Forsaker (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 10-25-11
Status: Complete
Editing: Mechanical changes on Talk please.
Scale.png Low - Moderate - High - Very High
 Ratings for this homebrew:
Average:
NA
/ 4

 1 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 1 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article



Forsaker[edit]

Let's be honest, magic wins in the world of D&D. Even those who are not spellcasters often owe much of their strength in magical gear, magical augmentations, or supernatural effects. Without magic, everyone suffers... except the forsaker. Originally members of a sect of the Believers of the Source, a Sigil faction who believed all have the power within them to become as gods, forsakers abandon the ways of magic, denying its power over them and relying on their own inner strength and effort.

Making a Forsaker[edit]

Abilities: While it can be argued that any ability score can be important for a forsaker, most choose to Strength and Constitution, working with the physical and non-magical means of bypassing danger. A strong Dexterity helps their AC which does not benefit from magical AC boosting items, and a strong Charisma helps both socially and with some of their extraordinary abilities. Wisdom benefits their saves and skills, and Intelligence gives them more skill points to work with, something they benefit more than most with. Fortunately for forsakers everywhere, forsakers benefit from having good ability scores all over.

Races: Any race can become a forsaker, be it because of a hatred of magic, a desire to excel without benefit, or a profession in slaying mages.

Alignment: Any.

Starting Gold: 12d4×10 gp (300 gp).

Starting Age: As fighter.

Table: The Forsaker

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Forsaker Abilities
Fort Ref Will Ability Bonus AC Bonus Armor/Weapon Bonus
1st +1 +2 +2 +2 Extraordinary Skill, Forsake Magic, Spell Resistance (HD +10), Superior Skill, Trapfinding +0 +0 +0
2nd +2 +3 +3 +3 Armor Mastery, Damage Reduction, Detect Magic +0 +1 +0
3rd +3 +3 +3 +3 Extraordinary Immunities 1, Fast Healing +2 +1 +0
4th +4 +4 +4 +4 Bonus Feat, Bypass Damage Reduction (magic), Uncanny Dodge +2 +2 +1
5th +5 +4 +4 +4 Dispelling Strike, Spell Resistance (HD +15) +2 +2 +1
6th +6/+1 +5 +5 +5 Extraordinary Immunities 2, Runica (standard) +2 +3 +1
7th +7/+2 +5 +5 +5 Freedom, Improved Uncanny Dodge +4 +3 +1
8th +8/+3 +6 +6 +6 Bonus Feat, Bypass Damage Reduction (your alignment/ghost touch), Magebane +4 +4 +2
9th +9/+4 +6 +6 +6 Antimagic Field (Cha/day), Extraordinary Immunities 3 +4 +4 +2
10th +10/+5 +7 +7 +7 Magic Immunity +4 +5 +2
11th +11/+6/+1 +7 +7 +7 Persistant Arcane Sight, Runica (swift) +6 +5 +2
12th +12/+7/+2 +8 +8 +8 Bonus Feat, Bypass Damage Reduction (material), Extraordinary Immunities 4 +6 +6 +3
13th +13/+8/+3 +8 +8 +8 Antimagic Field (at will, cone) +6 +6 +3
14th +14/+9/+4 +9 +9 +9 Regeneration +6 +7 +3
15th +15/+10/+5 +9 +9 +9 Extraordinary Immunities 5, True Magic Immunity +8 +7 +3
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat, Bypass Damage Reduction (all alignments), Force Break, Runica (immediate) +8 +8 +4
17th +17/+12/+7/+2 +10 +10 +10 Antimagic Field (touch), Reality Fatigue +8 +8 +4
18th +18/+13/+8/+3 +11 +11 +11 Extraordinary Immunities 6 +8 +9 +4
19th +19/+14/+9/+4 +11 +11 +11 Greater Regeneration +10 +9 +4
20th +20/+15/+10/+5 +12 +12 +12 Bonus Feat, Bypass Damage Reduction (all), Magical Absorption +10 +10 +5

Class Skills (8 + Int modifier per level.)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Forsaker.

Weapon and Armor Proficiency: Forsakers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Ability Bonus: Forsakers gain a scaling untyped bonus to all their ability scores as they level, starting at +2 at 3rd level and growing by 2 every four levels beyond. The effect is extraoridinary, a result of dedication and inner strength.

