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Created By
STDoc (talk)
Date Created: September 26, 2009
Status: Complete
Editing: Please feel free to edit constructively!
Balance: Rogue

Summary: A Magic Forsaking Warrior who specializes in defeating Spellcasters and Destroying Magic Items. He relies on quick wits, quicker reflexes, and sturdy fortitude to protect himself from the twisted corruption that is Magic.

Length: {{{len}}} levels; minimum level: {{{minlvl}}}.


The Forsaker

What's the difference between an Apple, and an Evil Wizard? I don't smash all of the Apple's possesions before I eat him! Bahaha!

What sort of Warrior needs to hide behind a wall of Abjurative Magic? What sort of Warrior can only pierce a beast's hide with a Mystical Blade? Not much of a Warrior at all, the Forsaker would say.

A Warrior who abhors the use of any sort of Magic, the Forsaker relies on his quick wits and quicker reflexes to see him through the day. The Forsaker, through his refusal to rely upon any sort of magical aid, begins to gain power to rival that of any Mystically-Equipped Warrior. The Forsaker quickly becomes stronger, faster, and smarter than his compatriots; who rely upon Enchanted Equipment to augment their otherwise mundane abilities. The Forsaker would ask of them; "How will you learn to be strong, if you cannot rely on yourself?"

Becoming a Forsaker

Most Characters become Forsakers after some tragic accident or calamity caused by Magic that affected them in a deep and Personal Way.

Entry Requirements
Weapon and Armor Proficiency: A Forsaker is only proficient with his signature weapons.(see Text)
Alignment: Cannot be Lawful or True Neutral A Forsaker abhors magic so much that regardless of who is using magic, a priest or demon, he does not approve and will not support the use of magic. A Forsaker understands a priest is good and a demon is bad but, will not condone the use of magic either way. Because of this a Forsaker cannot be lawful. His life will tend to be a chaotic life. However, neutral Forsakers are not unheard of, although, they never have a neutral standing when it comes to magic or the like. So true neutrality is impossible. If a Forsaker becomes lawful or true neutral he can no longer level in the forsaker class and loses all class abilities and traits. If a Forsaker multiclasses into a class with magic use or magic like abilities, he can never level as a Forsaker again and loses all abilities from the Forsaker class(this includes ability score increases and even skill points gained while leveling as a Forsaker). He is treated as level one when entering the new class and cannot use the gear he had while leveling as a Forsaker.
Special: The Forsaker is Forbidden from using any Spells or Spell Like Abilities. If he does so, he loses all of his Forsaker abilities permanently.
If he uses magic, or a magical item while under some sort of Magical Compulsion, then he loses his class abilities for one week. 
Table: The Forsaker

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Ability Bonus +2, Forsake Magic, Fast Healing 1, Signature Weapons, Spell Resistance 10+ class level
2nd +2 +3 +3 +3 Signature Weapons +1, Damage Reduction 1/-, Anti-Magic Strike
3rd +3 +3 +3 +3 Evasion, Tough Defense, Fast Movement
4th +4 +4 +4 +4 Ability Bonus +4/+2, Signature Weapons +2, Damage Reduction 2/-
5th +5 +4 +4 +4 Fast Healing 2, Spellfire Destruction, Natural Weapons (Magic)
6th +6 +5 +5 +5 Signature Weapons +3, Damage Reduction 3/-, Blank Thoughts
7th +7 +5 +5 +5 Ability Bonus +6/+4/+2, Mettle, Improved Evasion
8th +8 +6 +6 +6 Signature Weapons +4, Damage Reduction 4/-,Pierce Magical Concealment
9th +9 +6 +6 +6 Fast Healing 3, Natural Weapons (Silver),
10th +10 +7 +7 +7 Signature Weapons +5, Ability Bonus +8/+6/+4/+2, Damage Reduction 5/-, Spell Resistance 15+ class level
11th +11 +7 +7 +7 Anti-Magic Field 5', Natural Weapons (Cold Iron)
12th +12 +8 +8 +8 Signature Weapons +6, DR 6/-
13th +13 +8 +8 +8 Ability Bonus +10/+8/+6/+4/+2, Fast Healing 4
14th +14 +9 +9 +9 Signature Weapons +7, DR 7/-
15th +15 +9 +9 +9 Anti-Magic Field 10'
16th +16 +10 +10 +10 Signature Weapons +8, Ability Bonus +12/+10/+8/+6/+4/+2, DR 8/-
17th +17 +10 +10 +10 Fast Healing 5
18th +18 +11 +11 +11 Signature Weapons +9, DR 9/-
19th +19 +11 +11 +11 Ability Bonus +14/+12/+10/+8/+6/+4, Anti-Magic Field 15'
20th +20 +12 +12 +12 Signature Weapons +10, DR 10/-


