Wednesday, April 3, 2013

Foresaker (Barbarian Archtype)

The foresaker suns all magic, as it is a crutch for the weak, and instead relies on his willpower and physical prowess and as such, was able to unlock greater potential.

Forsake Magic- The forsaker gains SR 12+level. He cannot voluntarily lower this. He can never willingly fail a saving throw against a spell/spell like ability/supernatural ability, including beneficial ones. He can never use magical items personally, though he can sit by a campfire made by magic, ride an airship, or walk through a magical gate. He may not use spells/spell like abilities/supernatural abilities. If he violates this he loses access to all forsaker abilities and takes a negative level for 1 month until he purifies himself through no magic use. This replaces fast movement and uncanny dodge.

Perfection of Self- Every even level, the forsaker gets a +1 inherent bonus to any physical ability score (Str/Dex/Con) or to wisdom. He may get up to +5 to any given ability score. This is in addition to the ability increases he gets every 4 levels. 

Alternate Rage Powers- The following are alternate rage powers available to the forsaker.

Spellwrecker- Regain 1 rage point every time you kill a spellcaster or destroy a magical item. You may use this even when not raging.

Spellturning- Any time you roll a nat 20 on a saving throw against a spell that targets you only (which has bypassed your spell resistance) that spell is turned back against the caster, even if it's a touch based spell, who must save against the spell normally.

Lifecutter (10th level)- You may make a coup de grace against a regenerating creature who has been disabled via nonlethal damage. If the creature fails the fort save it dies, so long as the regeneration was bypassed by attacks of a certain alignment, magic, or natural element (like acid or fire). This works against undead and creatures who normally don't have to make fort saves (creatures with no con use their charisma modifier to the fort save instead). This does not bypass damage reduction, or regeneration that is bypassed by silver, cold iron, adamantine, or creatures whose regeneration is not bypassed by anything (such as the tarrasque). At 21st level this allows you to bypass epic regeneration.

Deep Wounds (6th level)- You can ignore up to 5 points of damage reduction from magic, or a certain alignment (even if not yours) for every rage point you spend before an attack. So if you spend 3 rage points you bypass 15 points of damage reduction. This does not bypass damage reduction from special materials or /-.

Spellrage (8th level)- If you are affected by a spell, spell like ability, or supernatural ability and fail your saving throw, you double your strengh bonus from raging, but only for attacks against the caster of the effect. If you are not raging, you may begin raging as an immediate action to gain this benefit. This lasts until the creature is killed or for the duration of your rage- whichever comes first. This ability does not stack with itself.

Counterspell (10th level)- You may ready an action against a spellcaster. You may use the readied action to deflect any single target ranged spells, including ranged touch spells as well as spells like magic missle. You make an attack roll against the spell. (AC = 10 + caster level). If you succeed, the spell is reflected back at the original caster. Only 1 spell may  be reflected in this way, and spells with multiple pieces (like magic missile) only have 1 piece reflected back. Area effect spells are not affected, but at GMs discresion, certain ones (like fireball- wich has a bead that travels then explodes) may be hit back at the caster. The spell must have enough range left to get back to the caster from you or else it does not affect the caster.

Greater Counterspell (16th level)- You may use your counterspell ability as an opportunity attack rather than a readied action if you spend 2 rage points.

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