Post by streamofthesky on Apr 18, 2014 17:41:31 GMT -5
Forsaker
Among those who cast aside the power of magic, there are some who do so not solely out of a desire to lead an austere life or to give back to their favored causes. Some who take up such vows do so because they plainly despise or fear the temptations of the esoteric arts and the corruption that force often leads its adherents towards. These individuals dedicate their lives to destroying casters and psions that oppose their views and morals or who seem to have been corrupted, as well as the mighty trinkets they are wont to create, lest they fall into the hands of another power-hungry madman. Girded with nearly super-human resolve, these “savages” lead the fight against magic and all its excesses and call themselves Forsakers.
Requirements
Skills: 8 ranks in either Intimidate, Sense Motive, or Spellcraft
Feats: False Pretenses, Mage Slayer, Residual Rebound*
Special: Must abide by Vow of Poverty (or other alignment-equivalent choice) and renounced the use of masterwork and magic items. Must forsake the use of all spells, spell-like abilities, infusions, powers, and psi-like abilities and avoid from making any pacts with vestiges.
*If the Forsaker selects this feat at the same level he enters the class, he can ignore its requirement
HD: d12
BAB: Full
Saves: Good Fort and Will, Poor Reflex
Skill points: 4 + Int modifier
Class skills: Bluff, Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (arcana, psionics, religion), Listen, Psicraft, Ride, Sense Motive, Spot, Spellcraft, Survival, Swim, Tumble
Class Features:
•Ability Bonus (Ex): Beginning at 1st level, the character gains a +1 inherent bonus to any desired ability score that increases by another +1 at levels 4, 7, and 10. At level 2 he chooses a second ability score that gains a +1 inherent bonus that increases by another +1 at levels 5 and 8. At 3rd level, he chooses a third ability score that gains a +1 inherent bonus that increases by another +1 at levels 6 and 9.
•Fast Healing (Ex): Forsakers regain hit points at an exceptionally fast rate. At 1st level, the character gains Fast Healing 1. The amount of Fast Healing increases by +1 for every two forsaker levels thereafter. As a full round action, the Forsaker can attempt to instead heal himself for quadruple his Fast Healing rate by making a Heal check, DC equal to the difference between his current and full hp values. Failure means he only heals at the normal rate that round.
•Forsake Magic: In addition to avoiding all use of spellcasting, psionics, spell-like abilities, infusions, pact magic, and magic items, the Forsaker must also refuse any benefits from others' magic — including magical healing. Thus, he must attempt a saving throw against any spell/power that allows one. For most beneficial spells, such as displacement or neutralize poison, a successful save negates the spell's effects; for a cure spell, it halves the benefit. Any Forsaker who unwittingly uses a magic item or casts a spell (while under the influence of a charm person or dominate person spell, for example) immediately afterward loses all the special abilities of the prestige class for one week.
•Spell Resistance (Ex): At 1st level, the Forsaker gains spell resistance equal to 12 + 1/2 HD + Forsaker level. The Forsaker can still attempt a save against a resisted spell just to see if it can be rebounded to the caster via Residual Rebound if he wishes (with no penalty if he “fails” the unnecessary saving throw).
•Mettle (Ex): At 2nd level, when the Forsaker makes a Fortitude or Will save that would normally have a half or partial effect on a successful save, he instead ignores the effect entirely.
•Dispelling Strike (Su): At 2nd level, as a standard action, the Forsaker can make a single melee or ranged attack. If he hits, in addition to dealing damage, the victim is affected by a targeted Greater Dispel Magic (but capped at +25), with the Forsaker's caster level equal to his HD + 1/2 Forsaker level (So a Ranger 5 / Forsaker 3 would have CL 9). The Forsaker may also ready an action to counterspell with this ability, in which case not needing to attack and using Greater Dispel Magic's normal range. The Forsaker may use this ability once per day per Forsaker level.
•Tough Defense (Ex): At 3rd level, a Forsaker gains a bonus to his touch AC (only) equal to his Constitution bonus (if any). At 7th level this also applies to all saves against spells, spell-like abilities, powers, and psi-like abilities.
