Needing advise for solo character


Advice


Hello all. I am going to be starting a new Pathfinder game with a GM and its just them and myself playing. I am making a level 1 character and using core, and ultimate magic. I was curious about a good solo class. I keep thinking about healing so I look to the paladin, but I also see advantages to playing a Magus for versatility. Then again, I am really liking the fighter to and, well many others.

So my dilemma is I am having player's block. I have never played a one on one campaign at the start and had others to help with survival and versatility but now I am on my own. Any suggestions?


Ranger is a good all-round class, high base attack, skills, favored enemy and other good class abilities. Later a companion will improve you as a soloist.

Along the same line, druid. Very self reliant, travel vast distances with wild shape, some skill-points, spellcasting, again an animal companion.

A cleric necromancer could increase his options with undead monions, and perhaps later craft construct to be an awesome master of the not-living... and he is still a cleric, so both combat and casting capabilities.

But the ones you mentioned are also good, so I guess I'm not that helpful... I like the cleric idea. Or ranger. Or paladin.

But any class could make a good solo character, even if he's not optimized in terms of stats.

Summoner is in APG, but he has great potential as a soloist.

Grand Lodge

Synthesist Summoner. Nuff said.


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There are several classes that are powerful for solo: summoner,aster summoner, druid, etc. The more actions you get per round, the better your survival odds, that's why classes with hardy animal companions do well. They get a beastly combatant to tank/damage, and they can cast from afar.

All that said, the toughest muhfuh to kill that can do nasty damage imo would be a dwarven paladin with the oath of vengeance. Throw in the oath of fiends while you're at it. Get the feats: Fey Foundling, Greater Mercy, Power Attack, and then a bunch of Extra Lay on Hands. Dwarven race is for Steel Soul, but this isn't necessary, as you already get Divine Grace anyway. You'll be hard hitting, tough to damage physically, resistant as hell to spells, and in case you do take a beating, you can heal yourself as a swift action for more heals than a healer could heal someone else as a standard action.


Thank you Don, Mad, and Ender. I'm a little sad that I don't have access to the summoner though as it really sounds cool. I saw the summoner stuff in ultimate magic and ff7 kept popping in mind. I love ff7 to lol.

I see alot of talk on here about using single ability focused classes so the prime ability can be maximized for best effect. That would be optimal for solo right? So paladin, Magus, and such are out? I want versatility but as a solo character, I need to hit as much as possible or will feats like weapon focus combined with magic items make up for that?

I also need advise on a prestige class if any. Like for example, the fighter seems like he should just stay a fighter. No prestige class I have gives improvement to armor and weapon training and ranger gets no improvement to his ranger enemy list. It seems to me that if you go for prestige, you give up some cool stacking for specialization in something that is useful but your still not improving the main features of the base class. In some cases (wizard -loremaster, rogue -shadowdancer/ assassin, etc) looks fine though so not all the time.

Also, would adding additional classes be advisable? Would the lack of specialty affect me in the long run? Am I just over thinking all this? I appreciate your opinions and info very much as this will be my first Pathfinder character.


A lot depends on:

1) The campaign. You'll need a different set of skills in an urban setting than you will in a wilderness.

2) The GM. How much will the GM be adjusting the AP? If the GM is making lots of changes, presumably he or she will make it possible for your PC to take things on.

3) Your play style. Don't pick a class that you won't enjoy playing.

I've been GM'ing for a solo player for a year and a half now; she's playing a druid. The spell-casting is very helpful, the ability to change shapes is also helpful, and her animal companion -- a boar -- makes a formidable melee partner.

A ranger might also make a good choice -- large hit die, good array of skills and skill points, the ability to use healing wands, eventually an animal companion. In an urban setting I might take a single level of Rogue to get trapfinding.

What I've found from the GM side of things is that it's not really possible to make a solo PC overpowered. You can give a soloist incredible stats, bonus feats, gestalt classes -- there's nobody for the PC to outshine. And if the dice are in a bad mood, the PC will need every advantage they can get, because things can go sour really fast when you have no backup. A failed save, a nasty crit, and suddenly the PC is in big, big trouble.


To me prestige classes don't have the power appeal they did in 3.5, with the exception of cleric/holy vindicator, which I like as an good gish build.

Paladins usually do well in published adventures, because many enimies are evil and smite-able.

I'm running a game with two players; each with three characters... that's a little high, but maybe yould could have a sidekick character, like a meatshield or a healer.

Otherwise: an elf wizard can use a bow at low levels for durability through the day. And expeditious Retreat can keep him at 'safe' distance. But the fun in that depends heavily on playstyle.

I would go single-focus, maybe a dip if something(like trapfinding) is needed.

For power, you have to consider action economy, all enimies will probably focus on you if you don't have some form of allies or minions. And you just can't knock down multiple enimies - two is difficult, and three can be very hard.


Magus can be a very good solo class, and I know that from experience from playing one, and from fighting solo against one. That aside, as a Magus you'd want to get to 9th level as fast as you can so you can pick up the Close Range arcana talent, which allows you to spend an Arcane point (swift action) to resolve all your melee attacks for the round as Melee Touch attacks.

The base Magus itself is kinda expensive for ability scores though, since you need (feats notwithstanding) Strength to hit things, Intelligence to have Arcana points and greater access to spells, Dexterity since you'll be in melee, and Constitution because you'll be in melee.


Very good advice. I like both the ranger and the magus. I think you gave me the confirmation to avoid prestige classes for now so thank you for that. I think I am ready now to roll up the character to so once again, thank you for the good advice.


