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Rauthiss
2010-03-11, 11:44 AM
Special Credit goes to Forever Curious for assisting with the design of this class. In addition, he will have more fluff coming soon.

A Note: I tried to balance this around Tier 3, but I have a feeling I'm off. As always, any comments and critiques are welcome.


The Anarch
http://i313.photobucket.com/albums/ll368/kaitave/Character%20Art/ChaosSorcerer1.jpg
“The laws of magic hold no sway on me.”
–Marianna Onel, Anarch


Wizards cast spells through intense study and knowledge. Sorcerers, through draconic heritage. The Anarch, however, has none of these things, instead drawing their magical power through a connection to pure chaos. Because of this, they have very little control over her abilities, yet access to great magical power.


Background: Anarchs receive their magical aptitude similar to sorcerers: magic is as inherent to them as walking. Unlike Sorcerers, however, there is no connection to heritage. Anarchs have always existed since the creation of the universe, but until recently were regarded as low-power sorcerers unable to control their “draconic heritage”. However, with the rise of Marianna Onel came a greater understanding of the Anarch's unique abilities.


Races: Any member of any race can be born as an Anarch. However, Humans make up the majority of the Anarch populations, with Halflings and Gnomes being prone to the class as well. Half-Orc anarchs are typically respected for their powerful (if not volatile) arcane power. Elvish Anarchs are rare, with many opting to stifle their chaotic tendencies for a more refined approach to magic.


Other classes: Anarchs tend to get along with sorcerers and bards, who share their innate gifts of magic. They also, surprisingly, enjoy the presence of barbarians, whose berserker fighting abilities are similar to an Anarch's spell casting. Anarchs don’t get on well with wizards and clerics due to their insistence on law and codes.


Role: Anarchs fill the role as a primary caster. The average Anarch typically only specializes in one school of magic (more often than not evocation) due to their unpredictable spellcasting. However, they can be powerful support casters, but only if they train themselves to do so.


Anarchs in the world: In general, the common person would be unable to distinguish between an Anarch and a Sorcerer. However, to those who practice magic, the difference is all too frightening. Many educated folks try to avoid dealing with an anarch for fear of their power and unpredictability.


Inspiration: My friend was laughing about having an arcane class that can’t control its casting. I went with it.

Game Rule Information

Alignment: Chaotic. Do I really have to explain why?
Hit Die: d4. An anarch is a caster.
Starting Gold: As Sorcerer.

Class Skills:
The class skills for an Anarch (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2+Int Mod) x4
Skill Points at Each Additional Level: (2+Int Mod)

The Anarch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special |0lvl|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+0|
+0|
+2|Spellcasting, Random casting, Spell Enhancement (0 level)|--|1

2nd|
+1|
+0|
+0|
+3|Eschew Materials|--|2

3rd|
+1|
+1|
+1|
+3|Improved Casting (2 rolls)|--|4|2

4th|
+2|
+1|
+1|
+4|Chaotic Casting, Spell Enhancement (1 level)|--|--|4

5th|
+2|
+1|
+1|
+4|Bonus Feat|--|--|6|2

6th|
+3|
+2|
+2|
+5|Chaotic Caster|--|--|8|4

7th|
+3|
+2|
+2|
+5|Spell Enhancement (2nd level)|--|--|--|6|2

8th|
+4|
+2|
+2|
+6|Aura of Chaos|--|--|--|8|4

9th|
+4|
+3|
+3|
+6|Spell Enhancement (3rd level)|--|--|--|--|6|2

10th|
+5|
+3|
+3|
+7|Bonus Feat|--|--|--|--|8|4

11th|
+5|
+3|
+3|
+7|Improved Casting (3 rolls)|--|--|--|--|8|6|2

12th|
+6/1|
+4|
+4|
+8|Spell Enhancement (4th Level)|--|--|--|--|--|8|2

13th|
+6/1|
+4|
+4|
+8| Reckless Dweomer|--|--|--|--|--|10|4

14th|
+7/2|
+4|
+4|
+9| Lucky Spell|--|--|--|--|--|12|6|

15th|
+7/2|
+5|
+5|
+9|Bonus Feat, Spell Enhancement (5th level)|--|--|--|--|--|--|8