•Freedom of Movement (Su): At 4th level, for a total time per day of 1 round per level, a Forsaker can act normally regardless of magical effects that impede movement as if he was affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
•Reactive Counterspell (Ex): At 4th level, the Forsaker gains Reactive Counterspell as a bonus feat, even if he does not meet the prerequisites. If he already has that feat, he may gain any other feat he qualifies for instead.
•Evasion (Ex): At 5th level, the Forsaker gains Evasion, as the Rogue class feature. If he already has Evasion, he instead gains Improved Evasion.
•Slippery Mind (Ex): At 6th level, the Forsaker can wriggle free from magical effects that would otherwise control or compel him. if he fails his saving throw against an enchantment effect, he can attempt his saving throw again 1 round later. He gets only one extra chance to succeed at his saving throw.
•Dampen Magic (Su): At 6th level, the Forsaker exudes an aura that is disruptive to all magic. Any spell, spell-like ability, power, or psi-like ability cast/manifest within 60 ft of the Forsaker must be used at the lowest possible caster/manifester level required to use it (for example, a 3rd level power from a psion would be capped at ML 5). This limits all level-dependent benefits of the spell/power and blocks any ability to augment powers. In addition, any concentration checks required for casting/manifesting within the aura have their DC's increased by +4 per spell/power level. The Forsaker can create or dismiss this aura at will as a standard action.
Additionally, while the aura is active or not, he may take a standard action to imbue a melee or ranged weapon with its power and make a single attack. Any creature struck by this attack must make a Will save (DC 10 + 1/2 Forsaker's HD + Forsaker's Con modifier) or suffer as if within the Dampen Magic aura no matter where he is for 1 round per Forsaker level.
•Backlash (Ex): At 8th level, whenever the Forsaker successfully uses Dispelling Strike on an opponent to remove at least one active spell, that foe suffers 1 point of untyped damage per spell/power level of all spells/powers dispelled. In addition, the foe must make a Fortitude save (DC equal to 10 + damage dealt), or be stunned for 1 round. For example, if the Forsaker dispels Haste, Fly, and Mind Blank from a wizard (3+3+8 = 14 spell levels), the Wizard takes 14 damage and must make a DC 24 save.
•Devour Magic (Ex): At 8th level, the Forsaker can destroy a magic item in a spectacular explosion. Doing so is a standard action and similar to a Sunder attempt. The Forsaker must roll to hit the item (possibly provoking attacks of opportunity) and then instead of rolling damage, he makes a check against a DC of 20 + item's CL, adding his BAB and Forsaker level to a d20 roll. If he succeeds, the magic item is utterly torn asunder and detonates, dealing 1d6 untyped damage per two CL of the item to all in a 20 ft radius except the Forsaker (no save). The Forsaker draws in some of this raw magical force and momentarily gains phenomenal power from it, gaining a bonus to all attacks, saves, checks, and damage rolls equal to the item's CL until the end of his next turn.
•Mind Blank (Su): At 9th level, a Forsaker can fortify his mind against assault as per the Mind Blank spell. He can erect or lower this defense as often as he likes, but doing either is a standard action.
•Improved Mettle: At 10th level, the Forsaker only suffers the half or partial effect when he fails his Fortitude or Will save, and still ignores it entirely on a successful save.
•True Seeing (Su): At 10th level, the Forsaker can see all things as they really are, as per the spell True Seeing. He may activate this ability as a swift action and can use it for 1 minute per Forsaker level per day, though the usage must be in 1 minute intervals.
Ex-Forsakers
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 (such as by using magic items or casting spells) loses all special abilities of the prestige class and can progress no further as a Forsaker. If he thereafter remains pure (uses no magic) for a period of a year and a day, his abilities are reinstated at their previous levels and he may once again progress in the prestige class.
By level:
1: Ability A +1, Fast Healing 1, Forsake Magic, Spell Resistance
2: Ability B +1, Mettle, Dispelling Strike
3: Ability C +1, Fast Healing 2, Tough Defense (AC)
4: Ability A +2, Freedom of Movement, Reactive Counterspell
5: Ability B +2, Fast Healing 3, Evasion
6: Ability C +2, Slippery Mind, Dampen Magic
7: Ability A +3, Fast Healing 4, Tough Defense (saves)
8: Ability B +3, Backlash, Devour Magic
9: Ability C +3, Fast Healing 5, Mind Blank
10: Ability A +4, Improved Mettle, True Seeing
Among those who cast aside the power of magic, there are some who do so not solely out of a desire to lead an austere life or to give back to their favored causes. Some who take up such vows do so because they plainly despise or fear the temptations of the esoteric arts and the corruption that force often leads its adherents towards. These individuals dedicate their lives to destroying casters and psions that oppose their views and morals or who seem to have been corrupted, as well as the mighty trinkets they are wont to create, lest they fall into the hands of another power-hungry madman. Girded with nearly super-human resolve, these “savages” lead the fight against magic and all its excesses and call themselves Forsakers.
