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Archon - Half Arcane Caster
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7423241" data-attributes="member: 6802951"><p>It might be the ENWorld display format, but the class text comes out very small and rather blurred no matter how much I expand the window.</p><p></p><p></p><p>I think that the decision as to the name of the class is best left until the actual story and concept of the class is established. So far there isn't much that distinguishes it thematically from an Eldritch Knight or Fighter/caster multiclass. </p><p>The class abilities seem to be a Misty Step-alike and a dispel; which don't seem to push it in a particular direction in terms of its place in the world.</p><p></p><p>In terms of what I can tell of its mechanics, it seems pretty good for a 1 level multiclass dip, since it gets its base and discipline abilities all at level 1.</p><p>Also, that ability to drain life at first level on the Blood path should definitely be limited in some manner. Either Temp HP or limited number of times/rest.</p><p>I'm not a fan of abilities that burn hit points for advantages in general however, since they push the onus for managing your resources onto another character (the healer).</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7423241, member: 6802951"] It might be the ENWorld display format, but the class text comes out very small and rather blurred no matter how much I expand the window. I think that the decision as to the name of the class is best left until the actual story and concept of the class is established. So far there isn't much that distinguishes it thematically from an Eldritch Knight or Fighter/caster multiclass. The class abilities seem to be a Misty Step-alike and a dispel; which don't seem to push it in a particular direction in terms of its place in the world. In terms of what I can tell of its mechanics, it seems pretty good for a 1 level multiclass dip, since it gets its base and discipline abilities all at level 1. Also, that ability to drain life at first level on the Blood path should definitely be limited in some manner. Either Temp HP or limited number of times/rest. I'm not a fan of abilities that burn hit points for advantages in general however, since they push the onus for managing your resources onto another character (the healer). [/QUOTE]
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