Masters of the Wild - 3.5e

Page 58

Hated Enemy Spell Resistance (Ex) : Beginning at 4th level, the foe hunter can avoid the effects of spells and spell-like abilities that would directly affect her, as long as they originate from her hated enemy. Against such effects, the foe hunter has spell resistance equal to 15 + her foe hunter class level . This stacks with any other applicable spell resistance the character may have . Death Attack (Ex) : At loth level, the foe hunter can make a death attack against a hated enemy that is denied its Dexterity bonus to AC (whether or not it actually has one) . This ability functions like the assassin's death attack (see Assassin in Chapter 2 of the DuNGEoN MASTER's Guide), except that the foe hunter need only make a melee attack that successfully does damage, not a sneak attack.

FORSAKER

Weapon and Armor Proficiency : Foe hunters gain no weapon or armor proficiencies . Hated Enemy : At 1st level, the foe hunter chooses one creature type that she has already selected as a favored enemy to be the target of her hatred . This choice determines what kind of foe hunter she becomes-orc hunter, giant hunter, or the like . The choice of hated enemy is irreversible . Rancor (Su) : The foe hunter can deliver a powerful blow to her hated enemy. Once per round, on her action, she can designate one of her attacks against a hated enemy as a rancor attack before the attack roll is made . A successful rancor attack by a 1st-level foe hunter deals +ld6 points of extra damage . This amount increases by +ld6 points for every two additional foe hunter levels the attacker acquires . Should the foe hunter score a critical hit with a rancor attack, this extra damage is not multiplied . The extra damage from a rancor attack applies even if that hated enemy is immune to critical hits . With a sap or an unarmed strike, the foe hunter can deal subdual damage instead of normal damage with a rancor attack. She cannot, however, do subdual damage with a weapon that deals normal damage in a rancor attack, even when taking the usual -4 penalty. Hated Enemy Damage Reduction (Ex) : At 2nd level, the foe hunter can shrug off 3 points of damage from each successful attack by her hated enemy. This damage reduction increases by 2 points for every two additional foe hunter levels she has . Damage reduction can reduce damage to o, but not below that. Hated enemy damage reduction does not stack with any other damage reduction the character has .

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 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 and destroying any magic items he finds . Forsakers can take up any standard or philosophy, though they tend more toward chaos than law. Evil forsakers hunt down and kill the most powerful users of magic that they can find, as if to demonstrate the ultimate weakness of the wizard and the sorcerer . Good forsakers commit themselves to expunging evil sorcery from their world, but they too see themselves as examples of how mundane strength can conquer foul enchantments. Though forsakers do their best to resist all spellseven beneficial ones-cast upon them, some eventually learn to tolerate their companions' magic . A few claim that they are leading by example ; others rationalize that only by consorting with lesser villains can they defeat greater ones . Whatever justification they use, the alliance between forsaker and spellcaster, no matter how temporary or how necessary, is seldom a peaceful one . Few 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 prim-


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New Sorcerer/Wizard Spells . . . . . . . . . . . . . . . . . . . . 81 Table 5-20 : The Windrider

4min
page 77

Training Mounts

8min
pages 79-80

Table 5-21 : The Windrider's Mount

4min
page 78

New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Table 5-19 : The Watch Detective

10min
pages 75-76

New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Table 5-18 : The Verdant Lord

6min
pages 73-74

New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Table 5-17 : The Tempest

5min
page 72

Chapter G: Spells . . . . . . . . . . . . . . . . . 80 Table 5-16 : The Tamer of Beasts

7min
pages 70-71

Watch Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Table 5-10 : The Frenzied Berserker

5min
page 60

What's a Mount? . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Table 5-13 : The King/Queen of the Wild

3min
page 66

The Order of the Verdant Grove . . . . . . . . . . . . . 74 Table 5-9 : The Forsaker

7min
pages 58-59

Table 5-15 : The Shifter

5min
page 69

Verdant Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Table 5-7 : The Eye of Gruumsh

3min
page 55

Organization : The Bloodhounds

3min
page 51

Eye of Gruumsh

4min
page 54

Totems

2min
page 45

Bane of Infidels

5min
page 46

Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Table 5-4 : The Bloodhound

5min
page 50

Terrain-Dependent Features . . . . . . . . . . . . . . . . . . 66 Table 5-2 : The Bane of Infidels

4min
page 47

Bloodhound

3min
page 49

Hide

5min
page 19

Legendary Animals

2min
page 40

Geomancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Table 3-2 : New Magic Items

11min
pages 28-30

Choosing a Favored Enemy

9min
pages 16-17

The Ranger in Perspective

4min
page 12

Sidebar : Level Equivalent

5min
page 6

The Druid and Other Classes

9min
pages 10-11

Race and the Ranger

5min
page 13

The Ranger and Other Classes

4min
page 14

Choosing When to Rage

5min
page 7

Variant: Urban Rangers

5min
page 15

Race and the Barbarian

3min
page 5
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