Forlorn

Table

Marrow couldn't see what brought down the lame fighter, Dor, down. But then, she was blind. She did know that they were fighting a horribly large creature that guarded the slaves; she did know that after pouring a torrent of magic into the creature it was still strong; and despite the darkness, she knew - as if she had seen it with unhindered vision - the moment that Dor fell. Dust of disappearance removed her from the scene; nothing however could ever really remove her from that moment.

The Forlorn are a strange class in that they have no commonality in alignment, race, or culture; and yet each has lost irrecoverably a person very dear to them in horrible circumstances. Forlorn do not necessarily dwell on the loss, though some do. Rather, the personal wisdom granted them in their grief has become a resolve to avoid any repeat occurrence. Thus, they gain special powers to help companions and themselves stave off death. A Forlorn in a party makes a formidable obstacle to any foe, especially those who strike at the Forlorn's friends.

A forlorn can be of any alignment - even chaotic and evil persons can have someone they love, though it is more common for a good-aligned character to take the class.

The most basic requirement is that a Forlorn has lost a peer in an irrecoverable, horrific manner. "Peer" in this sense means any intelligent companion within two levels of the Forlorn when they die. Thus, a twelfth-level character attached to a fifth-level friend who takes 'the long dirt nap' is not eligible for the Forlorn class, but if the dead companion were from tenth to fourteenth level, then the character could become a Forlorn. This loss must occur within two levels of becoming a Forlorn. Additionally, any "special" followers joined to the character simply because of "class" reasons (e.g., familiars, animal companions, or a paladin's mount) cannot count as a dear, lost one to meet the qualifications for this class, though followers attracted by the Leadership feat do.

Since unexpected death comes in any guise, no one class seems to have a monopoly on becoming a Forlorn. Good and some neutral clerics are obviously benefited because the protective abilities of the Forlorn class complement those of their original class; nevertheless, evil parties with a Forlorn cleric in their midst are not unheard of. Fighters and rangers also gain from the protections offered, and the Forlorn has some offensive powers than can be very useful on the front line.

    Hit die: d8


Requirements

Svaing throw bonuses Base Will save +5 or higher

Skills Knowledge (Religion), 4 ranks

Feats Iron Will

Spellcasting ability Must be able to cast at least one level of divine spells (paladin, cleric, druid, or shukenja)

Experiences Must have had a peer irrevocably die. The Forlorn must have formed a bond of strong friendship with this companion, as described above.


Class skills & proficiencies

Skills Since the Forlorn's central features derive from a single past experience and not any sort of specific class focus, they do not have a list of class skills, per say. Instead, the Forlorn may continue acquiring and assigning skill points as if she were of her previous divine-spellcasting class (paladin, cleric, druid, or shukenja). For example, if a cleric became a Forlorn, she could retain the cleric class skill list as class skills for the Forlorn class.
    Skill points: 4 + Int modifier per level

Proficiencies A Forlorn does not gain proficiency with any weapons or armor. She does of course retain any previous proficiencies.


Class features

Touch of Life (Su) This ability allows the Forlorn to touch any companion who is staggered or dying (0 hp or less), and aid them. The target of the Touch of life has his hp restored to 0 plus a number of hp equal to the Forlorn's level. For example, a third level Forlorn could restore a dying friend to 3 hp. A Forlorn can only use this on a well-known, friendly companion; it cannot, for example, be used to halt the death of a foe for further questioning. Touch of Life counts as a standard action, and the Forlorn must be able to physically touch the body. It can be used once per day at first level and once more every two levels thereafter. Unlike clerical cure spells, it cannot be used to deal damage to undead.

At higher levels, the Touch of Life can also delay or remove poison, remove curses, and so on.  All effects are cumulative, but if the target has more than 0 hp, he is does not receive the hp boost provided by the Touch of Life, even if he has fewer hp than the Forlorn does levels. He would however, benefit from delayed or removed negated poison, etc.  Touch of life is a supernatural ability.

Delay poison At fourth level, the touch of the Forlorn not only restores hp but also forestalls the effects of poison. The effect is as if delay poison were cast at a level equivalent to the Forlorn's.

Neutralize poison At sixth level, the Forlorn's touch restores hp as usual and totally negates any poison in the companion's body, as per the spell neutralize poison.

Remove disease At seventh level Forlorn's Touch of Life removes disease, as per the divine spell.

Double efficacy At eighth level, the Touch of Life restores double the Forlorn's level of hp if the target was at 0 or fewer hp.  Again, this curing is not effective if the target has 1 or more hp, but the other effects of the Touch of Life are.

