Solo / Duo Character classes


Homebrew and House Rules


So I plan on running a special sort of side-campaign alongside my current one with one or two players, the idea being that they use the KingMaker/Ucam rules to run a major kingdom in the same campaign world the other party is inhabiting.
I want to give the player(s) the clout to solo/duo effectively normal adventures but I'm worried they might not feel like Gestalting much.

Anybody have any concepts for deliberately overpowered version of my standard classes? like say a Sorcerer with earlier spell level access and innate metamagic.

I got some ideas for building stuff myself but I wonder what's already out there that might be designed for deliberate high-power play.


Gestalt is always a good start to increase character versatility. Also 40 point buy.


Easy trick- have them gain 'two levels at once', HD, skills, BAB, saves and abilities included. Start at "Level 2" and gain 2 at a time.

Their level 10 would be the average player's 20, this way.
Not quite gestalt, but easier and overall quicker. Controlling the experience flow avoids quite a few issues, and you can compare them to the current campaign's characters in power level quite easily.

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