16th|
+8/3|
+5|
+5|
+10|Improved Chaotic Caster|--|--|--|--|--|--|10

17th|
+8/3|
+5|
+5|
+10|Improved Casting (4 rolls)|--|--|--|--|--|--|11

18th|
+9/4|
+6|
+6|
+11|Spell Enhancement (6th level) |--|--|--|--|--|--|--

19th|
+9/4|
+6|
+6|
+11|Bonus Feat|--|--|--|--|--|--|--

20th|
+10/5|
+6|
+6|
+12|Fate’s Casting|--|--|--|--|--|--|-- [/table]

Spells Known:
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th

1st|6|3|-|-|-|-|-
2nd|6|3|-|-|-|-|-
3rd|8|4|3|-|-|-|-
4th|8|4|3|-|-|-|-
5th|8|4|4|3|-|-|-
6th|8|4|4|3|-|-|-
7th|10|6|4|4|3|-|-
8th|10|6|4|4|3|-|-
9th|10|6|6|4|4|3|-
10th|10|6|6|4|4|3|-
11th|12|8|6|6|4|4|3
12th|12|8|6|6|4|4|3
13th|12|8|8|6|6|4|4
14th|12|8|8|6|6|4|4
15th|12|10|8|8|6|6|4
16th|12|10|8|8|6|6|4
17th|12|10|10|8|8|6|6
18th|12|10|10|8|8|6|6
19th|12|12|10|10|8|8|6
20th|12|12|10|10|8|8|6[/table]

Class Features:

Weapon and Armor Proficiency: Anarchs are proficient in the use of simple weapons.

Spellcasting: An Anarch casts arcane spells which are drawn from the sorcerer/wizard spell list. An Anarch regains spell slots after 8 hours of rest. He casts spells as a sorcerer, following the spells known table above. However, an Anarch is unique in that he has two separate spells known lists, both of the same size. A spell can be learned on both spell lists, if desired.

To learn, prepare, or cast a spell, the Anarch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Anarch’s spell is 10 + the spell level + the Anarch's Charisma modifier. An Anarch gains bonus spells per day based on her Charisma score. An Anarch must have his Spells Known list full at all times.

Random Casting:When an Anarch casts a spell, he first chooses the level of the spell to cast and which spells known list to cast it from. Then, he rolls randomly to determine what spell he casts from that spells known list. Finally, the Anarch makes all choices that must be made for the spell, such as its target. Because of this, an Anarch cannot predict which spell they will cast and they cannot use metamagic feats. In addition, the casting time of all spells an Anarch casts is 1 standard action.

Eschew Materials: The Anarch gains Eschew Materials as a bonus feat.

Spell Enhancement: An Anarch may cast spells of the given level and below as supernatural abilities at will. Their save DCs become 10 + ˝ the Anarch’s caster level + the Anarch’s Charisma Modifier.

Chaotic Casting: Whenever an Anarch casts a spell, he may roll 1d6. On a result of 1, 2, or 3, this ability does nothing. On a 4, the spell may be cast as if it was stilled, without the increase in spell level or casting time. On a 5, the spell is silenced in the same manner. On a 6, the spell is both stilled and silenced, again in the same manner.

Bonus Feat: The Anarch may gain a bonus feat. They may choose from any item creation feat, any luck feat, Spell Penetration, Spell Mastery, and Spell Focus.

Improved Casting: When an Anarch casts a spell, he may roll the given number of times and choose the preferred result.

Chaotic Caster: When an Anarch casts a spell, he may choose to lower his caster level by 3 for the spell. If he does, he rolls 1d6 and adds the result to his caster level for the spell.

Aura of Chaos: A number of times per day equal to his Charisma Modifier, the Anarch may create a 30 foot aura around him as a standard action. Whenever a creature in the area makes a roll, the creature instead rolls 2 dice and the Anarch chooses one. The creature uses the chosen die’s result. This effect lasts 1 round/class level.