AC Bonus: Forsakers gain a scaling deflection bonus to AC equal to 1/2 their class level. Believers of the Source claim that this is proof of the inner divine spark in mortals manifesting as some manner of ego shield.

Armor/Weapon Bonus: Forsakers gain a scaling untyped bonus to any weapons their wield and any armor and shields they use, starting at +1 at 4th level and an additional +1 every four levels beyond. The effect is extraoridinary, a result of dedication and inner strength.

Extraordinary Skill (Ex): Forsakers lack magic, but are extremely skilled and talented individuals. Choose a number of skills equal to your base Intelligence modifier (minimum 1, not including untyped bonuses). You gain your class level as an circumstance bonus to these skills. Each time you level in Forsaker, you can switch what skills receive the bonus.

Forsake Magic: Forsakers power comes at a price. A forsaker may never use magic or magical items. If the forsaker had any spellcasting abilities from levels or race, they become unable to cast spells. If the forsaker had any supernatural abilities these powers are similarly non-functional. Forsakers only can activate extraordinary abilities from other classes or from their race. In addition they cannot use magical equipment, and any magic items they pick up have their magic suppressed until removed or dropped. Forsakers must resist all magic, even friendly spells, making saving throws if possible. A forsaker who does not try to resist magic or who somehow benefits from using magical equipment on purpose may fall and become an ex-forsaker (see below).

Forsakers sever their ties to magic by taking their magical ability and binding it to an object, called a bonded object. Bonded objects can be anything that is non-expendable, but must be masterwork or have a value of 100 gp or greater. Performing the bonding ritual takes 8 hours, and the forsaker must keep it within their company to benefit from his class features. If it is out of his ownership for more than 24 hours, he loses use his class abilities until he regains the object or assigns a new one. Bonding with an object increases the objects hardness and hp by your class level while it is so bound.

For the purposes of this ability any other magical or supernatural ability such as powers, infusions, invocations, soulmelds, and supernatural (but not extraordinary) maneuvers are considered to be the same as magic.

Spell Resistance (Ex): Forsakers form mental armor against the effects of magic. They gain spell resistance equal to their HD + 10. At 5th level, this rises to their HD + 15. It becomes overwritten by Magic Immune at 10th level.

Superior Skill: Without magic, forsakers must get creative in solving problems normally fixed by a simple spell. Forsakers are skillful and clever, and have greater use out of skills than most. You may use any of the superior skill options so long as you have at least 1 rank in that skill. All effects created by superior skills are extraordinary effects, and any saving throws are DC 10 + 1/2 HD + Charisma, where applicable.

