Talk:Anchorite (3.5e Prestige Class)

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Ex, Su, or Sp[edit]

The class features need to be labeled as Ex, Su, or Sp. —Sledged 10:54, 26 September 2006 (MDT)

...now done. --Findail 10:30, 19 October 2006 (MDT)

Anchored Constitution[edit]

Ability score increases from class features should increase in increments of 2. —Sledged 10:32, 23 October 2006 (MDT)

Balance - 6/10[edit]

This class is quite unique, but--as such-- is difficult to pull off. However, I think it is almost done. There are just several things that bother me. One is how fast the familiar grows in power. When combined to be a proxy, this greatly mitigates the drawback from being anchored. Also, the number of special abilities granted is somewhat high, and not all are balanced well. The class is heavy on improvements at earlier levels, but not as much at later levels. Overall, there are balance issues that make the class slightly overpowered (when played in the way that most people would play this class); and, ultimately, that the character's anchoring doesn't seem so inconveniencing is a minor let-down. Overall, though, this is one of the most imaginative classes on the site! Kudos! 6/10 --EldritchNumen 02:32, 13 December 2006 (MST)

Rating[edit]

Power - 2/5 I give this class a 2 out of 5 because of the following reasons:

  • Consider level 1 of this class. Assume you are a druid or cleric because otherwise the familliar ability really isn't worthwhile (for a wizard I mean). You can't use any of the suggested ways of influencing your party. Clerics and Druids can't cast Magic Jar or Astral Projection! So that means you must be a wizard. So the familliar fast advancement is meaningless. What else? You get this class at 8th level. You still can't cast Magic Jar. If you take this class as early as possible, you are worthless to the party. Even if you could cast it, you basically gained a massive penalty in exchange for a ring of sustenance (which doesn't really help much since you aren't even supposed to physically be there to contribute).
  • Level 2: Spell preparation = ok. The special ability allows you to get the required Magic Jar spell... As a 6th level spell. Ouch! Spell Transference on the other hand, actually seems useful. Unfortunately it doesn't allow you to transfer any useful spells until you gain more levels. So far, you are still much worse than a regular wizard/druid/cleric.
  • Level 3: +1 constitution to a body you won't be using very much. Telepathy across planes doesn't really matter much since it is only 10 minutes a day.
  • Level 4: Now you might be able to start catching up with a regular base class. You will still be behind, but gaining an animal companion as a level 8 Druid might be cool.
  • Level 5: Meh. Boosting a body that you can't really use much.
  • Level 6: The special abilities are kinda cool. Dipping into other spell lists seems nice.

Do you ever get on par with a plain cleric/druid/wizard? Nope. This PrC is just too weak. --Aarnott 10:07, 17 June 2009 (MDT)

Wording - 5/5 I give this class a 5 out of 5 because it is well worded with good spelling and grammar. --Aarnott 10:07, 17 June 2009 (MDT)

Formatting - 3/5 I give this class a 3 out of 5 because it doesn't really follow the new preload (not surprisingly since it was made before the preload) and it may need some more interwiki links. --Aarnott 10:07, 17 June 2009 (MDT)

Flavor - 3/5 I give this class a 3 out of 5 because there seems to be a major conflict about what an Anchorite actually does. Does he take control of a minion and go adventuring in that body (which seems discouraged by the 1 day at a time thing)? Does he advise a minion and give them a few meager spell slots? Does he just chill in his house hoping the encounters come to him, so he can beat them up with his +2 constitution and incorporeal state? A bit more focus (and rules to enable it) would improve this PrC greatly. --Aarnott 10:07, 17 June 2009 (MDT)

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