Class Skills (4 + Int modifier per level.
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nature, Arcana, and Dungeoneering) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex). |}

Class Features

All of the following are class features of the Forsaker.

Ability Bonus (Ex):At Level 1, The Forsaker gains a +2 Untyped Bonus to an Ability Score, At Level 4, the Forsaker Gets an Additional +2 to the ability Score he chose at first level, and a +2 Bonus to a different Ability Score. At level 7, His previous Bonuses Increase to +6/+4, and he gets a +2 bonus to a Third Ability Score, and At Level 10, His previous Bonuses increase to +8/+6/+4, and he gets an additional +2 bonus to a Fourth Ability Score.

Fast Healing (Su):Forsakers regain hit points at an Accelerated rate. They gain Fast Healing 1 at level 1, Fast Healing 2 at level 5, Fast Healing 3 at level 9, Fast Healing 4 at level 13, and Fast Healing 5 at level 17 .

Forsake Magic: In addition to the inability to use any Spells, Spell-Like abilities, or magic items, The Forsaker must also refuse magical aid. If a Beneficial spell (such as a Buff or Heal spell) has a save that negates it's effect, the Forsaker MUST make a save against it if it is cast upon him. For Example, Cure spells only half effective if the Forsaker makes his save.

Signature Weapons (Ex): At Level 1, the Forsaker must choose up to 3 Masterwork Weapons (Or Masterwork Bracers/Handwraps if he wishes to have his unarmed strike as one of his signature weapons.) to serve as his Signature Weapons. These Signature Weapons are treated as Natural Weapons, but only for the Forsaker they are attuned to. If he does not have any of his Signature Weapons on his person, the Forsaker loses the use of his Anti-Magic Strike, Natural Weapons (X), and Spellfire Destruction abilities. Also, at Levels 2, 4, 6, 8, and 10, the Forsaker gains an Enhancement Bonus to attack and damage rolls with his Signature Weapons equal to 1/2 his Forsaker Level, rounded down. Finally, for the sake of Feats such as from the Weapon Focus Tree, the Forsaker may choose "Signature Weapons." So if a Forsaker took Weapon Focus (Signature Weapons), he would receive a +1 Bonus to his attack rolls with All three of his Signature Weapons. If the Forsaker loses one of his Signature Weapons, he may select a new Masterwork Weapon to serve as his signature weapon by practicing with it for one hour.

