| mekka2000 |
I've started a game for my girlfriend with these rules :
- PC is a gestalt character and important characters could be too.
- 2 free feats at lvl1, but flavorful feats.
- 20 point-buy.
- E6 game.
- PC could become mythic (we'll see), max mythic rank would be 3.
- Nobody can read and write except those with 15 int, or linguistic as a class skill or with a new feat "literacy".
- A lot of 3rd party stuff available (path of war, spheres of power, akashic mysteries, new path compendium, psionics)
- Wounds and Vigor rule.
She made a spell-less ranger//sphere sorcerer (draconic bloodline).
I tought a solo game would be hard, it's her 2nd session and it was a breeze, with mostly CR1 encounters and one CR2 encounter.
Here's her statblock, tell me what you think about her power. I'm afraid bigger CR encounters would be equal to "too much damage".
She will soon encounter 1 to 3 akaname (CR1, bestiary 5). Not sure it'll be too easy or too hard.
Her at-will fire blast that can set on fire her foes and make them burn 1d6 per round until they manage a saving throw is powerful for a lvl1 attack, and most creatures won't continue to attack while in fire (some could but most try to roll on the floor, hoping to estinguish the fire).
Reva Dorsaddr
Female human spell-less ranger 1/sphere sorcerer 1/gestalt 1
CN Medium humanoid (human)
Init +6; Senses Perception +6
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
Vig 11 (1d10) Wnd 24 (Threshold 12)
Fort +4, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee destructive blast +3 touch (1d6) or
. . morningstar +3 (1d8+3) or
. . punching dagger +3 (1d4+2/×3)
Special Attacks claws (2, 1d4, 5 rounds/day), favored enemy (orcs +2)
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Statistics
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Str 14, Dex 14, Con 12, Int 13, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats - Custom Feat : Literacy -, Blind-fight, Improved Initiative, Secret Signs[ISWG]
Traits flame-touched, resilient, surface stranger (underground)
Skills Acrobatics +6, Bluff +6 (+10 to pass secret signs), Climb +6, Handle Animal +6, Intimidate +7, Knowledge (dungeoneering) +5, Perception +6, Profession (soldier) +6, Stealth +6, Survival +5
Languages Common, Orc
SQ casting, destructive blast, energy blade, fire blast, focus sphere (focus sphere [destruction]), paranoid, sculpt blast, sorcerous blood, track +1, wild empathy
Combat Gear oil of light, potion of cure light wounds (3), potion of invisibility, alchemist's fire (2); Other Gear leather armor, morningstar, punching dagger, backpack, beast whistle (ungulate), belt pouch, flint and steel, mess kit[UE], pot, soap, torch (2), trail rations (2), waterskin, light horse, animal harness, bedroll, feed (per day), saddlebags, torch, trail rations, 57 gp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Casting (CL 1, MSB +1, MSD 12, Concentration +3, DC 12) You can cast sphere effects.
Claws (5 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Fire Blast (DC 13) Your destructive blast deals fire damage and can ignite targets
Destruction: Sculpt Blast (DC 13) Deal destructive blast damage in a cone or line
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. orcs foes.
Focus Sphere (Destruction) Gain Destruction as a bonus sphere at +1 CL
Paranoid Aid Another DC 15 for attempts to help you.
Secret Signs You can hide somatic components of spellcasting
Sorcerous Blood You gain 1 extra spell point per sorcerer level
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.