Bard is also a good choice, one that is capable in combat. They are an extermely versatile class and can fill out most of the basic needs of a party all by themself. Druid is another good choice, with the animal companion offering you some action economy help.

By the way, why on earth are you permitted the core and ultimate magic but not the apg? That seems sort of backwards to me. Its a shame because the alchemist, inquisitor and summoner all make good solo classes

Silver Crusade

For solo play Ranger is by far one of the best choices.

Liberty's Edge RPG Superstar 2013 Top 16

Don't worry about being a multiple ability dependent class. Good soloing classes tend to be hybrids, which tend to rely on multiple ability scores. Ranger, druid, bard, paladin are all strong choices. I'd recommend going human if for no other reason than the extra skill points, since you kind of want to cover all the bases yourself.


Kolokotroni wrote:

Bard is also a good choice, one that is capable in combat. They are an extermely versatile class and can fill out most of the basic needs of a party all by themself. Druid is another good choice, with the animal companion offering you some action economy help.

By the way, why on earth are you permitted the core and ultimate magic but not the apg? That seems sort of backwards to me. Its a shame because the alchemist, inquisitor and summoner all make good solo classes

We allow the advanced player's guide as well as any official pathfinder product. We only have access to the core rule book, ultimate magic, and the first bestiary as in those are the books we have. I do plan on getting the full ultimate series, the other bestiaries, mythic adventures, and mythic campaigns. I just started my pathfinder collection and can only afford a book once a month or so with all the bills, wife, and kids factored in but I will get them eventually.


Charlie Bell wrote:
Don't worry about being a multiple ability dependent class. Good soloing classes tend to be hybrids, which tend to rely on multiple ability scores. Ranger, druid, bard, paladin are all strong choices. I'd recommend going human if for no other reason than the extra skill points, since you kind of want to cover all the bases yourself.

I agree. Human is a solid choice with the extra feat and skills :)


I second the ranger. Rangers are especially good in sandboxy games, and single player is probably going to pull you in that direction a lot. The more choice in what adventures you seek you have, the more your favored enemies and favored terrains are going to shine.

Lantern Lodge

Id say a Human with 1 level of Oracle and 2 Levels of (Anti)Paladin. Oracle is to use your Cha for AC and Ref saves, by taking the Sidestep revelation from the Lore mystery, and the Black-Blooded archetype to heal your self with negative energy and get Darkvision, do archetype only if going Antipaladin. Paladin synergies well with the above because at 2nd level +you can add your Cha to all of your Saves.

Feats to take at 1st level would be Fey Fondling and Noble Scion. Fey Fondling is for bonuses to your self heals and Noble Scion for its Scion of War ability to use your Cha instead of your Dex for Init.

On top of this you will want to pick up the Racial Heritage Feat down the line. The Racial Heritage feat is so you can be a Kobold and grab there Kobold Confidence feat. Kobold Confidence allows you to use your Cha instead of your Con for Fort saves and determines how long you can survive into the negatives when dying.

Silver Crusade

Remember all builds will need to pass more then one type of encounter in solo play. Here are a few things one character will have to cover.
1: Combat (Fighting is dangerous make sure you live though it.)
2: Social (You are the party face as there is no party.)
3: Traps (They are not deadly. With limited resource's of solo play they can be a problem. Repairing damage is not free, and alerting others to where you are is not a good idea.)
4: Utility (The characters ability to solve problems as they come up. There are way to many ways this comes up.)
5: Communication (This key ability must be done in one of two ways. A: Magic spells B: Skill ranks in Linguistics. With out the ability to communicate you will have allot of problems.)


Cavaliers with a good mount see nice.
Samurai better.
The best are summoner, cleric and Druids


I thank you all for your help so far with this, my very first pathfinder character. I just rolled my ability scores using the heroic method since it is a solo game and this is what I got : 12, 18, 13, 12, 17, and 13. I didn't reroll a single die and this is the first set I rolled up. I am posting them because maybe with seeing the scores I have to work with, you all can make a informed decision knowing what I have to go on. Again, I really appreciate the help.


I would say that skills are incredibly important to a solo character. Your GM will have to seriously reduce the difficulty of typical combat encounters anyway if there's only one of you, so being a little bit more or less powerful in combat doesn't make much difference. But if you are lacking in skills many interesting out of combat options will be impossible, making the whole campaign less interesting. Thus, I'd go for a human ranger.

I'd play a switch-hitter type ranger, again, to give yourself more options. You don't want to be flummoxed by a single flying enemy, but you also want to be useful in windy conditions. If you're allowed, I'd take the urban ranger archetype (it's from the advanced players guide), but you'll do fine without it as well. If you cannot take it, take a trait to get disable device as a class skill (if you get any traits). I'd also ask your GM to allow the instant enemy spell from the APG. Just because it's so incredibly useful and you really want it. :-)

With your ability scores, I'd build as such:

Strength 18 +1 at levels 16 & 20, + the best belt of strength you can afford at any time
Dexterity 17 +1 at level 12
Constitution 13 +2 human +1 at level 4
Intelligence 13
Wisdom 13 + 1 at level 8
Charisma 12

Feats:
1. Power attack, quick draw
2. Rapid shot
3. Deadly aim
5. Boon companion (probably not allowed, in which case, pick a combat feat you like)
6. Manyshot
7. Iron will
9. ? (maybe improved iron will)
10. Improved precise shot

You have the key feats for both archery and melee combat, and the iron will feats cover the most dangerous part of playing solo: failed saves.

After that, just take whatever combat or out of combat feats you like.

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