[Homebrew class] Anchor, a semi-spontaneous spellcaster who needs feedback


Homebrew and House Rules


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Version 1.171

I've been playing around with a spellpoint-like class, and here's the result. It's somewhat similar to an arcanist in design, but you might say, that he's weaker in some aspects.

While coming up with a concept for this class, I've had a mental image of a mage who anchors himself to the ground to strengthen his spellcasting (hence the name).

What I can't stress enough, is although I've posted him a week ago, he has changed significantly, and I've made sure to do everything in my power to make him accessible, powerful, but fair - and I'm still not sure if I fully succeeded in this goal.

The following are his class features so far.:

He uses a Strain point system, which is somewhat similar in design to original spellpoints - although somewhat more tame, and he needs a Wisdom score instead of Int to increase its max treshold. Exceeding tresholds forces a save, and failing a save causes some nasty effects.

His spellbook is divided into a limited number of spell slots instead of simply pages. However, he makes up for a limited size by being able to select any spell from the sorc/wiz list while rewriting it. I put it in, because this semi-limiting factor won't let him abuse the system, while still getting benefits of having a book.

He can enter a "trance", which grants him variable bonuses, with a catch - the trance uses up Strain points for each round it's active as well, so this candle burns from both sides. Additionally disturbing his concentration while he's in trance might just outright kill him.

Last but not least, he's got a choice of "willpowers", which grant him handy strain-based bonuses and abilities, as well as allow for a degree of specialization.

I'm afraid, that his kit is too specialized to really allow for many playstyles, but if it allows for one or two, I'm happy with it for now - after all, nothing is stopping me from adding some specializing choices and archetypes.


Okay, seems like an interesting class. I'd need to see it in action in a actual game to see exactly.


Can you describe the "original spellpoint system" you're reacting to? When I think of "spellpoints," I think of a system where for instance someone who could cast 5th level spells and had 20 spellpoints could cast 4 5th-level spells in one day, or 20 1sts, or something inbetween.

Minor immediate reaction: that concentration bit should cost 15 minutes and 1 minute per spell level.


bitter lily wrote:

Can you describe the "original spellpoint system" you're reacting to? When I think of "spellpoints," I think of a system where for instance someone who could cast 5th level spells and had 20 spellpoints could cast 4 5th-level spells in one day, or 20 1sts, or something inbetween.

Original meaning the old thing I've aased my resource upon, bu yes. the general gyst is mainly what you're describing. A character who can cast 5th level spells can cast a handful of 5th levels and be done with it, or cast a ton of lower level spells (which is a main appeal of similar systems).

I've directly adapted spell costs, and coincidentally the anchor receives about as many points of his own resource as an old wizard using spellpoints. I've also adapted from elsewhere (can't remember where) the idea of increasing spell costs - casting a single spell once is cheap, but casting the same spell a lot of times gets increasingly more expensive.

bitter lily wrote:


Minor immediate reaction: that concentration bit should cost 15 minutes and 1 minute per spell level.

Probably, yeah. I didn't want to overcomplicate it, in all honesty.


Good to have some free updated Anchor stuff out there. ;)


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Here4daFreeSwag wrote:
Good to have some free updated Anchor stuff out there. ;)

Yup. It sure has changed. I've still got some general ideas for improvements, but nothing radical.


I'm grateful to hear you're worried about overcomplications! Because I think this class has a lot of promise, but badly needs simplifying.

Strain specifics:
For starters, your section on Strain is overcomplicated -- and painful to the point that the class is in fact mostly unusable.

Example: "He can safely accumulate it to his flat limit (see Table: Anchor Class Progression). Accumulating more strain points puts him under a constant sickened condition, and all his spells gain a 10% failure chance. This maximum limit is determined by his Wisdom ability score."

(First of all, you don't mention a maximum limit before you refer to "this" one. Is it the "flat limit?" But also, why sickened? Why not fatigued? (Which would progress to exhausted given additional circs.) That's bad enough! And spell failure is IMHO complicated; it's an extra die roll every turn. Enough that my casters never take armor they can't cast in, because I don't want to have to make that roll.

Example: "Succeeding a save only fatigues him, while failing the save stuns him for 2d6 rounds. Failing the save twice knocks him unconscious for 1d8 hours. If he fails the save for the third time, he suffers 1d6 Wisdom damage in addition to becoming unconscious."

In short order: dead. I'd make this dazed for one round (success), sickened for 1d6 rounds (1st failure), nauseated for one minute (2nd failure), unconscious for one hour (3rd failure). Or just say that "maximum" means "maximum," and you cannot exceed it.

Example: "Causing fatigue or exhaustion from any source other than from above saves automatically accumulates strain points equal to the anchor’s level. If this increase exceeds the Strain maximum limit, he’s forced to make a save as normal."

