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*Pathfinder & Starfinder
The Forsaker PrC
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<blockquote data-quote="Felix" data-source="post: 364892" data-attributes="member: 3929"><p>Ok. You get:</p><p>1. Ability Bonus +1 at every Forsaker level taken</p><p>2. scaling Fast Healing</p><p>3. scaling SR</p><p>4. scaling DR</p><p>5. Natural Weapons (DR determines weapon ability to bypass enemy's DR; 3/+1 = "+1" weapon)</p><p>6. CON bonus to AC</p><p>7. Slippery Mind</p><p>8. Fighter BAB</p><p>9. 2 Favored Saves (Fort, Will)</p><p>10. +2 to all saves (from pre-req's)</p><p>11. You don't spend a lot of money on magic items.</p><p></p><p>You lose:</p><p>1. Use of any magic, anytime, anywhere. Even healing requires a save.</p><p>2. 3 (unglamorous) Feats are this PrC's pre-req's.</p><p>3. Unwitting use of magic means loss of special abilities for a week.</p><p>4. Willful use of magic, followed by abstention, results in loss of special abilities for a year and a day.</p><p>5. 100gp, per 24 hours, per point of DR. (3/+1 requires you destroy 300gp worth of magic items per day) Negligence means loss of DR until destruction of magic items.</p><p></p><p></p><p>My opinion was that it is a good (and neat!) PrC to take, provided you like roleplaying bickering with the party wizard, and other people's ability scores were fairly static. But then I remembered that Manuals of Gainful Exercise and the like can raise all ability scores (inherently) to a max of +5. Items such as Headbands of Intellect do something similar, albeit on a more temporary basis.</p><p></p><p>Also, I never had the loot to be able to afford the destruction of magical items that this PrC reqires to retain a cool special ability, DR. Roleplaying-wise, it wouldn't make sense for a lone Forsaker to take a hoard of 900gp of magic and then only destroy 300gp worth of it, and save the rest to destroy the next day. He should do it all right then and there. If his goal is to wipe the world clean of magic, which it is.</p><p></p><p>And you drop 3 feats on Iron Will, Great Fort, and Lightning Reflexes. Not that they don't result in better saves, but you have to wait even longer before progressing in any fighting oriented feat chain. (I think this is balanced; this is just [female dog]ing and moaning on my part.)</p><p></p><p>And finally, the question(s):</p><p>It's the value of magic destroyed that bugs me. Would tweaking it such that wrecking 900gp of magic keeps you OK for 3 days be kosher? What are those of you who have played it's opinions? Those who haven't played? Has this been asked before?</p></blockquote><p></p>
[QUOTE="Felix, post: 364892, member: 3929"] Ok. You get: 1. Ability Bonus +1 at every Forsaker level taken 2. scaling Fast Healing 3. scaling SR 4. scaling DR 5. Natural Weapons (DR determines weapon ability to bypass enemy's DR; 3/+1 = "+1" weapon) 6. CON bonus to AC 7. Slippery Mind 8. Fighter BAB 9. 2 Favored Saves (Fort, Will) 10. +2 to all saves (from pre-req's) 11. You don't spend a lot of money on magic items. You lose: 1. Use of any magic, anytime, anywhere. Even healing requires a save. 2. 3 (unglamorous) Feats are this PrC's pre-req's. 3. Unwitting use of magic means loss of special abilities for a week. 4. Willful use of magic, followed by abstention, results in loss of special abilities for a year and a day. 5. 100gp, per 24 hours, per point of DR. (3/+1 requires you destroy 300gp worth of magic items per day) Negligence means loss of DR until destruction of magic items. My opinion was that it is a good (and neat!) PrC to take, provided you like roleplaying bickering with the party wizard, and other people's ability scores were fairly static. But then I remembered that Manuals of Gainful Exercise and the like can raise all ability scores (inherently) to a max of +5. Items such as Headbands of Intellect do something similar, albeit on a more temporary basis. Also, I never had the loot to be able to afford the destruction of magical items that this PrC reqires to retain a cool special ability, DR. Roleplaying-wise, it wouldn't make sense for a lone Forsaker to take a hoard of 900gp of magic and then only destroy 300gp worth of it, and save the rest to destroy the next day. He should do it all right then and there. If his goal is to wipe the world clean of magic, which it is. And you drop 3 feats on Iron Will, Great Fort, and Lightning Reflexes. Not that they don't result in better saves, but you have to wait even longer before progressing in any fighting oriented feat chain. (I think this is balanced; this is just [female dog]ing and moaning on my part.) And finally, the question(s): It's the value of magic destroyed that bugs me. Would tweaking it such that wrecking 900gp of magic keeps you OK for 3 days be kosher? What are those of you who have played it's opinions? Those who haven't played? Has this been asked before? [/QUOTE]
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