MyNeighbourTrololo said:
I may be too conservative on this one, but in my eyes bumping inv's skill over 6 or lowering it below 3 is bad design. FFG originally created this frame of skills and never got out of it.
Also, In my opinion, having a limit of only 3 items is a huge drawback. But, provided by lucky draws, it can pay itself with Clue tokens. It's all about luck(I mean, real one, not the skill, printed at the investigator's sheet).
+2 evade won't help much, if items draw will be unlucky.
And the personal story. It suggest you to run around Arkham like crazy. By the time you could finish it - you'll prolly won't be needing those skill bonuses. And completion of this story will prolly affect negatively the entire group(if it's not 8 players game ofc, where there is always something about 1-3 investigators with nothing to do).
Skills: That was part of the intent though, to have a freakishly high skill level. If it's a balance isssue, I could drop it to 6.
And again, the items thing was part of the intent. It takes a lot of thought and planning for this character - it's strategic choices that make him (in my eyes) interesting.
And yes, the personal story is kind of absurdly hard - I wouldn't suggest or recommend passing it (unless things just happen to fall that way), but it has a very large reward, and the fail isn't bad (and may actually be good because you can rid yourself of the character).
The focus of this guy is strategic use. For some things, he's phenominal (for example, he'd rock Kingsport and Innsmouth), for others, he's not that good. And that what makes him interesting.