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Forsaker (3.5e Prestige Class)

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|orig= Krom, Half-Orc Forsaker
|src=Overheard in a Tavern.
}}
 
{{quote
|An eye for an eye makes the artefact go bye bye!
|orig= Theruzdan Fisthammer, Dwarven Forsaker
|src=Shortly before destroying the Nexus blade
}}
Most Characters become Forsakers after some tragic accident or calamity caused by Magic that affected them in a deep and Personal Way.
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
|-
|-
| 2nd || +2 || +3 || +3 || +3
| class="left" | [[#Signature Weapons|Signature Weapons]] +1, [[#Damage Reduction|Damage Reduction]] 1/-, [[#Anti-Magic Strike|Anti-Magic Strike]]3/Encounter
|-
| 3rd || +3 || +3 || +3 || +3
| class="left" | [[#Evasion|Evasion]], [[#Natural Weapons|Natural Weapons]] (Magic), [[#Tough Defense|Tough Defense]], [[#Fast Movement|Fast Movement]]
|-
| 4th || +4 || +4 || +4 || +4
|-
| 5th || +5 || +4 || +4 || +4
| class="left" | [[SRD:Fast Healing|Fast Healing]] 2, [[#Spellfire Destruction|Spellfire Destruction]], [[#Anti-Magic Strike|Anti-Magic Strike]] 4/Encounter
|-
| 6th || +6 || +5 || +5 || +5
|-
| 7th || +7 || +5 || +5 || +5
| class="left" | [[#Ability Bonus|Ability Bonus]] +6/+4/+2, [[#Mettle|Mettle]], [[#Anti-Magic Strike|Anti-Magic Strike]] 5/Encounter
|-
| 8th || +8 || +6 || +6 || +6
|-
| 9th || +9 || +6 || +6 || +6
| class="left" | [[SRD:Fast Healing|Fast Healing]] 3, [[#Natural Weapons|Natural Weapons]] (Cold Iron), [[#Anti-Magic Strike|Anti-Magic Strike]] At-Will
|-
| 10th || +10 || +7 || +7 || +7
| class="left" | [[#Signature Weapons|Signature Weapons]] +5, [[#Ability Bonus|Ability Bonus]] +8/+6/+4/+2, [[#Damage Reduction|Damage Reduction]] 5/-, [[#Eldritch Denial|Eldritch Denial]]
|- class="noalt"
| colspan="42" class="skill" |
'''{{Anchor|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.
'''{{Anchor|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)'' abilities, ''Spellfire Destruction'', Damage Reduction, and Spell Resistance. 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.
'''{{Anchor|Spell Resistance}} ([[Ex]]):''' At first level, the Forsaker gains [[SRD:Spell Resistance and Spell Immunity|Spell Resistance]] equal to 15 + Class Level. The Forsaker has special rules dealing with Stacking Spell Resistance. If the Forsaker has Spell Resistance from another source that is 10 + x or 15 + x, He may add 5 or 7 to his Total SR (Depending on Whether or not the SR was 10 or 15). He does not, however, add any extra boosts to his SR. So a Forsaker 10/Monk 13 Has an SR of 30, Not 48.
'''{{Anchor|Damage Reduction}} ([[Ex]]): ''' At Second level, the Forsaker gains [[SRD:Damage Reduction|Damage Reduction]] 1/-, This increases by 1 point every 2 levels after 2nd Level.
'''{{Anchor|Anti-Magic Strike}} ([[Su]]):''' When attacking a Creature or Object, the Forsaker can choose to reduce his damage by half use this ability to duplicate the effects of a Targeted [[SRD:Dispel Magic|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. This ability is usable 3 times per encounter at level 2, 4 times per encounter at level 5, and 7 times per encounter at level 7, and finally at will at level 10.
'''{{Anchor|Evasion}} ([[Ex]]):''' At 3rd level, the Forsaker gains the use of the [[SRD:Evasion and Improved Evasion|Evasion]] Ability. At 9th Level, the Forsaker Gains use of the [[SRD:Evasion and Improved Evasion|Improved Evasion]] Ability.
 
'''{{Anchor|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'.
'''{{Anchor|Natural Weapons (Magic)}} ([[Ex]]):''' At 3rd level, any Signature Weapon the Forsaker wields is treated as a Natural Weapon with the Magic Property. At level 6, they also gain the Silver Property, and at level 9, they gain the Cold Iron Property.
'''{{Anchor|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.
'''{{Anchor|Eldritch Denial}} ([[Ex]]):''' At 10th level, the Forsaker takes the first step towards complete mastery over his magical resistances. Whenever the Forsaker is subject to a spell, spell like ability, or supernatural ability that does not offer a save, he may make a Reflex save to negate the effect against himself(Improved Evasion/Evasion does not affect this). The save DC is calculated as normal for the ability.  '''{{Anchor|Anti-Magic Field}} ([[Su]]):''' At Epic levels, the Forsaker is surrounded by an [[SRD:Antimagic Field|anti-magic field]] with a caster level equal to his Character Level. 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). Finally, 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 Modin order to cast the spell they are attempting.
===Campaign Information===
CHA: 10<br>
'''BAB/Grapple= ''' +5/+9<br>'''Attacks: ''' Masterwork Greatsword +11 (2d6+8), Masterwork Composite Longbow +10 (1d8+4)<br> '''Feats: ''' [[Great Fortitude (3.5e Feat)]], [[Iron Will (3.5e Feat)]], [[Lightning Reflexes (3.5e Feat)]], [[Mage Slayer (3.5e Feat)]]<br>'''Skills: ''' Jump 8 Ranks, Climb 8 Ranks, Tumble 7 Ranks, Ride 8 Ranks, Heal 7 Ranks.<br>'''Spell Resistance: 24''' 19<br>'''HP: ''' 4d12+20 (46)<br>'''AC: ''' 22 = 10 (Base) + 3(Dex) 5 (Mythril Breastplate) +4 (Natural Armor)<br>'''Touch: ''' 13<br>'''Flatfoot: ''' 22<br>'''Special Attacks: ''' Anti-Magic Strike <br>'''Speed: ''' 30<br>'''Special Abilities: ''' Ability Boosts +4/+2, Signature Weapons +2, Tough Defense, Evasion, Uncanny Dodge, Natural Weapons (Magic), Damage Reduction 2/-, Fast Healing 1<br>'''Alignment: ''' NG <br>
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.
[[Category:Class]]
[[Category:Prestige Class]]
 
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