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<blockquote data-quote="Norfleet" data-source="post: 857800" data-attributes="member: 11581"><p>Well, with a fairly even set of scores like that, the minion will be more or less par at about anything, although there's no exceptional points.</p><p></p><p>Not quite sure how an Abjurer/Paladin of that sort of split would play. With lackluster casting ability and a lagging combat option, I'm not quite sure what weakness or strength you'd want to play to, or what the rest of your group's composition is. Is there some sort of niche role that your group is lacking in? If so, filling in that niche would be doable. If not, you can never have too many rogues. Sneak attacks all around. An extra offensive caster wouldn't be a really stunning choice, since with only a 16 for a primary stat, save DCs will suffer slightly. All or nothing, there.</p><p></p><p>You've got a fairly homogenous round of stats. A 16, bunch of 14/15s, and a 10. Stick one of the odd 15 in something like strength, if you haven't already used the 16 on it, where it has a slight effect on the character's carrying capacity. Otherwise, just treat them as large values of 14, and put them anywhere. Drop the 10 in the dump-stat of choice for that class.</p></blockquote><p></p>
[QUOTE="Norfleet, post: 857800, member: 11581"] Well, with a fairly even set of scores like that, the minion will be more or less par at about anything, although there's no exceptional points. Not quite sure how an Abjurer/Paladin of that sort of split would play. With lackluster casting ability and a lagging combat option, I'm not quite sure what weakness or strength you'd want to play to, or what the rest of your group's composition is. Is there some sort of niche role that your group is lacking in? If so, filling in that niche would be doable. If not, you can never have too many rogues. Sneak attacks all around. An extra offensive caster wouldn't be a really stunning choice, since with only a 16 for a primary stat, save DCs will suffer slightly. All or nothing, there. You've got a fairly homogenous round of stats. A 16, bunch of 14/15s, and a 10. Stick one of the odd 15 in something like strength, if you haven't already used the 16 on it, where it has a slight effect on the character's carrying capacity. Otherwise, just treat them as large values of 14, and put them anywhere. Drop the 10 in the dump-stat of choice for that class. [/QUOTE]
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