Finally got around to making the "master wizard" character I've been thinking of since .47 came out, whose magical powers come from repeatedly dying and being resurrected as various intelligent undead. After a few hiccups I found a system that works pretty well.
-snip-
ok so some tips to work around being extremely strong you could try dipping into riding a mount everywhere you go as encumbrance is shifted to the mount's inventory than the rider.
second set of tips vanish is basically an interaction version of hiding or well the player ambush button.
vanish feels op against the player due to the game doesn't have any detect hidden for the player... it does for npcs and in fort mode but not the player so you're pretty much dealing with folks using the ambush skill much better than any player could.
propel is great on smaller creatures and the smaller they are the more serious the damage it could have.
though it works neat for tossing folks through fortifications or pits you build in adv camps.
though given you got a bunch of ranged interactions folks sneaking around in ambush wouldn't be too much of a hassle given you could use those to find and target them for ranged attacks.
so far I'm currently poking around how to make the adv lord nobility stuff function well in fort mode, it's a bit of a headache for realizing vanilla adv lords only get like 20 troops and have to join their own squad on raids, which isn't that bad but does limit the playstyle of an adv start unless I swipe expedition leader title off some dwarven site.
So far on the tofort testing I reach the 'willing to map a keybind for the scripts' on code reliability. which often leads to moments where a fort goes south fast and getting the urge to just pop into adv mode and wander off and explore the world a bit before returning to the fort and tackling fixing the mess that got made.