3.0 class from Masters of the Wild updated for 3.5 usage.
Forsaker"Magic is evil. Magic tempts. Magic perverts. Magic corrupts."
- Dresha the Helfarch, Dwarven ForsakerMagic 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 him. It’s not that he doesn’t believe in it; he knows full well that magic is real. He has felt its all too tangible power burn over his skin or wrest control of his mind from him. While others may ignore the dangers of magic and succumb to its siren call of power, the forsaker knows better. To him, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon his own resources alone, the forsaker becomes stronger, tougher, smarter, and more nimble than any of his companions. To that end, he treads a lonely path, deliberately depriving himself of magic’s benefits.
Becoming a ForsakerFew characters other than dwarven fighters and human or half-orc barbarians can appreciate the lifestyle of the forsaker. Elves, half-elves, and gnomes are surrounded by the benefits of magic from birth, so they are unlikely to choose this path. Dwarves, on the other hand, are naturally suspicious of sorcery, and many rural humans are just as distrustful. Certainly, no spellcaster should consider this career choice, since it means the virtual end of advantages gained from a former class. Even paladins and rangers must think hard before leaving behind their spells and spell-like abilities. Fighters and rogues occasionally take up this prestige class, but most forsakers are barbarians. Some say that only such a primitive, focused mind could ever manage to forsake magic for good.
Table 1: Forsaker
Hit Die: d12Level BAB Ref Fort Will Special Abilities
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1st +1 +2 +0 +2 Ability bonus +1, fast healing 1, forsake magic, SR 16
2nd +2 +3 +0 +3 Ability bonus +1, damage reduction 3/magic, SR 17
3rd +3 +3 +1 +3 Ability bonus +1, fast healing 2, natural weapons, SR 18, tough defense
4th +4 +4 +1 +4 Ability bonus +1, damage reduction 5/magic, SR 19
5th +5 +4 +1 +4 Ability bonus +1, fast healing 3, SR 20
6th +6 +5 +2 +5 Ability bonus +1, damage reduction 7/magic, slippery mind, SR 21
7th +7 +5 +2 +5 Ability bonus +1, fast healing 4, SR 22
8th +8 +6 +2 +6 Ability bonus +1, damage reduction 9/magic, SR 23
9th +9 +6 +3 +6 Ability bonus +1, fast healing 5, SR 24
10th +10 +7 +3 +7 Ability bonus +1, damage reduction 11/epic, SR 25
Class skills (2 + Int modifier per level):Climb, Craft, Handle Animal, Heal, Intimidate, Intuit Direction, Jump, Listen, Ride, Sense Motive, Spellcraft, Swim, Tumble, Wilderness Lore
Requirements:
Feats: Great Fortitude, Iron Will, Lightning Reflexes
Special: The character must once have been the victim of a magical attack that seriously wounded him or threatened his life. He must also sell or give away all his magic items (including magic weapons, armor, and potions) and renounce the use of any spellcasting and spelllike abilities he previously used.
Class FeaturesText
- Ability Bonus (Ex): Beginning at 1st level, the character gains a +1 inherent bonus to any desired ability score for each forsaker level.
- 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 for every two forsaker levels. This ability works like the fast healing ability described in the introduction of the Monster Manual.
- Forsake Magic: In addition to avoiding all use of spellcasting, spell-like abilities, 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 that allows one. For most beneficial spells, such 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) loses all the special abilities of the prestige class for one week.
- Spell Resistance (Ex): At 1st level, the forsaker gains spell resistance 15. This value increases by +1 with each forsaker level gained and stacks with any other applicable spell resistance he has.
- Damage Reduction (Ex): At 2nd level, the forsaker gains damage reduction 3/magic. This damage resistance rises by 2 for every two forsaker levels he gains thereafter. At 10th level, it becomes damage reduction /epic. This stacks with any other damage reduction he has.
- Tough Defense (Ex): At 3rd level, a forsaker gains a natural armor bonus equal to his Constitution bonus (if any). At 7th level this also applies to all saves against spells and spell-like abilities.
- Natural Weapons (Ex): Beginning at 3rd level, the forsaker can fight as though he and his weapon were one. Any weapon he uses functions as if it were a natural weapon for overcoming damage reduction. At 4th, 6th, 8th, and 10th level, he chooses a new type of damage reduction that he can break (cold iron, for example).
- 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.
Ex-ForsakersForsakers 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 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.