Emperor Mundus (3.5e NPC)

 : At 4th level, a forsaker begins to force his will into his weapon to bypass damage reduction and strike incorporeal creatures as if using a magic weapon.

 : At 2nd level, a forsaker may take a standard action to analyze his surroundings for the scent of magic. This functions exactly like detect magic except it is an extraordinary ability which provokes attacks of opportunity when used.

 : At 5th level, the forsaker can break the bonds of magic with his attacks. As a standard action, the forsaker makes a single melee attack (or ranged attack within 30 feet) and deals damage as normal. In addition a dispel effect goes off against one magical effect currently in place, using his class level as his caster level for the check. This ability has no cap on maximum caster level possible. Even if you are not using dispelling strike, on a confirmed critical hit the extra dispelling effect goes off.

 : At 3rd level, a forsaker must adapt his body to handles the rigors of danger without relying on magical aid. He becomes immune to blindness, deafness, and fear as he learns to adjust his senses and steady his mind. At 6th level, his fortitude strengthens, granting him additional immunities to disease, poison, and the sickened conditions, and light fortification.

 : Grants a +3 bonus to Perception and Psychology.

A forsaker may never use magic or magical items. If the forsaker had any spellcasting abilities from levels or race, they become unable to cast spells. If the forsaker had any supernatural abilities these powers are similarly non-functional. Forsakers only can activate extraordinary abilities from other classes or from their race. In addition they cannot use magical equipment, and any magic items they pick up have their magic suppressed until removed or dropped. Forsakers must resist all magic, even friendly spells, making saving throws if possible. A forsaker who does not try to resist magic or who somehow purposefully benefits from using magical equipment may fall and become an ex-forsaker (see below).

Forsakers sever their ties to magic by taking their magical ability and binding it to an object, called a bonded object. Bonded objects can be anything that is non-expendable, but must be masterwork or have a value of 100 gp or greater. Performing the bonding ritual takes 8 hours, and the forsaker must keep it within their company to benefit from his class features. If it is out of his ownership for more than 24 hours, he loses use his class abilities until he regains the object or assigns a new one. Bonding with an object increases the objects hardness and hp by your class level while it is so bound.

For the purposes of this ability any other magical or supernatural ability such as powers, infusions, invocations, soulmelds, and supernatural (but not extraordinary) maneuvers are considered to be the same as magic.

 : At 7th level, the forsaker uses his knowledge of freeing himself from the bonds of magic to help free himself from other bonds. He is constantly under the effects of an extraordinary freedom of movement.

 : At 6th level, the forsaker learns how to protect his allies from the power of magic. As a standard action the forsaker makes an area anywhere between a 5 to a 30 ft. radius centered on him which lasts for 1 round or until expended. If any magical effects go off or pass through this area, the magic is negated and the runica effect ends (so it can stop at most 1 spell a round). It does not differ between ally and enemy spellcasting, and does not effect pre-existing creatures or objects created by magic.





 : Certain houserules apply. Mundus ignores the alignment requirement of Nymph's Kiss, and the racial requirement of Fiend feats. Also, the following:
 * Aging Overhaul
 * Fixed Bonus Types
 * New Level-Dependent Benefits
 * Mana-Based Spellcasting
 * Recharging Power Points
 * Waypoint Style Teleportation
 * Better Hit Points
 * More Stable Saves
 * Tome Character Backgrounds
 * Tome Weapon Proficiencies
 * Tome of Prowess
 * Tome Scaling Feats
 * Better Initiative
 * Declaratory Initiative
 * Tome Combat Rules
 * Tome Magic Items