Remove curse At ninth level, Touch of Life removes any curses afflicting the target, as if remove curse had been cast at the levelof the Forlorn.

Deathwatch (Su) The Forlorn is attuned to the life forces of her companions. She operates as if she had a permanent deathwatch spell cast on her, although it only allows her to see the state of her companions (e.g., not foes). This is a supernatural ability that can be "turned off" or "on" at will as a free action.

Insight  The Forlorn's grief over her lost companion provides her a measure of insight. She gains a temporary +1 inherent bonus to her Wisdom score. This bonus is operational only when the last level in which she advanced was in the Forlorn class. For example, if a sorcerer multiclassed into a Forlorn, she would obtain the bonus to her Wisdom. If she took another level of sorcerer (or any other class) the next level she gained, she would lose the bonus, but gain it again any time she took another level of Forlorn. Note that a character can never have an inherent bonus greater than +5 for any ability score.

Aura of Life (Su) Having a Forlorn near when death tries to sneak its cold claws about you can be fortuitous indeed. Allies within 10' of a Forlorn can add the stated bonus (see table, The Forlorn) to any saving throws they must make against death magic, including but not limited to disintegrate, finger of death, death spell, slay living, and vanish. Aura of life is maintained as a free action, but the Forlorn must be conscious for this supernatural ability to operate (e.g., not sleeping naturally or otherwise, not below 0 hp, and so on; though a hypnotized, charmed, or held Forlorn will still grant the bonus). The Forlorn of course gains from her own aura. It can be suppressed or reinstated at will as a free action.

Sorrowful Anger (Su) Having witnessed the death of a companion, a member of this class is loathe to experience the same again. Whenever any ally within sight and hearing range is reduced to 25% or fewer hp, she can enter a state of divine-like concentration and fury. For a number of rounds equal to her Wisdom modifier (if any), her attack bonus is raised by a number equivalent to her level, and the threat range of any weapon she wields is doubled. For example, if Morrow, a second-level Forlorn, witnesses a companion normally with 40 hp reduced to 10 or less, she can enter a state of Sorrowful Anger, adding +3 to her attack bonus and threatening criticals on a 17 to 20 with her crossbow (normally just 19 or 20). This is an extraordinary ability that can be initiated once per day on the character's turn as a free action and dismissed at will as a free action.

Shield Other (Su) At third level, a Forlorn can cast shield other as a divine spell a number of times per day equal to her Forlorn level. The caster level is the same as her Forlorn level.

Requiem (Sp) At fifth level, the can summon the memory of her lost friend as if it were a physical entity. The effect is to simulate one of the following, chosen by the Forlorn at the time of summoning: mage armor, endure elements, bless, divine favor, entropic shield, or sanctuary. The effect lasts as if it were a spell cast at the same level as the Forlorn, and it takes one action to initiate and provokes an attack of opportunity. The effect can only apply to the Forlorn, even if the spell it emulates could normally be cast on others. It can be dismissed at will or whenever circumstances peculiar to the spell it imitates would cancel it (e.g., attacking while under sanctuary). This is a supernatural ability that can be a number of times per day equal to the Forlorn's Wisdom modify (if any).

Dénouement At tenth level, the Forlorn's insight allows her another +1 inherent bonus to her Wisdom score. From thereafter, this bonus and the one she gained at first level are permanent, regardless of what class in which she last leveled. Note that a character is limited to a total inherent bonus of +5 to any ability score.

The Forlorn

LEVEL ATTACK FORT REF WILL NOTES
1

+0

+0

+0

+2

Touch of Life 1/day, Deathwatch, Insight
2

+1

+0

+0

+3

Aura of Life +1, Sorrowful Anger
3

+2

+1

+1

+3

Touch of Life 2/day, Shield Other
4

+3

+1

+1

+4

Aura of Life +2, Touch of Life Delays Poison
5

+3

+1

+1

+4

Touch of Life 3/day, Requiem
6

+4

+2

+2

+5

Aura of Life +3, Touch of Life Negates Poison
7

+5

+2

+2

+5

Touch of Life 4/day, Touch of Life Remove Disease
8

+6

+2

+2

+6

Aura of Life +4, Touch of Life has Double Efficacy
9

+6

+3

+3

+6

Touch of Life 5/day, Touch of Life Removes Curse
10

+7

+3

+3

+7

Aura of Life +5, Dénouement

The Wu Jen

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