Val is a great character for solo play because he's a total beast in combat. By the end of this adventure, his normal attack roll using his favorite weapon (a magical bastard sword) was up to 2D10+5. That's really good. Most monsters at this stage of the campaign have a difficulty rating of between 8 and 12, so Val can carve up foes with ease even if I'm rolling low numbers. Where Val struggles is with Intelligence- or Wisdom-based skill checks. Intelligence checks typically come into play if you're trying to acquire spells or arcane items, so I'm rarely disappointed when I botch such a roll -- what's a fighter going to do with wizard spells anyway? Wisdom, on the other hand, is essential for closing certain locations and overcoming certain barriers -- in other words, you need to succeed at Wisdom checks in order to move the story along. Often I've encountered crucial Wisdom checks requiring a roll 6 or 7; Val's Wisdom roll is a ridiculously terrible 1D4, meaning that I need to use up a blessing or an ally to give myself enough of a bonus even to have a shot at succeeding at the check.
So that's where I stood heading into the final scenario of Burnt Offerings. After examining the adventure's master villain and her henchmen, I felt confident that Val would be able to win easily, even considering that two of them had the ability to inflict damage before the encounter.
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