Nimrodii |
So my fiancee agreed to learn to play and run a game for me as a gift for Valentine's day. Now I'm not sure what she will be running yet most likely a module or adventure path. All I know is it will be solo 20 pt buy and I will gestalt so I have kicking around ideas for characters. Right now I have a master Summoner / alchemist embarkin aasimar. Plan is to summon meat shields use a reach weapon and have elidon for scouting and alchemical throwing later for wand usage. I also plan on picking up leadership asap. I am not 100% sold on this concept and was hoping I could get others input incase there was a combo I didn't think of. Thanks.
TLDR; gestalt character combos for solo play go.
Nimrodii |
Master Summoner with Evangelist would be potent, inspire courage with full cleric spells would makes summons that much better, and the light armor synergy would also work well.
YMMV
Considered inspiring summons by having a Summoner /bard but I like the idea of more diverse spells that the evangelist gives.
XMorsX |
Small Angelkin Aasimar Lunar Oracle / Sacred Servant Oath of Vengence Paladin with racial heritage (half elf). 9th lvl divine casting, Cha to AC, alt. favored calss bonus to your animal companion so it kicks ass, Paragorn Surge + Eldrich Heritage (Arcane) for access to any arcane and divine spell you can cast. It is both a powerful melee with smites, a powerful caster and you have the action economy working in your favor with an very strong wolf companion (Celestial Companion) and a familiar.
james knowles |
You say she's going to learn to play and run a game. As in it'll be her 1st time DMing, then you list this crazy combo of classes and race that would make a veteran DM cringe with their complexity. Perhaps you should go with something more simple and not overwhelm her with rules variations and such on her 1st outing.
Monk/Paladin can be pretty effective in solo play. It's got awesome defensive abilities and can bring the offense pretty well too. Take the feat that lets you flurry with your deities favored weapon and maybe quigong archtype for some cool SLAs.
Wizard/Alchemist could also be interesting. Use wizard spells for crowd control, utility and summoning spells & alchemist for self buffs, mutagen, and bombs.
Nimrodii |
You say she's going to learn to play and run a game. As in it'll be her 1st time DMing, then you list this crazy combo of classes and race that would make a veteran DM cringe with their complexity. Perhaps you should go with something more simple and not overwhelm her with rules variations and such on her 1st outing.
Point taken. I know I will probably helping by policing myself as any player really should, and answering any questions I can.
LibraryRPGamer |
With only one character in the party, I would suggest building the most survivable character possible.
A gestalt Dwarf Unbreakable Fighter/Monk would be nearly unstoppable. At level 20, you will have something like 28-30 feats. Plus, both classes are relatively "basic" and good starter classes for beginning players and GMs.
If you take Steel Soul, Lightning Reflexes, Iron Will, Great Fortitude, and the dwarf cleave feats, you will have incredible defenses and still be able to dish out absurd damage.
XMorsX |
For a solo campaign, you need to be crazy-strong in order to survive. The fact that the adventure is going to be a published one that assumes a 4 man party makes it all more important.
My suggestion is essentially a great martial, has two companions for improved action economy and can cast as a dedicated divine and arcane caster. It is not a newbie friendly build for sure though, and I believe that it should be expected.
My suggestion is to make a 4-man party for yourself, consisted by simple to build and function PCs and avoid one super-powered and complex PC.