Warning: This is 3.0 Edition material. It is possible that there is more recent 3.5 Edition version.


(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 57)

The forsaker rebels against the magic of the fantastic world around him.


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.

Hit die


Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Forsakers gain no weapon or armor proficiencies.

Ability Bonus (Ex): Beginning at 1st level, the char acter 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, to a maximum of 10 hit points per day. The number of hit points regained per round increases by +1 for every four forsaker levels, and the maximum restorable per day increases by 10 for every two forsaker levels. Except as noted above, 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 11. 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/+1. This damage resistance rises by 2/+1 for every two forsaker levels he gains thereafter. This ability remains in effect only as long as the forsaker destroys the required value of magic items every 24 hours (see Magic Destruction, below). This does not stack with any other damage reduction he already has.

Magic Destruction: The forsaker gains access to his damage reduction ability (see above) through the destruction of magic items, if he goes more than 24 hours without destroying magic items whose market prices total at least 100 gp per point of damage reduction, he loses that ability until he does so.

Tough Defense (Ex): At 3rd level, a forsaker gains a natural armor bonus equal to his Constitution bonus (if any).

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 (see Damage Reduction in the introduction of the Monster Manual). That is, if the forsaker has damage reduction 3/+1, any weapon he uses functions as if it were a +1 weapon for overcoming a foe's damage reduction.

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.


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 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.


Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Ability bonus +1, fast healing 1 (10), forsake magic, SR 11
2nd +2 +3 +0 +3 Ability bonus +1, damage reduction 3/+1, magic destruction, SR 12
3rd +3 +3 +1 +3 Ability bonus +1, fast healing 1 (20), natural weapons, SR 13, tough defense
4th +4 +4 +1 +4 Ability bonus +1, damage reduction 5/+2, SR 14
5th +5 +4 +1 +4 Ability bonus +1, fast healing 2 (30), SR 15
6th +6 +5 +2 +5 Ability bonus +1, damage reduction 7/+3, slippery mind, SR 16
7th +7 +5 +2 +5 Ability bonus +1, fast healing 2 (40), SR 17
8th +8 +6 +2 +6 Ability bonus +1, damage reduction 9/+4, SR 18
9th +9 +6 +3 +6 Ability bonus +1, fast healing 3 (50), SR 19
10th +10 +7 +3 +7 Ability bonus +1, damage reduction 11/+5, SR 20

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Craft INT no no
Handle Animal CHA yes no
Heal WIS no no
Intimidate CHA no no
Intuit Direction Wis yes no
Jump STR no yes
Listen WIS no no
Ride DEX no no
Sense Motive WIS no no
Swim STR no yes
Tumble DEX yes yes
Wilderness Lore Wis no no

Spells for Forsaker

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