Superior Skills
Skill DC Effect
Appraise 20 By appraising an object for 1 hour, you can duplicate the effect of identify, with no material components. For each additional +10 over the DC you can identify another item in the same action.
Autohypnosis 20 You may delay the negative effects of a status condition for 1 round only. For example, you may make this in respond of being petrified, but on a successful check you are able to act as normal for 1 round more, after which you petrify normally.
Balance Varies You may use your result in balance as your ability check or saving throw against any effect which would move you or knock you prone. You must be firmly on the ground to use this ability.
Bluff Varies You may feint as a move action but take a -10 penalty on the check, or feint as a swift action with a -20 penalty.
Climb 30 You duplicate the effect of spider climb for 10 minutes.
Concentration 20 On a successful check as a move action, you "lock on" to one creature in 60 ft. For 1 minute you gain a +10 bonus on listen and spot checks against that creature, and a +1 bonus to attack rolls against it. In return, you take a -2 penalty on AC against all other creatures.
Decipher Script 30 You duplicate the effect of comprehend languages for 10 minutes, granting you the ability to read and speak the text you are making the check against. You cannot use this ability if you only have audio of the unknown or encrypted language.
Diplomacy 15 Speak encouraging words, duplicating the effect of guidance. You cannot use this on yourself.
Disable Device Varies By making a touch attack and a disable device check against a construct as a standard action, you can render the construct staggered for 1 round. The DC is the construct's HD.
Disguise 30 You duplicate the effects of alter self (minus the bonus on disguise checks) until you change disguises. Disguising in this manner takes 1 minute.
Escape Artist 20 You count as one size smaller when beneficial for 1 round.
Forgery Varies You can use forgery to create skeleton keys for locks, given a material which can be shaped such as a paperclip or block of wood. The DC is equal to the open lock DC, -10 if you have studied the lock for at least 10 minutes, +20 to the DC if you have only seen the lock, or +40 if you are making a key for a lock you have only heard about or have passing knowledge.
Gather Information 10 You can spread rumors instead of gathering information. This acts like a bluff check, but the DC of 20 for a vague rumor, 30 for a detailed rumor, 50 for a persistent rumor, and 80 for a rumor which is treated as truth by the public at large. Add +10 to the DC to avoid making yourself traceable as the originator of the rumor.
Handle Animal 30 You duplicate the effect of speak with animals for 1 minute.
Heal 20 You can heal creatures as a full-round action, expending 2 gp of medical supplies for every 1 hp restored. You may restore up to the result of your heal check in hp at one time.
Hide 50 You may duplicate the invisibility spell for 1 minute, subject to the usual limitations of the spell, and you are still subject to see invisibility and other means of bypassing invisibility.
Intimidate Varies You can now intimidate up to 30 ft. away, and may use Str instead of Cha if you so wish. When demoralizing opponents, for every 5 points you exceed the target's modified level check, they remain shaken for 1 additional round.
Jump 20 You may jump and end your movement in mid air levitating in place until the beginning of your next turn, after which you fall as if under feather fall with a caster level equal to your class level. For every 5 ranks in jump you possess, you can jump your mid-air position a second, third, fourth, and further time. For example a forsaker with 16 ranks can take up to four move actions (over 2 turns) jumping in mid air before he falls again.
Listen 40 As a standard action you may make a Listen check. You gain blindsense out to 10 feet, plus an additional 10 feet for every +10 to the DC. If you add +20 to the DC, it becomes blindsight. This benefit lasts for 1 minute.
Martial Lore Varies As an immediate action you may identify a maneuver being used on yourself, with a DC of 15 + the initiator level of the maneuver. On a successful check, you gain a +2 bonus on the saving throw or AC against the attack roll of the maneuver. This bonus rises to +4 if you possess the maneuver yourself.
Move Silently 50 You may duplicate the silence spell for 1 minute. You're so quiet, you make other things quiet too.
Open lock Varies You can make a lock more difficult than before. By taking 1 minute you modify the lock and set its DC to the result of your check. You can do this rushed as a full round action by taking a -20 penalty on your roll.
Perform 40 You duplicate the fascinate ability of a bard. After performing you cannot fascinate the same creatures for 24 hours, regardless if they successfully saved or not.
Ride Varies As an immediate action, you may use the result of your Ride check as the Reflex saving throw against attacks on your mount. If the creature succeeds on its save, so do you.
Search +10 You can search a 10 by 10 ft. area, 15 by 15, 20 by 20, and so forth by increasing the DC by +10 each time. In this way, you can search much faster than normal.
Sense Motive Varies As a move action you can read the motions of a creature in 60 ft. and learn their next intended action, such as "attack your cleric" or "cast a buff spell" or "attempt to flee". The DC is 10 + CR of the creature, or the creature's opposed bluff check, whichever is higher. If the creature is amorphous or inhuman, you take a -4 penalty on your roll.
Sleight of Hand Varies You can hide objects of any size. Small objects such as daggers are done as normal, but medium sized objects (such as a one-handed weapon) increase the DC by +15, and large objects (like most two-handed weapons) increase the DC by +30, and so on and so forth.
Spellcraft +10 If you beat the check to identify a spell by 10 or more, you gain a +2 on attempts to dispel the effect.
Spot 50 You duplicate the effect of true seeing for 1 round.
Survival 50 You manage to find sustenance even in the most barren of wastes. By spending 1 hour searching, you duplicate the effects of create food and water regardless of outside circumstances.
Swim 20 You manage to find a way to hold your breath for absurdly long periods of time. You duplicate the effect of water breathing for 2 hours, though you cannot speak as it stems from you holding your breath instead of actually breathing water.
Tumble 40 You can remain mobile even while on the floor. As a free action each round you may make the check, if successful you take no penalties on attack and AC for being prone.
Use Rope Varies By making a DC 20 check you can use grappling hooks as an attack action, and can use whips and other flexible objects as a grappling hook. At DC 40, you duplicate animate rope for as long as you hold one end of the rope, up to 1 minute.