Reckless Dweomer An Anarch knows how to spontaneously convert her own spell energy into random, unpredictable results. At will, as a standard action, he can create an effect similar to that of activating a rod of wonder. See page 237 of the Dungeon Master’s Guide for details on the rod of wonder.

Lucky Spell: Whenever an Anarch casts a spell, he may roll 1d20. On a 15 or higher, he may add the roll result minus 15 bonus metamagic levels to the spell. These do not have to be metamagic feats he knows, and do not alter the level nor casting time of the spell. In addition to this, on a 20, the spell slot is not used up.

Improved Chaotic Caster: When an Anarch casts a spell, he may choose to lower his caster level by 5 for the spell. If he does, he rolls 1d12 and adds the result to his caster level for the spell. He still retains his Chaotic Caster ability.

Fate’s Casting: A number of times per day equal to his Charisma modifier, an Anarch may bypass his Random Casting when he casts a spell and choose which spell he will cast.


(Image from http://i313.photobucket.com/albums/ll368/kaitave/Character%20Art/ChaosSorcerer1.jpg)

Forever Curious
2010-03-11, 11:54 AM
Just a few things...


Weapon and Armor Proficiency: Lifeweavers are proficient in the use of simple weapons.

I sense copy-pasta?



Spell Enhancement: An Anarch may cast spells of the given level and below as supernatural abilities at will. Their save DCs become 10 + ˝ the Anarch’s caster level + the Anarch’s Charisma Modifier.

I'm assuming "Spell Mastery (6th level)" is the same thing? (check your table)

I probably missed other things, but we'll see what our panel of experts has to say.

DragoonWraith
2010-03-11, 11:55 AM
You have Lifeweaver in there still for the armor and weapon proficiencies.

Anyway... how would you play this class? You have absolutely no ability to decide which spell you're using on a given turn; that's kind of ridiculous...

Also, do they lose lower level spell slots?

Forever Curious
2010-03-11, 11:58 AM
You have Lifeweaver in there still for the armor and weapon proficiencies.

Anyway... how would you play this class? You have absolutely no ability to decide which spell you're using on a given turn; that's kind of ridiculous...

Also, do they lose lower level spell slots?

The way I see it, the trick would be to specialize entirely (such as only being a blaster, a controller, etc.).

And...technically. The spells you know become at will supernatural abilities.

Rauthiss
2010-03-11, 11:59 AM
@Forever Curious: Derp derp derp, both are fixed.

@DragoonWraith: You play it however you want is the simple answer. I can see a blasting build built on this. Basically, I wanted to make yet another class that was really "out there"

As for losing lower level spell slots, They become at will when you gain Spell Enhancement for their level. I removed their place in the table to simulate this.

arguskos
2010-03-11, 12:02 PM
The way I see it, the trick would be to specialize entirely (such as only being a blaster, a controller, etc.).

And...technically. The spells you know become at will supernatural abilities.
Do those supernatural abilities suffer from Random Casting as well?

Forever Curious
2010-03-11, 12:03 PM
Do those supernatural abilities suffer from Random Casting as well?

Yes. Yes they do :smallbiggrin:

arguskos
2010-03-11, 12:06 PM
Yes. Yes they do :smallbiggrin:
I have a feeling this class is unplayably bad then. You have a large number of spells, can't decide how you use them, and have no choice but pray you get something handy. I can just see players getting shafted, because they rolled Mage Armor like 8 times running.

It's not a BAD concept, but it needs some stability to be playable at all. Perhaps you should take a page from the 2e Wild Mage, and include the Chaos Shield and Improved Chaos Shield spells as class features.

Forever Curious
2010-03-11, 12:12 PM
I have a feeling this class is unplayably bad then. You have a large number of spells, can't decide how you use them, and have no choice but pray you get something handy. I can just see players getting shafted, because they rolled Mage Armor like 8 times running.