Equal to the caster's level????? What are you thinking? The bigger they get, the harder they fall, apparently. Some very low level spells can inflict the fatigued condition, you know. Now you're saying I have to not only watch my own expenditures, I have to leave a buffer of my character level. Especially given how nasty exceeding maximum is!

It's bad enough if "fatigued" from exceeding your max progresses to "exhausted" because of a spell effect, although I have to say, many fatiguing spells specifically say they can't move a target to "exhausted," and I'd respect that. Exhausted is horrible! But certainly, you aren't going to be happy doing a forced march if you're already fatigued from strain.


Spell specifics: The spellbook part is overcomplicated, too -- I frankly don't think I grasp how an Anchor is supposed to come up with spells to cast.

That said, I like the flavor of running around with 10 different spellbooks, and picking one a day to get a specific assortment of spells I can cast spontaneously, with spellpoints. In fact, I like it enough that I hope you revise everything else!

So please just drop "Spells memorized" altogether, and rename that part of your table to "Spells per Book." It would be so much simpler if, as an anchor, I have all of the spells in the currently bound book available for casting as long as I have strain. I can only bind a book in the morning, during a one-hour ritual that also refreshes my strain. At that point, I should get one book for free, developed as I level according to the listed spells/book. Furthermore, I can never exceed the limits in your table for any given book. That said, I could develop other books with typical wizardly methods, including paying spell-writing costs for copying spells from an existing book into a new one. Playing this class will be expensive, you know!

Feature specifics: And I also don't really grasp what you're doing with Trance & Willpower, I'm afraid. (So maybe I shouldn't be commenting at all. It's made me cranky; I apologize.) For instance, I couldn't figure out what actions you can take during a Trance; why have a Hastening Trance if you can't move, for instance? And then I have to admit that by the time I got to Willpowers, I stopped reading. I'm sorry, but there it is. Do you need both Trances & Willpowers for one full-casting class? Please combine these two mechanics in some fashion. Simplify. And offer bonus feats, please, please, in place of one of the existing features.

One comment does need to be made, cranky as I may be...
Immediate Trance is utterly broken, and should not be. Period. And Swift Trance is way, way, way underpriced. If you keep them and see anyone playing this class at all, you're going to get massive havoc with multi-classing! If a move costs 1 strain & a standard 3, an extra swift should cost at least 5, and have a note that it cannot be converted to immediate. For the record, I'm no expert. Nonetheless, I'm confident from what I've seen on these boards that 1 swift per turn is PF canon.

{EtA: I think I just got it. You are supposed to want to undertake a state that gives you NO actions, until you acquire them with bonuses you get every four levels. I think you can simplify this part trivially: abandon it. People might want to play this class for the spellpoints, but they aren't going to care about the trances enough to invest in them or use them.}

FCB specifics: You'll need to revisit this as you revise. But I do have to wonder what happened to halflings.

Conclusion: I'm sorry I got cranky. Using spellpoints with alternate spellbooks is a great idea, worth refining. Please!


bitter lily wrote:

I'm grateful to hear you're worried about overcomplications! Because I think this class has a lot of promise, but badly needs simplifying.

** spoiler omitted **...

Strain

I will make sure to clearly state out those two limits. I'm currently reworking this to make use of drowsiness, which really does seem like mage's equivalent of fatigue - more fitting, to say the least.

Spellbooks

I have been indeed thinking about converting the spells memorized into simply spells per book, yes. I'm not sure what to do about the writing spells part, because right now he does so intuitively just to make creating loadouts a little bit more convenient. I could make it into classically "wizardly", as you've suggested, of course, but I need to look into this with more depth. They're going to need a lot of spellbooks to copypaste or research spells.

Trance
Nope, I just threw a bunch of "gives extra move action" clones at the wall to see what sticks. Thanks for pointing out that swift&immediate shouldn't really exist.

As for move actions, even though you can't move, there's plenty you can do with an extra move action anyways - like redirecting a second Flaming Sphere, standing up, pull out a wand/staff, or cast a full-round spell right after doing any of the above.

Willpowers
It's another leftover from the older versions. I figured I'd give the guy something similar to arcanist's exploits, or any other kind of level-gained class perk-feat-bonus, just so they can get a little bit of specialization going.

FCB
I forgot about them, because I'm halflingist.

In short, thanks
Your comment has been very insightful, thank you. I'm not promising anything, but another person pointing out my shortcomings is honestly a great way for me to learn as I go along. I might post a next version next week, we'll see how the next one goes.


You're very welcome. I love working out my own homebrew stuff on this board, so I figure I should return feedback. I look forward to seeing what you do with this!

Btw, to cut spellbook costs, I'd make the Anchor's notes take up half the space, rather than double.


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You might want to check out Emblem Books as an idea for a short & mystical way of encoding spells.

That would mean that Craft (illustration) should get a bonus, I'd think.

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