Forsaker (3.5e Prestige Class)

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Forsaker[edit]

You think magic and psionics are all just fairies and rainbows. Only I seem to realize the truth of this perversion of nature.
—Fixda Fernback, Human Forsaker

Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the path of the Forsaker. The Forsaker rebels against the magic of the fantastic world around her. It's not that she doesn't believe in it; she knows full well that magic is real. She has felt its all too tangible power burn over her skin or wrest control of her mind from her. While others may ignore the dangers of magic and succumb to its siren call of power, the Forsaker knows better. To her, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon her own resources alone, the Forsaker becomes stronger, nimbler, tougher, smarter, wiser, and more charismatic than any of her companions. To that end, she treads a lonely path, deliberately depriving herself of magic's benefits and destroying any magic items and magic users she finds. It goes without saying that she keeps psions and psionics in exactly same regard as their magical counterparts.

Becoming a Forsaker[edit]

Only those who have the determination and skill to fight without any aid form of magical/psionic benefit should consider pursuing the Forsaker's path. Typically Dwarves, Half-Orcs, and Humans of Barbarian and Fighter (rarely Paladin or Ranger) origin are the most likely devotees to this life style.

Entry Requirements
Feats: Great Fortitude, Lightning Reflexes, and Iron Will
Special: The character, or someone very close to her, must once have been the victim of a life-threatening magical/psionic attack or mishap. She must also sell, give away, or destroy all her magic/psionic items (including magic/psionic weapons, armor, and potions) and renounce the use of any spell/power-casting and spell/psi-like abilities she previously used.

Table: The Forsaker

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Ability bonus +1, fast healing 1, forsake magic/psionics, SR 10 + CL, magic/psionic destruction points, damage reduction 1/-, fast movement +5 (1.5)
2nd +2 +3 +3 +3 Ability bonus +1, recuperating coma, endurance
3rd +3 +3 +3 +3 Ability bonus +1, tough defense, DR 2/-, fast movement +10 (3), puncture DR
4th +4 +4 +4 +4 Ability bonus +1, energy resistance 10
5th +5 +4 +4 +4 Ability bonus +1, fast healing 2, DR 3/-
6th +6 +5 +5 +5 Ability bonus +1, fast movement +15 (4.5), slippery mind
7th +7 +5 +5 +5 Ability bonus +1, DR 4/-, improved tough defense, mettle
8th +8 +6 +6 +6 Ability bonus +1, evasion
9th +9 +6 +6 +6 Ability bonus +1, fast healing 3, DR 5/-, fast movement +20 (6)
10th +10 +7 +7 +7 Ability bonus +1, energy resistance 20

Class Skills (4 + Int modifier per level)
Climb (Str), Craft (Any) (Int), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Table: The Epic Forsaker
Level Special
11th Ability bonus +1, DR 6/-
12th Ability bonus +1, fast movement +25 (7.5)
13th Ability bonus +1, fast healing 4, DR 7/-
14th Ability bonus +1, unreachable mind, improved mettle
15th Ability bonus +1, DR 8/-, fast movement +30 (9)
16th Ability bonus +1, improved evasion, energy resistance 30
17th Ability bonus +1, fast healing 5, DR 9/-

Class features[edit]

Weapons and Armor Proficiency: A Forsaker gains no proficiency with weapons or armor.

Ability Bonus (Ex): Beginning at 1st level, the character gains a +1 bonus to any desired ability score for each Forsaker level. This increase is treated like ability score increment every four character levels; however, a Forsaker cannot assign an ability point earned from this to an ability score that already has a +10 or greater modifier (not including racial adjustment) as there are definite training limits that even the most willing bodies and minds cannot overcome.

Fast Healing (Ex): Forsakers regain hit points at an exceptionally fast rate. At 1st level, the character regains 1 hit point per round. The number of hit points regained per round increases by +1 at the 5th, 9th, 13th, and 17th Forsaker levels. This ability works like the fast healing described in the Monster Manual.

