Custom Character - Amrael the Magus


Homebrew and House Rules


This magus character grew out of my attempt to create a psychic swordsman. After sitting back and looking at the first endeavor, I decided that the character was more of a magus. I wanted to ensure that he was distinct from S&S Seltyiel, however. The key difference is that this magus uses his magic to empower his sword (at first - that changes a bit with the roles). My inspiration was an old D&D bladesinger I had (and from which I stole the name) combined with a WHFB Wood Elf Wardancer/WH40K Eldar Warlock. And I'm sure there's some Jedi Knight in there, too.

AMRAEL
Male Elf Magus

SKILLS

Strength d8 □ +1 □ +2 □ +3
- Melee: Strength +3
Dexterity d8 □ +1 □ +2 □ +3
Constitution d6 □ +1 □ +2
Intelligence d10 □ +1 □ +2 □ +3
- Arcane: Intelligence +2
Wisdom d6 □ +1 □ +2
Charisma D4 □ +1 □ +2

POWERS

Hand Size 5 □ 6 □ 7
Proficient With Light Armors Weapons

You may discard a spell to add 1d4 (□ +1)(□ +2) to your combat check. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 7 test, you may recharge the spell instead of discarding it.

When you would bury or discard a weapon that has the Sword trait for its power, you may recharge it instead.

When you defeat a monster that has the Veteran or Elite trait, you may immediately explore your location again.

CARDS LIST

Favored Card Type: Weapon or Spell

Weapon 3 □ 4 □ 5
Spell 3 □ 4 □ 5 □ 6
Armor 1 □ 2 □ 3
Item 2 □ 3
Ally 2 □ 3
Blessing 4 □ 5

So the basic concept is that he is a lightly armored swordsman that uses his magic to empower his blade, though he can just as easily use spells normally. I'm tempted to reduce the Melee to Strength +2 and to give him Acrobatics: Dexterity +1 because there is an image of him performing acrobatic feats in combat. I made him somewhat weaker than Seltyiel in that he has to take the Arcane test to recharge the spell and the bonus to combat is weaker, but this is offset (somewhat) by being able to use any spell (where Seltyiel can only use an Attack spell). The character's focus on swordsmanship is modeled after WotR Harsk's ability with bows and will ensure that the character's deck will max out on swords for weapon cards. The last power was based on the concept of him being a consumate warrior and benefiting from the challenge of more experienced opponents. He's a bit more flexible than Seltyiel in that Seltyiel has to have Attack spells in order to be optimized, whereas this guy can have non-Attack spells and still be good on offense. That's part of the reason I gave him a reduced bonus with the combined sword/magic powers. Also, lacking the ability to recharge spells from the discard further offsets the flexibility in spell usage (though being able to attempt recharge of the spells upon use was included for some level of durability).

The following two roles were created to be vastly different in focus. The first is optimized for Wrath of the Righteous (which I'm playing through right now) while the other is a bit more generic (as well as defensive/helpful).

AMRAEL (RIGHTEOUS BLADE)

POWERS

Hand Size 5 □ 6 □ 7
Proficient With Light Armors Weapons

You may discard a spell to add 1d4 (□ +1)(□ +2)(□ +3)(□ +4) to your combat check. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 7 test, you may recharge the spell instead of discarding it.

When you would bury or discard a weapon that has the Sword trait for its power, you may recharge it instead.

When you defeat a monster that has the Veteran or Elite (□ or Demon)(□ or Outsider) trait, you may immediately explore your location again.

□ For your combat check, you may discard a spell to use your Arcane skill +1d6 (□ +1)(□ +2). This counts as playing a spell with the Attack, Ranged, Arcane, and Magic traits. You may not play a weapon on the check. □ If you make an Arcane 7 test, you may recharge the spell instead of discarding it.

AMRAEL (PROTECTOR)

POWERS

Hand Size 5 □ 6 □ 7
Proficient With Light Armors □ Heavy Armors Weapons

You may discard a spell (□ or shuffle it into your deck) to add 1d4 (□ +1)(□ +2) to your combat check. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 7 test, you may recharge the spell instead of discarding it.

When you would bury or discard a weapon that has the Sword trait for its power, you may recharge it instead.

When you defeat a monster that has the Veteran or Elite (□ or Undead or Aberrant) trait, you may immediately explore your location again.