Requirements
Skills: 8 ranks in either Intimidate, Sense Motive, or Spellcraft
Feats: False Pretenses, Mage Slayer, Residual Rebound*
Special: Must abide by Vow of Poverty (or other alignment-equivalent choice) and renounced the use of masterwork and magic items. Must forsake the use of all spells, spell-like abilities, infusions, powers, and psi-like abilities and avoid from making any pacts with vestiges.
*If the Forsaker selects this feat at the same level he enters the class, he can ignore its requirement
HD: d12
BAB: Full
Saves: Good Fort and Will, Poor Reflex
Skill points: 4 + Int modifier
Class skills: Bluff, Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (arcana, psionics, religion), Listen, Psicraft, Ride, Sense Motive, Spot, Spellcraft, Survival, Swim, Tumble
Class Features:
•Ability Bonus (Ex): Beginning at 1st level, the character gains a +1 inherent bonus to any desired ability score that increases by another +1 at levels 4, 7, and 10. At level 2 he chooses a second ability score that gains a +1 inherent bonus that increases by another +1 at levels 5 and 8. At 3rd level, he chooses a third ability score that gains a +1 inherent bonus that increases by another +1 at levels 6 and 9.
•Fast Healing (Ex): Forsakers regain hit points at an exceptionally fast rate. At 1st level, the character gains Fast Healing 1. The amount of Fast Healing increases by +1 for every two forsaker levels thereafter. As a full round action, the Forsaker can attempt to instead heal himself for quadruple his Fast Healing rate by making a Heal check, DC equal to the difference between his current and full hp values. Failure means he only heals at the normal rate that round.
•Forsake Magic: In addition to avoiding all use of spellcasting, psionics, spell-like abilities, infusions, pact magic, and magic items, the Forsaker must also refuse any benefits from others' magic — including magical healing. Thus, he must attempt a saving throw against any spell/power that allows one. For most beneficial spells, such as displacement or neutralize poison, a successful save negates the spell's effects; for a cure spell, it halves the benefit. Any Forsaker who unwittingly uses a magic item or casts a spell (while under the influence of a charm person or dominate person spell, for example) immediately afterward loses all the special abilities of the prestige class for one week.
•Spell Resistance (Ex): At 1st level, the Forsaker gains spell resistance equal to 12 + 1/2 HD + Forsaker level. The Forsaker can still attempt a save against a resisted spell just to see if it can be rebounded to the caster via Residual Rebound if he wishes (with no penalty if he “fails” the unnecessary saving throw).
•Mettle (Ex): At 2nd level, when the Forsaker makes a Fortitude or Will save that would normally have a half or partial effect on a successful save, he instead ignores the effect entirely.
•Dispelling Strike (Su): At 2nd level, as a standard action, the Forsaker can make a single melee or ranged attack. If he hits, in addition to dealing damage, the victim is affected by a targeted Greater Dispel Magic (but capped at +25), with the Forsaker's caster level equal to his HD + 1/2 Forsaker level (So a Ranger 5 / Forsaker 3 would have CL 9). The Forsaker may also ready an action to counterspell with this ability, in which case not needing to attack and using Greater Dispel Magic's normal range. The Forsaker may use this ability once per day per Forsaker level.
•Tough Defense (Ex): At 3rd level, a Forsaker gains a bonus to his touch AC (only) equal to his Constitution bonus (if any). At 7th level this also applies to all saves against spells, spell-like abilities, powers, and psi-like abilities.
•Freedom of Movement (Su): At 4th level, for a total time per day of 1 round per level, a Forsaker can act normally regardless of magical effects that impede movement as if he was affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
•Reactive Counterspell (Ex): At 4th level, the Forsaker gains Reactive Counterspell as a bonus feat, even if he does not meet the prerequisites. If he already has that feat, he may gain any other feat he qualifies for instead.