Fast Healing Pool (Ex): A Forsaker can only restore a number of hit points from fast healing per day equal to 10 times her HD.

Forsake Magic/Psionics: In addition to avoiding the use of spell/power-casting, spell/psi-like abilities, and magic/psionic items, the Forsaker must also refuse any benefits from others' magic/psionics, including magical/psionic healing. Thus, she must attempt a saving throw against any spell/power that allows one. For most beneficial spells/powers, such as displacement or neutralize poison, a successful save negates the spell/power's effects; for a cure spell, it halves the benefit. Any Forsaker who unwittingly uses a magic/psionic item or casts a spell/power (while under the influence of a charm monster or dominate person spell/power, for example) loses all the special abilities of the prestige class for one week. A Forsaker may step through a magic/psionic portal without penalty, and a Forsaker may be de-petrified and raised from the dead without penalty as well.

Spell/Power Resistance (Ex): At 1st level, the Forsaker gains spell/power resistance (SR or SPR) 10 + character level. This value increases by +1 for every level gained thereafter in any class, Forsaker or otherwise, as long as she forsakes magic/psionics (see above). This ability remains in effect as long as the Forsaker pays an appropriate amount of magic/psionic destruction points (MDP; see below). A Forsaker can never forego spell/power resistance. This value stacks with any other applicable spell/power resistance she has.

Magic/Psionic Destruction Points (Ex): The Forsaker gains access to her spell/power resistance through the destruction of magic/powers-using creatures and magic/psionic items. A Forsaker gains MDP (or MPDP) equal to the market value of any magical/psionic item she destroys and MPDP equal to her share of experience when they help slay a magic/powers-using creature. If a Forsaker dies, they lose all of their MDP. When a character becomes a Forsaker, she may choose the method of how she wishes to have her MPDP drained. Forsakers cannot use their spell/power resistance if they do not possess enough MDP.

Activated 100 x total SPR for only 24 hours (activating is a free action)
Passive 100 x total DR (/-) for every 24 hours

A Forsaker can change her payment method by spending 5000 MPDP.

Damage Reduction (Ex): Beginning at 1st level, the Forsaker gains damage reduction 1/-. This damage resistance rises by 1/- for every two Forsaker level she gains thereafter. This stacks with any other damage reduction she already has.

Fast Movement (Ex): A Forsaker has the land speed faster than the norm for her race. She adds +5 feet (1.5 meters) to her speed at 1st, 3rd, 6th, 9th, 12th and 15th level when wearing no armor, light armor, or medium armor, and not carrying a heavy load. This ability stacks with any other fast movement from other classes. It does not add to the speed of any other types of movement like burrow, fly, swim etc.

Recuperating Coma (Ex): Since a Forsaker is unable to accept magical/psionic healing, she has developed her own way to keep herself healthy. Starting at 2nd level, a Forsaker can put herself into the coma which allows her to heal various negative conditions. When entering the coma, she must determine if she wants to rest until she is fully recovered, or for a specified few hours, and cannot do that in combat or immediate danger. While in the coma, the Forsaker is helpless and cannot wake up (or be waken up) until the determined time has passed. A Forsaker in the coma does not take damage from diseases and poisons she already has in her system, and stops losing any ability or hit points from other ongoing effects (be them extraordinary, spell/psi-like, or supernatural). A Forsaker in the coma does not need to consume water or food (but needs to breathe) and is immune to all but most extreme elements and temperatures (treat as being under the influence of endure elements spell). Time spent in the coma is considered an equivalent of normal sleeping for the same period (a full night's of rest if 8 hours or more, a complete bed rest for an entire day and night if 24 hours) that gives usual benefits of sleeping and combines with benefits of coma if applicable. The amount of time required to heal a condition depends on its severity.