□ You may recharge a spell to add 1d4 (□ +1) to a non-combat (□ any) check by another character at your location. □ You may place the spell on top of your deck instead of recharging it.

□ When another character at your location takes damage, you may discard a spell to reduce that damage to 0.

NOTES

The first role (Righteous Blade) is much more focused on offensive power. The added feat represents him using a spell in combat, though I must admit that this is the feat of which I am most leery (he already has access to other spells, so he could just use his Attack spells). This is the thing I'm most likely to change.

The second role (Protector) is much more defensive/helpful. Helping others is a bit more iffy, though, so I went with a default of recharging spells used to help the other characters' checks.

Going back to the base character, I envision him as more of a loner, though possibly picking up a small number of allies (most likely animals, but I don't see a need to be that specific). I could see him picking up a shield, helmet, and light armor, though players would optimize however they want. Initially, I envision him having only a single piece of armor (a shield/buckler in my mind's eye). The character's focus is on weapons and spells, with spells being used more to empower a more limited number of weapons. I didn't want to reduce the blessings too much due to their general value, though, so weapons and spells were capped at 3 for the initial deck.

So the things I'm really looking at (based on what I see) are melee/acrobatics and changing the Righteous Blade role's added feat. Of course, others will see things that I'm missing, so I'm open to suggestions.


I thought about it more overnight. With the Protector role's heavy armors proficiency feat, it didn't feel right to give the base character Acrobatics, so I left it as is. Instead, I made some changes to the Righteous Blade role:

AMRAEL (RIGHTEOUS BLADE)

POWERS

Hand Size 5 □ 6 □ 7 □ 8
Proficient With Light Armors Weapons

You may discard a spell to add 1d4 (□ +1)(□ +2)(□ +3) to your combat check. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 7 test, you may recharge the spell instead of discarding it.

When you would bury or discard a weapon that has the Sword trait for its power, you may recharge it instead.

When you defeat a monster that has the Veteran or Elite (□ or Demon)(□ or Outsider) trait, you may immediately explore your location again.

□ You gain the Acrobatics: Dexterity +1 (□ +2) skill.

□ When you take combat damage, you may pass an Acrobatics 8 test to reduce that damage by 1 (□ 2).

So I reduced the offensive power a bit, giving him only the +3 feat for the role. Then I added the Acrobatics and the ability to reduce combat damage. The representation there is that he uses his acrobatic abilities to avoid/minimize damage in combat. I also allowed for a feat to increase his hand size up to 8 for this role. The potential to suffer more damage via the hand size is offset somewhat by his ability to reduce damage via his acrobatics (I would personally take the acrobatics and reduce damage feats before taking the hand size increase feat).

The range of Dexterity and Acrobatics increases means that he'll succeed at the damage reduction on an 8+ (if he has none of the feats) up to 3+ (if he has all of the feats). I didn't want a 100% chance of success, so the Acrobatics test has to be 7 or 8 to give a decent range and require some smart feat applications on the part of the player. I went with the 8 in an effort (misguided?) to be more balanced. Players can still use blessings, if they have any, practically guaranteeing success unless the dice gods are not happy. A canny player will plan for the role and take at least one of the Dexterity increase feats before choosing the role (whereas a player preparing for the Protector role can focus on other areas).

So he retains his combat focus while being a bit more rounded in defense.


It's unfortunate that "Elite" as a trait doesn't really mean what it sounds like. In PACG, Elite means something like just a step above Basic. So maybe the skill should read "When you defeat a non-Basic, non-Elite monster ..." Towards the end of an Adventure Path, this would mean nearly all monsters, don't know if that's what you wanted.


The reduce combat damage by making an Acrobatic test seems really lackluster. Maybe if it was any damage or if the damage reduction started at 2 then it would be considerable but it seems like a lot of investment for very little effect. (For example RotR Amiri can just get damage reduction 1 for combat damage for one power feat)

Also I would make it Dexterity or Acrobatics so you could conceviebly pick it or the Acrobatics training up in either order.

And I agree that Elite seems like a weird trigger. Maybe "non-Basic enemy with an adventure deck number equal to the current scenario"? Then he would get an additional exploration for defeating tougher monster.