It's not a BAD concept, but it needs some stability to be playable at all. Perhaps you should take a page from the 2e Wild Mage, and include the Chaos Shield and Improved Chaos Shield spells as class features.

Hmm...I see...

Then again, we were hoping the fact you can get spells at will would balance it somewhat, in addition to adding slightly more control to the casting. *shrug* I think a playtest is in order...

Rauthiss
2010-03-11, 12:14 PM
In addition, the Improved Casting ability offers some choice at later levels.

arguskos
2010-03-11, 12:18 PM
Hmm...I see...

Then again, we were hoping the fact you can get spells at will would balance it somewhat, in addition to adding slightly more control to the casting. *shrug* I think a playtest is in order...
Improved Casting doesn't kick in until level 6. Surviving that long would be... difficult.

Note that I'm not saying your goal was BAD, just that the final product is too hard to control at lower levels, where casters have issues living through anything.

Also, the idea that having at-will random effects offsets the issues isn't the case, mostly because it wastes the caster's time. Yeah, I can do this all day... but if it takes me THREE ROUNDS to get something good? That's long enough for a PC to have been killed, cause I rolled Stoneskin or something.

EDIT: My suggestion? Move Improved Casting to level 3, and make them more uncommon. Don't give as many rerolls, but give them sooner. Probably cap out at 4 honestly, since that's quite a few, and defeats the point of the class being random.

finalepic
2010-03-11, 12:29 PM
Minor nitpick:You have 3 1st level spells known at level 1, but no spell slots of that level. Other than that, the class looks...interesting. I would probably give it a shot and play it if I had the chance.

Rauthiss
2010-03-11, 12:35 PM
Fixed in the most minor way possible. :p

arguskos
2010-03-11, 12:37 PM
Fixed in the most minor way possible. :p
Another minor note: In core, there AREN'T 20 Cantrips for Sor/Wiz. Just sayin'.

Rauthiss
2010-03-11, 12:40 PM
Another minor note: In core, there AREN'T 20 Cantrips for Sor/Wiz. Just sayin'.
Verdammt, I was worried about that.

In other news, What are some thoughts about letting Anarchs learn spells from the cleric and druid spell lists as well? That would solve the problem above, as well as, I assume, make them a bit more playable.

arguskos
2010-03-11, 12:41 PM
Verdammt, I was worried about that.

In other news, What are some thoughts about letting Anarchs learn spells from the cleric and druid spell lists as well? That would solve the problem above, as well as, I assume, make them a bit more playable.
Eh, yes, it would make them better at low levels, but at high levels, it'd be highly broken, since they're at-will spon casters with anything known? Yeah, that's amazing.

I'd say no, and just alter the Imp Casting progression to help out lower levels some.

finalepic
2010-03-11, 12:43 PM
Verdammt, I was worried about that.

In other news, What are some thoughts about letting Anarchs learn spells from the cleric and druid spell lists as well? That would solve the problem above, as well as, I assume, make them a bit more playable.

If you do that, remember to bar them from lawful ones for obvious reasons.

Rauthiss
2010-03-11, 12:46 PM
Arguskos, you bring up a good point. SO... Lower cantrips known to the next lowest die size (12), toss out Improved Casting (5 rolls), move 2 rolls to 3rd level, and switch Fate's gift and 4 rolls? How does that sound?

Forever Curious
2010-03-11, 12:46 PM
Or perhaps only able to cast [Chaos] divine spells, although that's hardly a power increase until higher levels...:smallsigh:

finalepic
2010-03-11, 12:50 PM
Or perhaps only able to cast [Chaos] divine spells, although that's hardly a power increase until higher levels...:smallsigh:

You can summon anarchic monkies.

You can do that anyway, but you can do it with divine authority like that.

arguskos
2010-03-11, 01:11 PM
Arguskos, you bring up a good point. SO... Lower cantrips known to the next lowest die size (12), toss out Improved Casting (5 rolls), move 2 rolls to 3rd level, and switch Fate's gift and 4 rolls? How does that sound?
Honestly? Sounds good. I still am leery of the class, simply cause I dislike leaving everything up to chance (seen too many good characters die that way), but, it could be a fun diversion every once in awhile.