Forsakers gain 1/2 their level as a competence bonus on all skills as well, as they don't have access to most skill boosting magical gear.

Trapfinding: Forsakers can detect traps with a DC over 20 as if they were rogues.

Armor Mastery (Ex): At 2nd level, a forsaker knows how to best take advantage of the mundane items he possesses. He uses his class level to determine the maximum Dexterity of the armor or shield he wears, and subtracts his class level from any armor check penalty imposed by his armor or shield.

Damage Reduction (Ex): At 2nd level, the forsaker's body must grow tough to endure the blows of others and with no magic to protect him. He gains DR/- equal to 1/2 his class level (round down).

Detect Magic (Ex): At 2nd level, a forsaker may take a standard action to analyze his surroundings for the scent of magic. This functions exactly like detect magic except it is an extraordinary ability which provokes attacks of opportunity when used.

Extraordinary Immunities (Ex): At 3rd level, a forsaker must adapt his body to handles the rigors of danger without relying on magical aid. He becomes immune to blindness, deafness, and fear as he learns to adjust his senses and steady his mind. At 6th level, his fortitude strengthens, granting him additional immunities to disease, poison, and the sickened conditions, and light fortification. At 9th level, he becomes immune to ability damage, fatigue, and paralysis. At 12th level, he becomes immune to ability drain, energy drain, and nausea, and gains moderate fortification. At 15th level, he becomes immune to polymorphing effects (including petrification and turning into dust if slain by destruction), death effects, and exhaustion. Finally at 18th level, he gains all the immunities and abilities associated with mind blank, and immunity to dazing and stunning, and heavy fortification. His immunities are powered by pure force of will, and he may lower his immunities and subject himself to these conditions as a standard action if nessicary.

Fast Healing (Ex): At 3rd level, a forsaker's body begins to adapt to the danger around him and his inner spark gives him the strength to endure. He gains fast healing equal to his class level.

Bonus Feat: At 4th level and every four levels beyond, the forsaker gains a bonus feat as if he gained a feat from leveling. He must still meet the requirements of the bonus feat as usual.

Bypass Damage Reduction (Ex): At 4th level, a forsaker begins to force his will into his weapon to bypass damage reduction and strike incorporeal creatures as if using a magic weapon. At 8th level, this ability improves to also bypass damage reduction as if using a weapon aligned to his own alignment (for example, a LG forsaker would deal lawful and good damage with a sword) and act as ghost touch weapons. If the forsaker is TN, choose one alignment which your weapons bypass. At 12th level, his weapons bypass damage reduction based on materials such as silver or cold iron. At 16th level, his weapons bypass any aligned damaged reduction, not just his own alignment. Finally at 20th, he completely ignores damage reduction, including DR/epic and DR/-.

Uncanny Dodge (Ex): At 4th level, a forsaker retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a forsaker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Dispelling Strike (Ex): At 5th level, the forsaker can break the bonds of magic with his attacks. As a standard action, the forsaker makes a single melee attack (or ranged attack within 30 feet) and deals damage as normal. In addition a dispel effect goes off against one magical effect currently in place, using his class level as his caster level for the check. This ability has no cap on maximum caster level possible. Even if you are not using dispelling strike, on a confirmed critical hit the extra dispelling effect goes off.

Runica (Ex): At 6th level, the forsaker learns how to protect his allies from the power of magic. As a standard action the forsaker makes an area anywhere between a 5 to a 30 ft. radius centered on him which lasts for 1 round or until expended. If any magical effects go off or pass through this area, the magic is negated and the runica effect ends (so it can stop at most 1 spell a round). It does not differ between ally and enemy spellcasting, and does not effect pre-existing creatures or objects created by magic.

At 11th level, this becomes a swift action. At 16th level, you may use this as an immediate action, ensuring you negate at least 1 spell a round.

Freedom (Ex): At 7th level, the forsaker uses his knowledge of freeing himself from the bonds of magic to help free himself from other bonds. He is constantly under the effects of an extraordinary freedom of movement.