Thanks for the feedback.

jones314 wrote:
It's unfortunate that "Elite" as a trait doesn't really mean what it sounds like. In PACG, Elite means something like just a step above Basic. ...Towards the end of an Adventure Path, this would mean nearly all monsters, don't know if that's what you wanted.
Apophenia wrote:
And I agree that Elite seems like a weird trigger. Maybe "non-Basic enemy with an adventure deck number equal to the current scenario"? Then he would get an additional exploration for defeating tougher monster.

The description of "Elite" matches up with my understanding. I think the problem was that I seriously overestimated how many monsters actually have that trait. I knew that leaving it at Veteran would render the power useless in later adventures, but I erroneously figured that the Elites would fill the void. I definitely don't want the power to take place for every monster at higher levels, however.

The intent was to give a reward for defeating a tougher opponent combined with a specialist ability against demons/outsiders. Truthfully, the specialization was the real intent, with the reward simply being a byproduct I tacked on.

Ultimately, I think I need to remove the rule and replace it with something focused on the specialist ability against demons.

Apophenia wrote:

The reduce combat damage by making an Acrobatic test seems really lackluster. Maybe if it was any damage or if the damage reduction started at 2 then it would be considerable but it seems like a lot of investment for very little effect. (For example RotR Amiri can just get damage reduction 1 for combat damage for one power feat)

Also I would make it Dexterity or Acrobatics so you could conceviebly pick it or the Acrobatics training up in either order.

Those are good ideas, but I'm going to tweak them just a bit.

So with this feedback, I'm making adjustments all around (base character powers and both of the roles).

Now my standard method is to attempt to be more conservative at first and then gradually increase the potency to achieve some perceived level of balance. I don't always succeed at this (indeed, sometimes my original ideas are overpowered). I've increased potency a bit, but also taken away some small things in an effort to compensate.

The only things I'm changing are the powers sections.

AMRAEL (base character)

POWERS

HAND SIZE 5 □ 6 □ 7
PROFICIENT WITH Light Armors Weapons

You may discard a spell to add 1d4 (□ +1)(□ +2) to your combat check. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 7 test, you may recharge the spell instead of discarding it.

When you would bury or discard a weapon that has the Sword trait for its power, you may recharge it instead.

When you take combat damage, you may pass a Dexterity or Acrobatics 7 test to reduce that damage by 2.

AMRAEL (RIGHTEOUS BLADE)

POWERS

HAND SIZE 5 □ 6 □ 7
PROFICIENT WITH Light Armors Weapons

You may discard a spell to add 1d4 (□ +1)(□ +2)(□ +3) to your combat check. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 7 test, you may recharge the spell instead of discarding it.

When you would bury or discard a weapon that has the Sword trait for its power, you may recharge it instead.

When you take combat damage, you may pass a Dexterity or Acrobatics 7 test to reduce that damage by 2 (□ 4)(□ to 0).

□ You gain the Acrobatics: Dexterity +1 (□ +2) skill.

□ Add 2 (□ 4) to your combat check to defeat a monster with the Undead (□ or Demon) trait.

AMRAEL (PROTECTOR)

POWERS

HAND SIZE 5 □ 6 □ 7
PROFICIENT WITH Light Armors Weapons

You may discard a spell to add 1d4 (□ +1)(□ +2) to your combat check. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 7 test, you may recharge the spell instead of discarding it.

When you would bury or discard a weapon that has the Sword trait for its power, you may recharge it instead.

When you take combat damage, you may pass a Dexterity or Acrobatics 7 test to reduce that damage by 2 (□ 4)(□ to 0).

□ You gain the Acrobatics: Dexterity +1 (□ +2) skill.

□ You may recharge a spell to add 1d4 (□ 1d6) to a non-combat check by another character at your location.

□ When another character at your location takes damage, you may discard (□ recharge) a spell to reduce that damage to 0.

NOTES

Where the previous renditions had the Righteous Blade as a hunter of demons and outsiders and the Protector as a hunter of the undead, I've combined both demon and undead hunting into the Righteous Blade. The Protector role, meanwhile is definitely focused toward helping out others at his location, either by improving their non-combat checks or by reducing damage.

Both roles have picked up the acrobatics and armor reduction ability in parallel.

I also removed the Righteous Blade hand size feat increase and the heavy armors feat for the Protector.