Immediately Bleeding, self-stabilization (coma must be executed consciously for this to work and no fast healing remained for the day)
30 minutes Confused, cowering, dazed, dazzled, disabled/staggered (if no fast healing remained for the day), fascinated, sickened, stunned
1 hour 1 point of any ability damage (1 hour per each), frightened, nauseated, panicked, shaken
2.5 hours 1 point of any ability burn or drain, deafened
4 hours Fatigued/exhausted, blinded
6 hours 1 negative level (6 hours per each), paralysis
12 hours Another save against a mundane disease
1 day Another save against a magical/psionic or supernatural disease (including polymorphing)
2 days 1 curse
3 days 1 persistent curse or poison, all special "incurable" wounds (like cursed or infernal)
1 week Every condition above plus other applicable (if curable by anyone else than a deity), another (final) save against petrification (treat this condition as a "forced coma")

Endurance: At 2nd level, a Forsaker gets the feat Endurance to reflect on the stamina-enhancing aspect of her rigorous training.

Puncture Damage Reduction (Ex): Beginning at 3rd level, Forsaker can fight as though she and her weapon were one to bypass damage reduction. Whenever they hit an enemy with damage reduction, they can make a check to try and ignore the DR entirely; with a roll of d20 + current damage bonus for the weapon (including Power Attack and all current damage bonuses). The DC for this check depends on the type of damage reduction.

5 + DR /chaotic, /evil, /good, /lawful, /magic
10 + DR /adamantine, /cold iron, /silver (or any other type of material)
15 + DR /-, /epic
N/A /bludgeoning, /piercing, /slashing

If a foe has damage reduction in two of the above categories, use the higher DC. For example, to puncture DR 10/cold iron and good with a normal weapon, the check's DC is 10 + 10 = 20. To puncture DR 5/magic and slashing with a non-magical slashing weapon, the DC is 5 + 5 = 10; in this case, using a bludgeoning weapon would automatically fail the check and DR would be applied as normal.

Tough Defense (Ex): At 3rd level, a Forsaker gains a natural armor bonus equal to her Constitution bonus (if any). This bonus is doubled when the Forsaker reaches 7th level.

Energy Resistance (Ex): At 4th level, a Forsaker gains 10 points of resistance to acid, cold, fire, shock, and sonic damage. This bonus increases to 20 at 10th level and to 30 at 16th level (which is a conclusive value for any Forsaker's form that starts without any resistances). If the Forsaker already has a certain energy resistance from other class/racial features, she uses energy resistance gained from this class ability or the mentioned, whichever is higher. This ability does not interfere with any innate or gained energy immunities, from other class/racial features, which apply normally.

Slippery Mind (Ex): At 6th level, the Forsaker can wriggle free from magical/psionic effects that would otherwise control or compel her. If she fails her saving throw against an enchantment effect, she can attempt another saving throw again 1 round later. She gets only one extra chance to succeed at this saving throw.

Mettle (Ex): At 7th level, a Forsaker can resist magical/psionic and unusual attacks with great fortitude or willpower. If she makes a successful Fortitude or Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of "Will half" or "Fortitude partial"), she instead completely negates the effect. An unconscious or sleeping Forsaker does not gain the benefit of mettle. This ability gains in power and becomes improved mettle at 14th level.

Evasion (Ex): At 8th level, a Forsaker can avoid even magical/psionic and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Forsaker is wearing medium or lighter armor and is not carrying a heavy load. A helpless Forsaker does not gain the benefit of evasion. This ability upgrades to improved evasion at 16th level.

Unreachable Mind (Ex): At 14th level, a Forsaker gains immunity to mind-affecting abilities.

Ex-Forsaker[edit]

Forsakers can multiclass normally, as long as they continue to abide by the strictures of the prestige class. Any Forsaker who willingly violates those strictures by using magic/psionic items or casting spells/powers loses all special abilities of this prestige class and can progress no further as a Forsaker. If she thereafter remains pure (uses no magic/psionics) for a period of a year and a day, her abilities are reinstated at their previous levels and she may once again progress in the prestige class. An ex-Forsaker does not lose spent ability points.

