ron Spencer, who drew the FB, also did a lot of the art for WtA.
 
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Mustrum_Ridcully said:
Moreover - the abilities to fly, planeshift, teloport and heal are abilities that every party - as a whole - will need eventually. It's not really something optional.
That IMHO is 3E's greatest failing. The inabilty for a combatant to be able to say "#%&* magic!" is my biggest beef with Wotc's version of D&D.
 

I don't get why adventurers *must* have planeshift, fly, teleport, and several other spells.

With the exception of CLW, and likely enhancement bonus to weapons (accursed DR), there's no reason for the fight not to come to them.
 

Notmousse said:
I don't get why adventurers *must* have planeshift, fly, teleport, and several other spells.

With the exception of CLW, and likely enhancement bonus to weapons (accursed DR), there's no reason for the fight not to come to them.
There's no reason for it to come to them, either.

Also, those spells are great for running away or arriving in the nick of time.

I'm currently running a module with a world-killing monster; the encounter is for 10th level characters, and they stand a good chance of victory given the specific circumstances. However, if 82nd level characters were to fight it a week later then they would fail and die. They would die horribly, wondering how they were expected to beat this terrible, terrible monster that just wandered up and started murdering their home town.

The key is arriving in time. If the party doesn't arrive in time to take advantage of the situation then they will be unable to win. If they do arrive in time then even 10th level heroes have a fair chance at victory.
 

At a certain level you're well enough known that any threat that wants to can track you down, which is indeed good enough reason.

As for the module you mentioned, sounds like crap. Anything entirely hinged on one event or having one particular character option (even if that option is having a sword) available in the group is inherently flawed.
 

Uhm more like the group is flawed. I mean that's like sending in 10,000 men with swords and sticks, and rocks and expect them to win against 5,000 heavily armed men with body armor, the latest in heavy assault rifles, missile and grendade launchers and expect them to win...

It's just not done.
 

Oh its done alright, only in the real world though. {The newest installment: Surge!!!}

Kinda, more or less, more like less, but still.
 

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