I also removed the +2 feat for acrobatics. This results in a 25% chance of success for the base character up to a 75% chance of success if all feats are checked. So this offsets the heavy armor/hand size feat removals.

I may have gone too far in the other direction with the power adjustments (but I hope I didn't). The two things I'm most concerned with are the feat to reduce combat damage to 0 and the feat to recharge a spell (instead of discarding one) to reduce another character's damage to 0. I already have some ideas on alternatives, but I'll hold off in case more feedback provides better ideas and/or identifies anything I may be overlooking.


Okay, I thought about it more overnight and I've decided to remove the feats to reduce combat damage to 0 (it just seems too good).

So I see two options for simple adjustments.

First, the Righteous Blade role can shift that feat up to the combat check power, allowing for an increase to +4. In addition, the Protector role would shift the feat to reducing any damage.

Alternately, both roles would shift the feat to reducing any damage.

So the adjustments would result in:

"You may discard a spell to add 1d4 (□ +1)(□ +2)(□ +3)(□ +4) to your combat check. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 7 test, you may recharge the spell instead of discarding it." (Righteous Blade role)

"When you take combat (□ any) damage, you may pass a Dexterity or Acrobatics 7 test to reduce that damage by 2 (□ 4)." (definitely in the Protector role; also in the Righteous Blade role if the above adjustment isn't made)

Either option works. I think that the first option provides even more distinction between the roles, making the Righteous Blade role much more offensively focused and the Protector role more balanced in combat. The second option works fine, too, however.

If these adjustments don't work, I can always find other areas (but that will take some more time to come up with ideas).


Okay, further revamping has been done. The character has been aligned with the kensai (magus archetype). I've also adjusted the roles, with one being a consummate swordsman (small modifications to Righteous Blade role) and the other being a bladebound (magus archetype).

The skills have been adjusted, making him much more average all around. The powers have been adjusted. The change was the addition to the combat check for the base power, bringing the character closer in balance to Seltyiel (who has 1d6 with a 2d6 feat upgrade, but can only use Attack spells and weapons that aren't 2-Handed). Also, the character has lost his light armors proficiency (more closely aligning with the PFRPG archetype).

AMRAEL
Male Elf Magus

SKILLS

Strength d8 □ +1 □ +2 □ +3
- Melee: Strength +3
Dexterity d8 □ +1 □ +2 □ +3
Constitution d6 □ +1 □ +2
Intelligence d8 □ +1 □ +2 □ +3
- Arcane: Intelligence +2
Wisdom d6 □ +1 □ +2
Charisma d6 □ +1 □ +2

POWERS

HAND SIZE 5 □ 6 □ 7
PROFICIENT WITH Weapons

You may discard a spell to add 1d4 (□ 2d4) to your combat check with a weapon that has the Melee trait. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 5 test, you may recharge the spell instead of discarding it.

When you take combat damage, you may pass a Dexterity or Acrobatics 7 test to reduce that damage by 2 (□ 4).

CARDS LIST

Favored Card Type: Weapon or Spell

Weapon 3 □ 4 □ 5
Spell 4 □ 5 □ 6 □ 7
Armor - □ 1
Item 2 □ 3 □ 4
Ally 2 □ 3
Blessing 4 □ 5

AMRAEL (SPELLSWORD)

POWERS

HAND SIZE 5 □ 6 □ 7
PROFICIENT WITH Weapons

You may discard a spell to add 1d4 (□ 2d4)(□ 3d4)(□ 4d4) to your combat check with a weapon that has the Melee trait. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 5 test, you may recharge the spell (□ or shuffle it into your deck) instead of discarding it.

When you take combat (□ any) damage, you may pass a Dexterity or Acrobatics 7 test to reduce that damage by 2 (□ 4)(□ to 0).

□ When you would bury or discard a weapon that has the Sword trait for its power, you may recharge it instead.

□ You gain the skill Acrobatics: Dexterity +2.

□ Add 2 to your check to acquire a weapon.

AMRAEL (BLADEBOUND)

POWERS

HAND SIZE 5 □ 6 □ 7
PROFICIENT WITH Weapons

You may discard a spell to add 1d4 (□ 2d4) to your combat check with a weapon that has the Melee trait. This counts as playing a spell and adds the Arcane and Magic traits. If you make an Arcane 5 test, you may recharge the spell (□ or shuffle it into your deck) instead of discarding it.