•Evasion (Ex): At 5th level, the Forsaker gains Evasion, as the Rogue class feature. If he already has Evasion, he instead gains Improved Evasion.
•Slippery Mind (Ex): At 6th level, the Forsaker can wriggle free from magical effects that would otherwise control or compel him. if he fails his saving throw against an enchantment effect, he can attempt his saving throw again 1 round later. He gets only one extra chance to succeed at his saving throw.
•Dampen Magic (Su): At 6th level, the Forsaker exudes an aura that is disruptive to all magic. Any spell, spell-like ability, power, or psi-like ability cast/manifest within 60 ft of the Forsaker must be used at the lowest possible caster/manifester level required to use it (for example, a 3rd level power from a psion would be capped at ML 5). This limits all level-dependent benefits of the spell/power and blocks any ability to augment powers. In addition, any concentration checks required for casting/manifesting within the aura have their DC's increased by +4 per spell/power level. The Forsaker can create or dismiss this aura at will as a standard action.
Additionally, while the aura is active or not, he may take a standard action to imbue a melee or ranged weapon with its power and make a single attack. Any creature struck by this attack must make a Will save (DC 10 + 1/2 Forsaker's HD + Forsaker's Con modifier) or suffer as if within the Dampen Magic aura no matter where he is for 1 round per Forsaker level.
•Backlash (Ex): At 8th level, whenever the Forsaker successfully uses Dispelling Strike on an opponent to remove at least one active spell, that foe suffers 1 point of untyped damage per spell/power level of all spells/powers dispelled. In addition, the foe must make a Fortitude save (DC equal to 10 + damage dealt), or be stunned for 1 round. For example, if the Forsaker dispels Haste, Fly, and Mind Blank from a wizard (3+3+8 = 14 spell levels), the Wizard takes 14 damage and must make a DC 24 save.
•Devour Magic (Ex): At 8th level, the Forsaker can destroy a magic item in a spectacular explosion. Doing so is a standard action and similar to a Sunder attempt. The Forsaker must roll to hit the item (possibly provoking attacks of opportunity) and then instead of rolling damage, he makes a check against a DC of 20 + item's CL, adding his BAB and Forsaker level to a d20 roll. If he succeeds, the magic item is utterly torn asunder and detonates, dealing 1d6 untyped damage per two CL of the item to all in a 20 ft radius except the Forsaker (no save). The Forsaker draws in some of this raw magical force and momentarily gains phenomenal power from it, gaining a bonus to all attacks, saves, checks, and damage rolls equal to the item's CL until the end of his next turn.
•Mind Blank (Su): At 9th level, a Forsaker can fortify his mind against assault as per the Mind Blank spell. He can erect or lower this defense as often as he likes, but doing either is a standard action.
•Improved Mettle: At 10th level, the Forsaker only suffers the half or partial effect when he fails his Fortitude or Will save, and still ignores it entirely on a successful save.
•True Seeing (Su): At 10th level, the Forsaker can see all things as they really are, as per the spell True Seeing. He may activate this ability as a swift action and can use it for 1 minute per Forsaker level per day, though the usage must be in 1 minute intervals.
Ex-Forsakers
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 (such as by using magic items or casting spells) loses all special abilities of the prestige class and can progress no further as a Forsaker. If he thereafter remains pure (uses no magic) for a period of a year and a day, his abilities are reinstated at their previous levels and he may once again progress in the prestige class.
By level:
1: Ability A +1, Fast Healing 1, Forsake Magic, Spell Resistance
2: Ability B +1, Mettle, Dispelling Strike
3: Ability C +1, Fast Healing 2, Tough Defense (AC)
4: Ability A +2, Freedom of Movement, Reactive Counterspell
5: Ability B +2, Fast Healing 3, Evasion
6: Ability C +2, Slippery Mind, Dampen Magic
7: Ability A +3, Fast Healing 4, Tough Defense (saves)
8: Ability B +3, Backlash, Devour Magic
9: Ability C +3, Fast Healing 5, Mind Blank
10: Ability A +4, Improved Mettle, True Seeing