Campaign information[edit]

Playing a Forsaker[edit]

Combat: A Forsaker is always on the front lines of the fight, getting up close and smashing his enemies (and their magical/psionic equipment) to dust. Because they cannot use spells, Forsakers should always carry a ranged weapon for whenever a target is out of reach. The feat Power Attack is highly recommended to increase damage output and improve the success of puncture DR. Improved Sunder and Combat Brute are also recommended to increase their destructive capabilities. Shield Ward and/or Parrying Shield feats are recommended to somewhat cover the touch AC which is a Forsaker's weak spot, though this will translate into cessation of use of two-handed weaponry, which might be alleviated to some extent by taking Exotic Weapon Proficiency feat with a one-handed weapon (like great scimitar, khopesh, or warmace, for example); the first feat also boosts (in a minor way) various combat capabilities like disarm or grapple. Investing in feats that depend on positively significant results of saving throws might be wise as those are excellent with Forsakers (Critically Lucky or Font of Life comes to mind). Blind-Fight and Clever Wrestling are also worthwhile choices to partially cover usual deficiencies of a Forsaker.

Advancement: A Forsaker may wish do branch back into Fighter for more feats. The Occult Slayer prestige class is also good for its defensive and offensive abilities for fighting spell/power-casters.

Forsakers in the world[edit]

Forsakers can take up any standard or philosophy. While they tend more toward chaos than law, some may see their choice as a code of honor. Evil Forsakers hunt down and kill the most powerful users of magic/psionics that they can find, as if to demonstrate the ultimate weakness of the psions, sorcerers, and wizards. Good Forsakers commit themselves to expunging evil sorcery/psionics from their world, but they too see themselves as examples of how mundane strength can conquer foul enchantments.

NPC Reactions: While weaker NPCs may not be able to see an immediate difference between a Forsaker and a more standard adventurer, stronger NPCs and spell/power-casters may be confused as to why anyone would deny themselves the benefits of magic/psionics. Some may look down on him, seeing him as nothing more than a buff commoner. Regardless, Forsakers and magic/powers-dependent NPCs typically do not become best of friends.

Forsaker lore[edit]

Characters with ranks in Knowledge (Local) 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 (local)
DC Result
10 Forsakers do not use magic/psionics.
15 Through training and determination, Forsakers can push their bodies to the thresholds of human potential.
20 Forsakers are very fast and tough, and seem to heal much faster than normal.
25 Their hatred of magic/psionics and sheer willpower can allow them to ignore spells/powers completely.

Forsakers in the game[edit]

Though Forsakers do their best to resist all spells/powers, even beneficial ones cast upon them, some eventually learn to tolerate their companions' magic/psionics. A few claim that they are leading by example; others rationalize that only by consorting with lesser villains they can defeat greater ones. Whatever justification they use, the alliance between Forsaker and spell/power-caster, no matter how temporary or how necessary, is seldom a peaceful one. Regardless of how they get along, the Forsakers ability to take and deal damage make him a powerful addition to any team.

Adaptation: While Forsakers are powerful at the low/medium levels, at higher levels (especially if playing with power-gamers) the Forsaker can become somewhat eclipsed. The inability to accept teleportation spells/powers will result in them becoming a transportation drag for the team. It is up to DMs if they will allow Forsakers in low magic games, where they certainly would become battlefield terrors. Most of the abilities can be altered to better fit any game, depending on the amount and strength of magic/psionics and magical/psionic items in the world.

Source Notes: This class was originally in the 3.0 book "Masters of the Wild" but was never updated to 3.5 version. I used a modified version of the class in a game and found a few more things that could use some tweaking. Some lines were taken directly from their sources. http://unicorn.us.com/alex/dnd/forsaker.html


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