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(2 edits) (+1)

Appreciate the feedback! Happy to give context for design decisions and discuss your points:

  • Both of the Avenger's standard mentors (Censor & Fury) have low-level abilities to instant kill non-solo/leader enemies. Censor's is a Level 1 ability that kills if it winds the target, Fury's is a level 3 ability that kills the enemy at the end of their next turn regardless of current Stamina. Since this is a Level 7 ability, I'd figured the straight kill would be a natural scaling of that, with the damage weakness inflicted but no damage dealt for that action a suitable alternative. However, I can see the point that a retainer being able to instantly remove an elite monster from the encounter is too much. I'll rework the ability for when I release an expanded version of this.
  • The alternative Level 4 Support advancement ability for a retainer is also a maneuver, but lets a target within melee 1 spend a recovery and abilities against them have a bane until the retainer's next turn. I think ending one effect at range 5 is pretty even with that.
  • Rejuvenating Blast is tagged as an Area ability, so you only roll once. Hurl Magic is referenced for the damage at each tier. I wrote it the way it is currently to save a little space, so I'll expand and clarify it for the expanded version to avoid confusion there. 
  • Added the page lines and ability color coding to alleviate Scout's formatting crunch, but it's fair that the mix up can confuse people on a first read. I'll see what I can do to fix that for the next version.
  • Null is one of Psion's inspirations, so having a similar ability is intentional, but I'd also had the thought that the current version might be a bit strong. I'll take another look at it.

I understand and agree with all your points. I will however double down on damage weakness being really really strong (we obliterated a solo with my group yesterday with just the damage weakness 2 from the Warrior Priest kit), so I would at a minimum make it save ends. For the insta-death ability, many people in the community say that YAAD is way too strong, while Censored's condition to work (hitting the target just before winded to make it winded) makes it way less strong than the other one. 

(+1)

I wasn't aware YAAD was a sore balancing point for the community, so that's good to make a note of. As far as damage weakness goes, I suppose a smart group will get tons of use out of it if they focus fire for a round, so adding save ends or ends after the retainer's next turn would work (assuming I keep it, I'll take another look at that as well.)

Thanks for the reply and all the feedback! It's been very helpful.