When you take combat (□ any) damage, you may pass a Dexterity or Acrobatics 7 test to reduce that damage by 2 (□ 4).

□ You gain the cohort Eiltín’ara. When Eiltín’ara would be banished, bury it instead. (This feat is automatically gained upon taking this role.)

□ At the start of your turn, you may bury a weapon to search your deck or your discard pile for Eiltín’ara and put it into your hand.

□ If you use Eiltín’ara for your combat check, you may add the cold or electricity or fire (□ or force) trait. □ When you defeat a monster with a difficulty to beat of 16 or greater, you may recharge a random card from your discard pile.

So this requires the addition of the Eiltín’ara cohort card:

EILTN'ARA (Cohort - Weapon)

Owner: Magus (Bladebound)

TRAITS

Sword, Melee, Slashing, Magic, Black Blade

POWERS

Display this card. While displayed, when you attempt a combat check, you may use your Strength or Melee skill and add 2d8 plus the adventure deck level; you may additionally discard this card to add another 1d8. You may recharge a blessing or spell with the Divine trait to add 2 (□ 4) to the check. You may not use another weapon on this check.

□ You may add 2 to your check to acquire a boon with the Divine trait.

This character is very much a one-trick pony, with one role focused around using swords and the other focused around using the black blade, Eiltín’ara (I debated other names, but all of them sounded like nothing more than an attempt to evoke "Stormbringer." In the end, I took an Irish word, combined it with a Hindi word, and filed the serial numbers off for a name that isn't recognizable in either language).

The methodology for the bladebound role was based as much as possible on the PFRPG version. Ideally, the cohort would be added via a special quest, but that doesn't work well in the PACG (it works just fine in PFRPG). The lore for the black blade/bladebound archetype maintains that the black blade and the magus are bonded, with the powers of the sentient black blade increasing in line with those of the magus. So I shifted two of the role feats over the cohort, allowing the player to tailor which aspects of the black blade evolve. The base power of the black blade ties the adventure deck level to its potency, giving a basic leveling up concept. The other feats are sequenced in a way that mimics the feats/arcana of the PFRPG bladebound archetype as much as possible.

The lore behind the black blade, Eiltín’ara, is that it is a mysterious sentient being bound in the form of a crystalline sword (I've left it ambiguous because the black blades are somewhat ambiguous in the PFRPG lore). The legends about the black blade are that it was forged from crystalline meteoric metal and it has been used throughout the centuries by eldritch sword bearers (male and female). In the PFRPG lore, each black blade appears to be unique, so I themed this weapon around a nominally "good" being (though the true alignment of the weapon is unknown, at best). The base power of the cohort is intended to put it on a level comparable with other 3 deck weapons. The black blade feats on the role card are, in my mind, fairly generic to black blades as a whole (other than the inclusion of the name - each bladebound magus is bound to a single black blade and can't use other black blades to their full power). The only "unique" elements I've added in the interest of giving this black blade its own character are those feats oriented around the Divine trait. Several other options I considered all looked suspiciously like those of Stormbringer, so I scrapped them.

So both versions of this character are very good at one thing, but they are very limited in other areas.

Again, feedback is appreciated.


Is the 4d4 + weapon enough to sacrifice that spell card? His Arcane is not the best, but it's not awful either, it's d8 + 2 and if you focus skill feats it can be formidable in itself without the need for a weapon. The combo requires two cards in hand, remember. I have not played the Wrath campaign so I do not know power levels, but I have been trying to figure out a way to make the Fiery Weapon (what amrael's base power is) spell (in Runelords) useful and, generally speaking, I'd rather just have a regular attack spell.
On paper, the powers all seem to work well, but from my experience you just need to test it for real. From testing custom characters I can tell you that powers requiring two cards is risky and falls flat often enough that it is quite noticeable. For example, a dagger-oriented power is only useful when you have a dagger plus a main weapon in your hand, which you use once and then the dagger goes away (you usually use daggers for their discard effect). So there is a noticeable lack of using the character's power.
The same thing applies to the advanced role focusing on the Cohort. Pretty much all of the advanced powers are based on the cohort card and if you don't have it in hand, you are, in effect, back to the base role because none of the advanced powers are available or usable.
I don't think there's any theorycrafting left, it just has to be tested.