Improved Uncanny Dodge (Ex): At 7th level and higher, a forsaker can no longer be flanked. This defense denies a rogue the ability to sneak attack the forsaker by flanking him, unless the attacker has at least four more rogue levels than the target has forsaker levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Magebane (Ex): At 8th level, the forsaker gains the MagebaneMIC enhancement to any weapon he uses, except offering a +2 bonus to attack and +2d6 damage against creatures with spellcasting ability or spell-like abilities (rather than just arcane only). Creatures with only supernatural abilities are not affectd.

Antimagic Field (Ex): At 9th level, the forsaker mere existence is anathema to the flow of magic. Up to Cha modifier times per day (minimum 1) a forsaker can duplicate the effects of an antimagic field as an extraordinary effect which provokes attacks of opportunity. However mage's disjunction functions normally against it. At 13th level, he may cast it at will and choose to project it into a 30 ft cone.

Magic Immunity (Ex): At 10th level, a forsaker has cast of magic completely, gaining the magic immunity of a golem. In effect, he has infinite spell resistance against magic.

Persistant Arcane Sight (Ex): At 11th level, a forsaker has grown used to seeing the flow of magic and how it bends away from his presence. He is constantly under the effects of arcane sight as an extraordinary effect.

Regeneration (Ex): At 14th level, the forsaker's fast healing becomes the more powerful regeneration ability, allowing him to regrow limbs and turn lethal damage into non-lethal. This regeneration is bypassed by any energy damage (acid, cold, electric, fire, or sonic).

True Magic Immunity (Ex): At 15th level, the forsaker's magic immunity shuts out even magic which has been conjured and otherwise made real. He is utterly immune to magic, even supernatural effects and spells with SR: No in their description. He ignores the obstructions of magical walls and fogs, and summons cannot interact with the forsaker (though the forsaker can interact with the summon). Only supernatural effects or SR: No spells with a duration of instant (such as a wall of stone) have any effect, as it leaves a real solid object in its wake.

Force Break (Ex): At 16th level, the forsaker's antimagical presence weakens the magically created effects of force. He may attack and destroy the normally invincible force effects like wall of force, threating them as if they had hardness 10 and 10 hp per caster level.

Reality Fatigue (Ex): At 17th level, a forsaker's denial of magic has grown so strong that he begins to deny the supernatural physics of the world entirely. By doubting the stability of the layers between the planes, he is able to walk to any plane at his choosing. He may walk in any direction of his choosing and end up in the location or plane of his choosing within 1d4 minutes, as if using shadow walk.

Greater Regeneration (Ex): At 19th level, a forsaker's rejection is so strong, he has begun to reject the concept of death. Even if the forsaker is killed, he will respawn within 1d10 days near his bonded object. The only way to prevent his return is by destroyng his bonded object before he has been respawned.

Magical Absorption (Ex): At 20th level, any magical attack which strikes the forsaker instead heals him for 2 points per caster level of the effect. In addition, he can make a touch attack as a standard action against enemy spellcasters and force them to expend 1d10 spell levels worth of spells or spell-like abilities, at random or at the forsaker's choosing. This touch attack does not heal the forsaker.

Ex-Forsakers[edit]

Those who willingly use magical equipment on purpose or cast spells lose all class benefits except HD, skill points, BAB, feats and bonus feats, and saves. The restrictions such as loss of spellcasting abilities and magic item use still apply, and their bonded object becomes a normal mundane object once again. They cannot level in forsaker until they atone (through honesty, not the spell) and perform the ritual to create a new bonded object. Ex-forsakers can choose to abandon the way of the forsaker and regain their spellcasting and magic using abilities, but in doing so they may never regain their forsaker abilities.

Epic Forsaker[edit]

Table: The Epic Forsaker

Hit Die: d12

Level Special
21st
22nd +11 AC Bonus
23rd +12 Ability Bonus
24th +12 AC Bonus, Bonus Feat, +6 armor/weapon
25th
26th +13 AC Bonus
27th +14 Ability Bonus
28th +14 AC Bonus, Bonus Feat, +7 armor/weapon
29th
30th +15 AC Bonus

8 + Int modifier skill points per level.

Ability Bonus: The enhancement bonus to ability scores rises by 2 at 23rd and every four levels beyond.

