@argetlam350 Looks good so far. I like that you took the time to get the terminology down. It would be nice to have a little more explanation about what made her special that she would retain her individuality when born into the Qun, but if you just want to fall back on her nature that is acceptable. The only technical flaw I see is that you need to add your level one force spell from that specialization to your spells list. It would make no sense for you to have the specialization but lack the most basic spell in the school. @Zordon Dude, you made a dreamer and I didn't even bat my eyes. Dreamers are arguably the most powerful entity in Thedas despite not having much control over that power. I'm letting it in because the whole spirit of this game is experimentation. My issues are all nit picky. The character is excellent if a tad over-stuffed. The attribute thing has to stand because I already asked a player to make this change and I can not apply the rules differently to different people. The wordly thing also has to stand because being worldly is pure learned knowledge. Attributes must be partially innate. You could go with adaptive if you want, which implies she acclimates to new settings and cultures quickly. You are correct about the advantage. This lets you go the battlemage route you want without messing up game balance and you would of course still get your noncombat knack. The combat style was kind of my means of making nonmages more useful (it's a balance thing) so if you want in on that at the game's start as a mage, it would require an advantage so as to keep the balance. I would recommend that if you still want to play as a worldly character you find a way to get geography in there as a skill, but it's your call. Remember, it's like you said skills represent proficiencies, they do not limit all a character knows or can do but rather define their focus of study.