Rauthiss
2010-03-11, 01:26 PM
Alright, that's done. Now to get some more opinions.

Dante & Vergil
2010-03-11, 02:50 PM
Not being restricted to just 6th level spells would open up options. Seeing as how this guy gets level 6 spells at around 11th or 12th level, same as other casters, why does it stop there? You are behind the curve majorly this way.

DragoonWraith
2010-03-11, 03:02 PM
Mm. Also, having more levels/fewer known per level might help a lot to give them some control over which spell they'll actually cast...

Rauthiss
2010-03-11, 10:15 PM
Not being restricted to just 6th level spells would open up options. Seeing as how this guy gets level 6 spells at around 11th or 12th level, same as other casters, why does it stop there? You are behind the curve majorly this way.

I wanted this to be around tier 3/4 Balance wise, and I figured removing spells above 6th would be a quick and balanced (hopefully) fix.

Corporate M
2010-03-11, 10:38 PM
I like it alot. But then, I like randomness.

I feel as though the level 0 known spells is a bit redundant when it reaches friggin twenty. Wouldn't it just be easier to say "you know all level 0 spells ever"?

Seems more likely you'd roll a d8 with the following
1=no spell casted
2=level 0
3=level 1
4=level 2
5=level 3
6=level 4
7=level 5
6=level 6

And then you cast a spell from your list of known spells based on what the dice cameup. So you do get SOME selection, but no control over the spell level.

I like it overall though. I believe the special abilities help out alot since it's neither a full caster nor a reliable one.

Rauthiss
2010-03-11, 10:44 PM
I like it alot. But then, I like randomness.

I feel as though the level 0 known spells is a bit redundant when it reaches friggin twenty. Wouldn't it just be easier to say "you know all level 0 spells ever"?

Seems more likely you'd roll a d8 with the following
1=no spell casted
2=level 0
3=level 1
4=level 2
5=level 3
6=level 4
7=level 5
6=level 6

And then you cast a spell from your list of known spells based on what the dice cameup. So you do get SOME selection, but no control over the spell level.

I like it overall though. I believe the special abilities help out alot since it's neither a full caster nor a reliable one.

I plan to change the maximum number of cantrips known to 12, after ArgusKos' Comment above.

As for the random level, I avoided that mainly to avoid rolling odd die sizes such as d7. While I know it's possible on the forum roller, It's not as easy in tabletop play. Notice that the spells known lists match dice sizes - That's intentional.

Thank you!

JoshuaZ
2010-03-11, 10:51 PM
Hmm, I think it may be too weak with both the random casting and only going to 6th level spells. They maybe should get some minimal control over spells. Say some small number of times daily you can control actively which spell? If for example it was class level/3 times daily (starting at 3rd level) that would probably help.

I suspect that this class is still going to be very weak. It might be interesting to play in that out of combat when you've got time you can just repeatedly try to cast the spell you want until you get the right one randomly picked. In combat it is kind of going to stink. Something like my suggestion above might help.

Also, a related problem with the casting method is that not all spells take the same amount of time? Can they just stop casting in the middle? Do they just lose a standard action if they started? What if the spell requires a full-round action and they don't have that left? This is going to need resolution.

Rauthiss
2010-03-14, 07:55 PM
Hmm, I think it may be too weak with both the random casting and only going to 6th level spells. They maybe should get some minimal control over spells. Say some small number of times daily you can control actively which spell? If for example it was class level/3 times daily (starting at 3rd level) that would probably help.

I suspect that this class is still going to be very weak. It might be interesting to play in that out of combat when you've got time you can just repeatedly try to cast the spell you want until you get the right one randomly picked. In combat it is kind of going to stink. Something like my suggestion above might help.

Also, a related problem with the casting method is that not all spells take the same amount of time? Can they just stop casting in the middle? Do they just lose a standard action if they started? What if the spell requires a full-round action and they don't have that left? This is going to need resolution.