Spell Resistance (Ex): At first level, the Forsaker gains Spell Resistance equal to 10 + Class Level. This spell resistance increases to 15 + class level at level 10. Then once more it increases to 20 + class level at level 20. The Forsaker has special rules dealing with Spell Resistance. The Forsakers spell resistance is always applicable. Even if a feat or class feature would allow the spell caster to ignore spell resistance, he must still make a caster level check to penetrate the Forsakers spell resistance. If a spell would affect the Forsaker in any way the Forsaker gets a spell resistance check. If a mage cast a time stop spell within a close enough vicinity that it would stop the Forsakers time, the Forsaker would get a check or if the spellcaster cast a spell causing magical fire to be on the ground(even if the fire had been there and the Forsaker is now attempting to walk through the fire). However, if the mage casts a lightning bolt at a chandelier above the Forsaker so it falls on him, he would not get a spell resistance check. He would make a reflex save instead. Furthermore, the spellcaster, mage, psion, etc. must use his true spell caster level (1d20 + caster level) and add no bonuses to his roll even if he was otherwise entitled to. The caster is aware of this when the forsaker is within 25ft of the caster. He feels the hatred emanating from the forsaker and knows he is resistant to magic. The caster does not know how resistant the Forsaker is however, and may feel that the spells he casts are stronger than the Forsaker when they may not be. The Forsaker however, cannot lower his spell resistance for spells that would favorably affect him. His spell resistance does not stack with any other spell resistance. His hatred of magic has made him resistant to magic in a way no other person could truly understand or match.

Damage Reduction (Ex): At Second level, the Forsaker gains Damage Reduction 1/-. This increases by 1 point every 2 levels after 2nd Level. If a weapon is affected in anyway by magic he gets damage reduction against that weapon. If a weapon was coated with oil and lit on fire he does not gain damage reduction but, if it does fire damage because of magic or magic like reasons he gains damage reduction from all damage done from that weapon. Another example is if a weapon is made from silver or coated in silver he gains no damage reduction but, if made into silver or given silver abilities from magic or magic like abilities he gains damage reduction.

Anti-Magic Strike (Su): When attacking a Creature or Object, the Forsaker can choose to reduce his damage by half to duplicate the effects of a Targeted Dispel Magic. Instead of making a Caster level check Vs DC 11+Spellcaster's Level, the Forsaker makes an Attack Roll. If his attack roll (with all relevant modifiers) meets or exceeds the DC of the Dispel Check, then the Target is subjected to the Effects of a Targeted Dispel Magic and receives half damage from the weapon(rounded down). If the strike does not meet the dc but would land a hit, the hit lands but only deals the half damage.

Evasion (Ex): At 3rd level, the Forsaker gains the use of the Evasion Ability. At 7th Level, the Forsaker Gains use of the Improved Evasion Ability.

Fast Movement (Ex): At 3rd Level, the Forsaker gains a 10' competence bonus to his speed. At levels 6 and 9, this bonus increases by another 10'.

Pierce Magical Concealment (Ex): At level 8 a Forsaker can see through a casters tricks. He gains the Pierce Magical Concealment ability. He can see through mirror abilities and doesn't have to roll the miss chance for darkness, blur, etc.

Natural Weapons (Magic) (Ex): At 5th level, any Signature Weapon the Forsaker wields is treated as a Natural Weapon with the Magic Property. At level 9, they also gain the Silver Property, and at level 11, they gain the Cold Iron Property.

Tough Defense (Ex): Starting at 3rd Level, the Forsaker gains a Natural Armor bonus equal to his Constitution Modifier (Minimum 1).

Spellfire Destruction (Ex): On an Attack, a Forsaker may choose to deal no damage to his Target. If the Target is a spellcaster, or has any Supernatural or Spell-Like Abilities, they are suppressed for 1d4 + X Modifier Rounds (Where X equals the Ability score used to make the Attack. Thus a Forsaker would use strength with a normal melee attack or with the Weapon Finesse feat he would Use Dexterity. A Forsaker with Zen Archery would use Wisdom) unless they make a Fortitude Save equal to (10 + 1/2 the Forsaker's Character Level + Forsaker's X Modifier).

Blank Thoughts (Ex): At 6th level, the Forsaker gains use of the Blank Thoughts ability. He can induce a state of mental absence, when in this state he is immune to all mind affecting effects(i.e. charms, fears, illusions, etc.) This ability can be activated or deactivated as a free action.

Mettle (Ex):At 7th level, the Forsaker gains use of the Mettle Ability. If he is subject to a spell with Will or Fortitude save Partial, and he makes the save, he is unaffected by the spell. This also includes beneficial spells.