Two things: all d8s and d6s is maybe a little boring and how does a power feat work on a Cohort card?

But if you test it, let us know how it goes. Seltyiel was in our group through Skull and Shackles and seemed pretty cool.


jones314 wrote:
Two things: all d8s and d6s is maybe a little boring and how does a power feat work on a Cohort card?

I'm glad you asked.

I envision the feats on the cohort card being part of the character's feats. So when a scenario/adventure reward is a power feat, the player may choose a power feat on the role card or a power feat on the cohort card. This all goes back to the rule for the bladebound magus in the PFRPG:

Ultimate Magic page 48 wrote:
As a bladebound magus increases in level, his black blade gains power.

I don't know that the way I've chosen is necessarily "correct," but it is intended to explicitly tie this role to the symbiotic relationship between the magus and the black blade.

Gwyns Firstborn wrote:
Pretty much all of the advanced powers are based on the cohort card and if you don't have it in hand, you are, in effect, back to the base role because none of the advanced powers are available or usable.

Yes, this is one of the things that both terrified me and intrigued me when developing the role/cohort as you see it. And after recently playing a scenario in which cards were removed from the characters' decks at the beginning of the scenario (before they got to do anything), the true risk of tying the role's powers so closely to the presence of the cohort was sobering. To be honest, I think that I might swap some of the powers so that the minor "acquire a boon with the Divine trait" is on the role card and one of the shorter cohort powers on the role card is on the cohort card. My real logic behind placing the powers was brevity - not filling the cohort card with a wall of text. This was a deliberate choice, thought I tried to mitigate it somewhat with the ability to bury weapons to find the cohort (what if the player has neither a weapon nor the cohort in hand?).

Ultimately, with the exception of the aforementioned "acquire a boon with the Divine trait" and the base character powers, all of the bladebound magus powers are derived from feats/arcana for the bladebound magus archetype in the PFRPG. I fudged some things around to get them to fit, and streamlined here and there, but my goal was to closely mirror the PFRPG version (without going batty in the process).

My original idea of the black blade cohort was to create a sort of side quest that a magus character would undergo between decks 3 and 4. The player would skip choosing a role at that time and would choose a role (and black blade) at the end of the side quest. That is probably more appropriate for a true roleplaying game than the PACG, admittedly. It's still not out of the question, but the lore for the bladebound magus allows for the black blade to just appear, so I've gone with that for now. Eventually, though, it would be neat to see such a side quest that would allow a player to take Skull & Shackles Seltyiel and turn him into a bladebound instead of one of the existing roles available to him.

Gwyns Firstborn wrote:
Is the 4d4 + weapon enough to sacrifice that spell card? His Arcane is not the best, but it's not awful either, it's d8 + 2 and if you focus skill feats it can be formidable in itself without the need for a weapon. The combo requires two cards in hand, remember. I have not played the Wrath campaign so I do not know power levels, but I have been trying to figure out a way to make the Fiery Weapon (what amrael's base power is) spell (in Runelords) useful and, generally speaking, I'd rather just have a regular attack spell.

Those are fair questions. The two-card power is largely based on Seltyiel's basic power, which I see as the template for various magus characters. The one thing that I think definitely needs to be changed is the chance to recharge the spell. Seltyiel automatically recharges one of the cards, so it seems only fair that this character should be able to automatically recharge the spell when using it in this manner.

A counterpoint, though, is that the ability to use any spells in such a manner means that the character has a bit more utility with regard to spells. The spells might have the Attack trait (as with Seltyiel), or they might have other uses. This gives the character a bit of flexibility, especially if the bladebound role is later chosen and the character doesn't have access to the cohort.

jones314 wrote:
...all d8s and d6s is maybe a little boring...

I absolutely agree. This was deliberate (and experimental). The double-edged sword with all "average" ratings is that the character is a jack of all trades, but master of none. The character will be able to do all easy tests fairly competently, and anything of moderate difficulty becomes risky. Anything difficult, on the other hand, requires augmentation via blessings and other boons. This is definitely not optimal, but was done to avoid making a "Mary Sue." I'm definitely not averse to adjusting the skills here and there, but I want to experiment with a more average character before making such changes (strength, dexterity, and intelligence seem like the obvious choices).

Thanks for the feedback. I plan on playtesting the character soon and will let y'all know what I observe.

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