I wanted to save the ability to control your spellcasting for the capstone ability.

I agree that the class is weak. It's really a matter of choosing the spell list.

All spells cast with random casting take a standard action to cast. Would that be insanely powerful?

JoshuaZ
2010-03-14, 08:09 PM
All spells cast with random casting take a standard action to cast. Would that be insanely powerful?

You mean that will reduce the spellcasting time for spells that normally take more time? I don't know if it is insanely powerful but some spells are balanced partially by their casting times (look at the Summon Monster line of spells). This could wreck with balance. I don't know how badly it would do so.

Zexion
2010-03-14, 09:46 PM
Chaotic Casting: Whenever an Anarch casts a spell, he may roll 1d6. On a result of 1, 2, or 3, this ability does nothing. On a 4, the spell may be cast as if it was stilled, without the increase in spell level or casting time. On a 5, the spell is silenced in the same manner. On a 6, the spell is both stilled and silenced, again in the same manner.

So, this is at all useful how?

boomwolf
2010-03-15, 03:41 AM
I like it, alot. great concept, well preformed, and looks fun to play.

But I fear he will have difficulty surviving the first and second levels, on tier 3-4 at high end levels, but at levels 3 and 6 he is insane. (and tier 1 between them.) the power of at will spells (even low level ones, and hard to control) grants scary firepower potential there. especially if you go with high focus on attack spells. (there are enough that you can fill your entire spell list with them.)

My suggestion is this:
-Make level 0 spells always at will. fixing the weakness at level 1-2.
-Make level 1 spells at will at level 4 (4 a day at level 3) making level 3 less overpowering.
-Make level 2 spells at will at level 7 (8 at level 6) making level 6 overpowering null.
-Make Chaotic Caster at level 6, compensating for the new "dead" level.


As for "Fate's Gift", I just don't see it fitting in. maybe turn it to some sort of improved Chaotic Caster or something...
Also, an option not to cast at all (at a cost? maybe absorbing it into yourself taking some damage?) might be good.

Rauthiss
2010-03-22, 10:06 AM
So, this is at all useful how?
It gives the anarch a chance at casting while grappled or silenced, which I threw to them due to their inability to use metamagic feats.


I like it, alot. great concept, well preformed, and looks fun to play.

Thank you!

But I fear he will have difficulty surviving the first and second levels, on tier 3-4 at high end levels, but at levels 3 and 6 he is insane. (and tier 1 between them.) the power of at will spells (even low level ones, and hard to control) grants scary firepower potential there. especially if you go with high focus on attack spells. (there are enough that you can fill your entire spell list with them.)

True. I often see blasting getting the short end of the stick, in addition to the inability the Anarch has to use metamagic feats.

My suggestion is this:
-Make level 0 spells always at will. fixing the weakness at level 1-2.
-Make level 1 spells at will at level 4 (4 a day at level 3) making level 3 less overpowering.
-Make level 2 spells at will at level 7 (8 at level 6) making level 6 overpowering null.
-Make Chaotic Caster at level 6, compensating for the new "dead" level.

That would probably work well.

As for "Fate's Gift", I just don't see it fitting in. maybe turn it to some sort of improved Chaotic Caster or something...

Hm, I like that too.

Also, an option not to cast at all (at a cost? maybe absorbing it into yourself taking some damage?) might be good.

That, I'd rather avoid. It just doesn't feel right to me to call upon the forces of the universe, then return them. Casting is taking a risk with the anarch.

Satyrus
2010-03-22, 01:12 PM
Hmm, I think it may be too weak with both the random casting and only going to 6th level spells.

Would you want to be around a caster that couldn't control 7+ level spells, especially a blaster or necromancy?

I like the idea of the class, I might suggest it to someone I know who was looking to do something similar to chao incarnate.