AC Bonus: The deflection bonus to AC is equal to 1/2 your class level.

Armor/Weapon Bonus: The enhancement bonus to armor, weapons, and shields increases by 1 at 24th and every four levels beyond.

Bonus Feats : The epic Forsaker gains a bonus feat (either normal or epic feats) every at 24th and every four levels beyond. You must meet the pre-requisites as normal.

Human Forsaker Starting Package[edit]

Weapons: Masterwork Longsword (bonded object).

Skill Selection: Pick a number of skills equal to 9 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Diplomacy 4 Cha
Disable Device 4 Int
Escape Artist 4 Dex
Handle Animal 4 Cha
Heal 4 Wis
Listen 4 Wis
Spellcraft 4 Int
Spot 4 Wis

Feat: Power Attack.

Bonus Feats: Cleave.

Gear: Chain Shirt.

Gold: 180 gp.

Campaign Information[edit]

Playing a Forsaker[edit]

Religion: Forsakers and religions often do not get along. While there is nothing anti-thestic within the philosophy of forsakers, the fact remains that deities often grant their followers spells, and clerics are one of many spellcasters forsakers perform best against. As such, clerics are not fans of these divine magic destroying beings.

Other Classes: Most parties rely on magics, so forsakers stand out for better or worse. Though certainly a dangerous foe, as an ally they make excellent protections against enemy spellcasting forces.

Combat: Forsakers are mainly a front-line class, equipped with amazing ability scores, saves, hp, and defenses. How they fight is largely a matter of feat choice. They lack the number of feats of a fighter, but usually have enough to make it through with their chosen build.

Advancement: Forsakers do not multiclass with supernatural classes, but they work well with the more mundane arts of martial initiators, as well as classic physical options such as barbarian, rogue, and monk.

Forsakers in the World[edit]

The power they wield is not their own. Strip a wizard of his gifts, and he is but a commoner with an ego.
—Des, Human Forsaker

Daily Life: Forsakers may not be noticed as anything unusual in common folk, but among mages or god forbid, magic heavy societies they stand out (and are often considered a blight or cursed due to the likelihood of magic failing in their presence). Forsakers are wise to tred carefully around casters, for casters fear them and seek to drive them away.

Notables: Des was a mysterious assassin who devastated several mage guilds in Sigil. Who hired him and why still remains unknown.

Organizations: Forsakers usually avoid organizing in large groups to evade attention. However a forsaker is often picked up by an older forsaker and trained in the ways. Others may possess monk-like temples whose practitioners believe that by rejecting magic, they become closer to nirvana or spiritual enlightenment of a sort.

NPC Reactions: Forsakers who manage not to reveal their nature are treated well, but those that do may be seen as a menace to the safety that magic brings.

Forsaker Lore[edit]

Characters with ranks in Knowledge Arcana can research forsakers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Forsakers give up the ability to use magic in exchange for great powers and defenses against magic.
15 Forsakers can perform acts which seem magical, but are completely extraordinary. They can even project a field of antimagic.
20 Powerful forsakers are difficult foes to keep down. Their strengths allow them to shrug off blows and completely ignore the powers of magic.
30 Those that reach this level of success can research specific forsakers, their whereabouts, lore, motives, and other details.

Forsakers in the Game[edit]

Adaptation: The reasons of the forsaker can be many. They can hate magic, use antimagic as a tool, or actually be born anathemic to magic, a antimatter version of a sorcerer whose sheer mundanity twists the world in her image.

Sample Encounter: The witch hunts have begun and forsakers prowl the land, seeking to topple the rule of the wizard Tippy and her distorted universe she has created. Do the PCs fight them for the survival of magic itself, or help destroy wizardkind?

EL 10: PENDING


Back to Main Page3.5e HomebrewClassesBase Classes


Eiji-kun's Homebrew (5621 Articles)
Eiji-kunv
Facts about "Forsaker (3.5e Class)"
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
Rated BySomehownotsingle + and Leziad +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Control Shape +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Move Silently +, Open Lock +, Perform +, Psicraft +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points8 +
SummaryForsake your ties to magic and power your strength by sheer determination and gusto. +
TitleForsaker +
Will Save ProgressionGood +