Soloing AoW


Age of Worms Adventure Path


I was thinking the other day about what it would take to go solo through the AoW. Starting with Whispering Cairn, you would probably need 4 class levels to have a shot. What do you think has the best odds of making it starting at level 4 and going as far as they can?


As a one-classed character, it would need to be able to take care of itself (heal), and be able to do enough damage to take down foes. I'd say:

Paladin

Good hp, AC, attack bonus, can use wands from the paladin spell list, and can put a serious smack down on evil.


Pathfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

If you're going solo, always go Cleric. Decent attack ability, particularly as you get to higher levels and get the really good buffing spells. Take the Magic domain and you can use arcane scrolls and wands.

Scarab Sages

If you have Unearthed Arcanna, then I would suggest using the optional gestalt character rules. This lets your PC advance in two classes at the same time. The go with something like Cleric-Fighter or maybe Cleric-Rogue.


First two feats: Improved Initiative and Run.


Adventure Path Charter Subscriber

Our group just finished the AoW. Having experienced the entire adventure path for start to finish, I say that the odds of a single character going through AoW is the same chance as a snowball in hell....unless the character is going to have cohorts or NPCs tagging long.

The reason is staying power and damage potential. A standard party of 4 characters represents X amount of attacks, X amount of hit point, X amount of spell power, etc. - which translates to how long it takes the party to eliminate foes and how long they can stay in combat.

A single character, even if a significantly higher level, represents a single pool of hit points, a single pool of damage potential and a single point of spell power. And unless you have cohorts or NPCs to soak up attacks and contribute to the offensive punch, a single character will not be have the staying power.

Now, if your character is a demi-god, by all means, try it and have fun...

Sovereign Court

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
wampuscat43 wrote:
First two feats: Improved Initiative and Run.

Oh, so he/she is a wizard?


Well, they said ToEE couldn't be soloed, and people have done it (the video game I mean). I imagine a competent player could manage it. I bet a sneaky, resourceful PC like a rogue or bard would fair best, although he'd have to spend a large bit of his money on consumables to keep himself alive. Good news with that is both classes have UMD so he can use scrolls, staves, and wands. Having a cohort would be almost mandatory though.

Scarab Sages

DitheringFool wrote:
wampuscat43 wrote:
First two feats: Improved Initiative and Run.
Oh, so he/she is a wizard?

ha ha ha. That just reminded me of this Spelljammer campaign my original group did maybe 12 or more years ago. My little brother played a wizard who was a coward. Played it well to. We joked around that the other members of the party were going to hold his down and paint a big yellow stripe down the back of his robes.

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