Anti-Magic Field (Su): At level 10, the Forsaker has discovered true hatred and contempt for magic. This hatred is so strong that it actually manifests itself in a field a round him. The Forsaker is treated as if he is surrounded by an anti-magic field. The Field becomes larger at higher levels as indicated by the chart above. This Anti-Magic field does not, however, affect the Forsaker's Supernatural Abilities (If any). If a creature would normally be immune to the effects of an anti-magic field, they must instead make a caster level check with a DC equal to 10 + Forsaker's Level + Con Mod. A spell caster realizes once he is within 25ft of the Forsaker that this zone is around a Forsaker and understands what this zone does and about how large the zone is. After level 10 a Forsaker is impossible to detect with divination and other detection spells because of this field. This non-detection only effects the Forsaker and his equipment, even if his allies are within range of the anti-magic field.

Campaign Information

Playing a Forsaker

Combat: As a Forsaker, you can play any non-magical role you want. From Stealthy Assassin, to Burly Warrior.

Advancement: Many Forsakers take levels in Barbarian, to take advantage of their Rage Ability.

Resources: Forsakers are not an organized group. However, they may assist fellow Forsakers of the Same Alignment.

Forsakers in the World

Yes, I am the Man who destroyed the Sword of Kas, What of it?

NPC Reactions: The Forsaker is a hero to the Common Folk, the kind of people who live simple lives and fear magic in all it's forms.

Forsaker Lore

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
11 Forsakers are Warrior who never use Magic.
16 Forsakers gain power through Forsaking Magic.
21 Powerful Forsakers shrug off the effects of almost any type of magic.
26 Some Legendary Forsakers have the ability to Negate All magic Around them..

Forsakers in the Game

Forsakers can be lone warriors who start a crusade against an evil Spellcaster. Or they can be cruel, heartless villains who slay good and evil Wizards alike.

Adaptation: A Forsaker could be a suitable NPC adversary to the PC's. Perhaps he's an Evil Warrior who hates Spellcasters, or perhaps he simply has a rivalry with the Party's Cleric.

Sample Encounter: Aduin (Ah-Do-Win) Simms is a Forsaker who has dedicated his life to finding and slaying Evil Spellcasters, particularly wizards. As a young man in the Militia, Aduin and his platoon were attacked by an Evil Wizard and his undead companions. Although they were able to slay the walking dead, Aduin and his comrades were beset by the Wizard's Flame Evocations. When the young warrior finally came to, all of the members of his platoon lay dead or dying. Powerless to save them, Aduin instead swore his revenge against all those who wielded magic like a toy.

Aduin Simms
Human Generic Warrior 1/Forsaker 4

STR: 18
DEX: 16
CON: 18
INT: 10
WIS: 10
CHA: 10

BAB/Grapple= +5/+9
Attacks: Masterwork Greatsword +11 (2d6+8), Masterwork Composite Longbow +10 (1d8+4)
Feats: Great Fortitude (3.5e Feat), Iron Will (3.5e Feat), Lightning Reflexes (3.5e Feat), Mage Slayer (3.5e Feat)
Skills: Jump 8 Ranks, Climb 8 Ranks, Tumble 7 Ranks, Ride 8 Ranks, Heal 7 Ranks.
Spell Resistance: 24
HP: 4d12+20 (46)
AC: 22 = 10 (Base) + 3(Dex) 5 (Mythril Breastplate) +4 (Natural Armor)
Touch: 13
Flatfoot: 22
Special Attacks: Anti-Magic Strike
Speed: 30
Special Abilities: Ability Boosts +4/+2, Signature Weapons +2, Tough Defense, Evasion, Uncanny Dodge, Natural Weapons (Magic), Damage Reduction 2/-, Fast Healing 1
Alignment: NG

Encounter: The Party is looking for an Ancient Magical Item that will save the town from a band of raging Earth Elementals. Unbeknownst to them, Aduin is also searching for the artifact to destroy it, as he believes that the Wizard he is attempting to find and kill wishes to use the item to amass an army of Elementals.



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