The only player is a ftr, who does not have enough magic

BloodyAx said:
While I can see the advantage of that, we wanted a world where magic was, if not commonplace, at least far from rare. Every village has its wizard or sorcerer, although hamlets may have a mere lvl 1 one, or even an adept.

The items came from a perfectly random treasure check, not one I pre-made, but I am happy with the result.
That's cool :) I'd just send fewer magicians of her level against her, then. Perhaps, say, a bugbear with a level or two of adept would be a pretty good challenge if surrounded by goblins.
 

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Here is her adjusted stat block:
Ralts said:
Ilde Loderr; Dwarf Ftr5: CR 7; ECL 5; Size M; HD 5d10+25; hp 90; Init +4; Spd 20 ft; AC 22, touch 11, FF 21; BAB +5; Grapple +10; Atk: +10 melee (1d3 + 5, Unarmed), +12 melee (1d10 + 8/crit x3, Waraxe, dwarven +1), +10 melee (1d8 + 5/crit x3, Warhammer), +9 (1d4 + 5/crit 19-20, Dagger), +9 ranged (1d6/crit x3, Shortbow, composite); SA +1 to attack orcs/goblinoids; SQ Darkvision, Stonecunning, +4 to saves vs spells, +2 to save vs poisons, +4 dodge vs giants, SR 15 (10+Con bonus); AL LG; SV Fort +9, Ref +5, Will +3; Str 21, Dex 18, Con 20, Int 14, Wis 14, Cha 14.
Languages spoken: Common, Dwarven, Goblin, and Undercommon
Skills and Feats: Climb +1, Intimidate +6, Jump +1, Listen +5, Ride +6, Search +5, Spot +4, Swim -9; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus, Weapon Specialization.
Possessions: 2363 gp, Amulet of natural armor +1, Boots of elvenkind, Cloak of elvenkind, Gauntlets of ogre power, Dwarven +1 waraxe, Full plate, Heavy wooden shield, Heward's handy haversack, Silver raven figurine of wondrous power, Small steel mirror, Traveler's outfit, Masterwork thieves' tools, Sack, Bedroll, Waterskin, Flint and steel, Hemp rope (50 ft.), Arrows (20), 9 Potion of cure light wounds, 2 Potion of cure moderate wounds, Composite shortbow, Warhammer, Dagger, Shortbow.

Blessed by Moradin and granted increased natural resistance to magic, which is scorned by many dwarves...

How's that?
What I am worried about is whether she has enough magic at her disposal.

And SBMC, I don't have more players in this particular campaign because this one (and I do have another) is for my younger sister.
She does have enough magic. Rather than give her more, have her current items "grow" as she grows.
 

I recomend a few things.

One, allow extra feats. Maybe a feat every character level instead of every 3, to give the character a boost.

Two, Gestalt, let the character combine 2 classes into one. Makes for a more powerful character, but it makes him more survivable.

Three, Henchmen, Leadership works well for a solo campaign.

Fout, Cloak of Resistance - Instant save bonus.

Now, you probably don't needa all of these, but a few wouldn't hurt, and could make the campaign more enjoyable as the character can shine (Especialy one of the first two options)
 

BloodyAx said:
I gave double HD at first level, so that it would be more viable to go on with "real" adventures rather than three goblins in a cave. As an in-game explaination, I decieded that this dwarf was blessed by his clan's High Priest of Moradin, granting him a bonus of extra hardiness (I did not write a spell for this, but gave Ilde a divine health bonus doubling initial hp.
Cool backstory!

And I think that Warlord Ralts' suggestion is a good one: have her current items "grow" as she grows. Magic items that advance are fun.
 


I'm on the Gestalt and Leadership bandwagon here. Those two elements are great for small party groups... and 1 player is as small as it gets. Fighter | Cleric or Fighter | Rogue would be sick. :D Or perhaps Fighter/Rogue | Cleric. (Note: / denotes multiclassing, where | denotes Gestalt... this is just something I do)

Fi 4 / Rog 2 | Cleric 6 w/leadership ftw. Then work those Rogue levels up abit as you go...

I dunno about the rest of you, but if I'm allowing both Gestalt and Leadership... I don't let Cohorts be gestalt too. But I do let followers have PC classes.
 

SBMC said:
2. Perhaps all casters in your world are part of a giant guild; and as such are all kept "good". Very few evil casters exist out there (perhaps like the Jedi/preistly type of a thing). Thus you can have the magic; but can explain why there is little evil magic for your fighter to come against - the high mages of the guild discover evil (or potentially evil) ones early and knock them off or refuse to train them.

I have done this, however, this only works for wizards.
Other spellcasters are not at all dependent on training for magic--clerics, druids, adepts, bards, and sorcerors all don't need training from a mentor.

Four, Cloak of Resistance - Instant save bonus.

There really isn't any reason for most characters to use any magic cloak but a Cloak of Resistance. Rogues, Sorcerors, Paladins or Bards would want a Cloak of Charisma, and a Cloak of Arachidna is nifty for Monks or Rogues, but barring those...it's kind of a no-brainer.
 

I found a gestalt generator, and I'm guessing it means combining two classes, but I don't know the rules for a gestalt, or do I know what book it is in. I've heard them mentioned, but never heard many specifics about them.
 

Warlord Ralts said:
She does have enough magic. Rather than give her more, have her current items "grow" as she grows.

What do you mean by that? That there are a series of powers, each with a minimum level to use it or something?
 

BloodyAx said:
I found a gestalt generator, and I'm guessing it means combining two classes, but I don't know the rules for a gestalt, or do I know what book it is in. I've heard them mentioned, but never heard many specifics about them.

BloodyAx, scroll up and re-read my my previous post. The basics for gestalt characters are there. :)

If you want clarification, feel free to PM me.
 

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