As for balance, maybe instead of having them pick just the level with chaotic casting have them pick the school. Then at least they know sort of what type of spell they're going to cast but can still be varied. Only issue with doing that though it having somebody only pick one or two spells from certain schools to guarentee they cast them and thus defeat the randomness of the class.

drakir_nosslin
2010-03-22, 02:00 PM
You might want to give them a few more class skills. Right now they get 4 skillpoints per level and have only 6 skills.
Be a human with 14 int and you have a problem...

megabyter5
2010-03-22, 02:17 PM
I HAVE A SUGGESTION!
Obviously, it's not easy to play a character who doesn't even know if they're about to attack an enemy or buff an ally. To remedy this, they should have a clause that says they divide their spells into a "beneficial" list and an "explodey" list. They choose which one to cast, then roll to see which one it is. That way you won't accidentally waste enhancing spells when the last monster is about to go down.

Rauthiss
2010-03-22, 10:00 PM
MORE MASS RESPONSES!


Would you want to be around a caster that couldn't control 7+ level spells, especially a blaster or necromancy?
No. :smalltongue:

I like the idea of the class, I might suggest it to someone I know who was looking to do something similar to chao incarnate.
Cool! Let me know how it plays out if he does.

As for balance, maybe instead of having them pick just the level with chaotic casting have them pick the school. Then at least they know sort of what type of spell they're going to cast but can still be varied. Only issue with doing that though it having somebody only pick one or two spells from certain schools to guarentee they cast them and thus defeat the randomness of the class.
My issue with that, in addition to the one you noted above, is that there is a chance the player might have to roll some odd dice sizes. (d7?) In the interest of keeping the class easily playable by a player without a computer nearby, I'm going to keep the lists to the nice die sizes. :3


You might want to give them a few more class skills. Right now they get 4 skillpoints per level and have only 6 skills.
Be a human with 14 int and you have a problem...
You're right. Derp Derp Derp.



I HAVE A SUGGESTION!
Obviously, it's not easy to play a character who doesn't even know if they're about to attack an enemy or buff an ally. To remedy this, they should have a clause that says they divide their spells into a "beneficial" list and an "explodey" list. They choose which one to cast, then roll to see which one it is. That way you won't accidentally waste enhancing spells when the last monster is about to go down.
That... is actually an idea I really like. I think I'll implement that.

Lix Lorn
2010-03-25, 06:23 AM
I love chaos. This is deeply, deeply cool to uneducated me. XD My epicsuperself shall take levels in this. XD

Renrik
2010-03-28, 01:43 PM
As an anarchist, I am required to remind you that anarchism isn't about chaos.

But you probably already know that.

Still, it's mandatory.

Rauthiss
2010-04-01, 11:09 AM
Thank you for that, Renrik. Anarch was used mostly because it sounds nice and caster-y.

</bump>

Lord Loss
2010-04-02, 07:57 AM
I like it. I really, really, really LIKE IT!.

I read through the hombrew list, passing yet another monk fix or caster nerf or fighter variant or unoriginal class. And then I land this.

AWESOME!

Yes, it needs some work, but the concept is pure awesomeness! Kudos to Rauthiss!

Rauthiss
2010-04-08, 11:43 AM
Why thank you, Lord Loss! It's always nice to get positive comments.

Lix Lorn
2010-04-08, 12:11 PM
I have a question: it says you have two spells known lists of the same size. Does that mean you have a TOTAL of 6 0 level spells, 3 1st level spells... etc?

Also, how can you have them the same size if the total is 3?

Finally, with Spell Enhancement, does that mean it's not random anymore?

Rauthiss
2010-04-08, 12:13 PM
I have a question: it says you have two spells known lists of the same size. Does that mean you have a TOTAL of 6 0 level spells, 3 1st level spells... etc?

Also, how can you have them the same size if the total is 3?

Finally, with Spell Enhancement, does that mean it's not random anymore?

No, you have two spells known lists of that size - So at level one, you have a total of 12 level one spells known - 6 from each list.

And no, they are still random after spell enhancement. >:D

Lix Lorn
2010-04-11, 09:48 AM
You end up with twenty four 0-level spells. DXD

Rauthiss
2010-05-29, 01:42 AM
You are correct, Lix!

Any comments, anybody?