What classes could solo an Adventure Path?


Advice

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

I'm trying to introduce a friend of mine to Pathfinder, and we're planning on doing a solo campaign of Shattered Star. We're starting with the first book, and if that goes well, continuing to the rest of the path. No details at the moment, but I plan on having him be about 2 levels above what's suggested for a full party- starting at level 3, progressing to 4 when it suggests level 2, and so on.

I might also use the mythic rules for his character. If I do, would adding some mythic templates, ranks, or tiers to a few encounters overwhelm a single character, or do you think an overleveled optimized PC could handle it?

All Paizo-published stuff on d20pfsrd is acceptable.


1 person marked this as a favorite.

If you don't mind some cheesiness, a paragon surge oracle of battle could be both fun and powerful.

Being a battle oracle you'd have the ability to both cast spells and go toe-to-toe with enemies.

Paragon Surge in case you are unaware is a spell for half elves which allows them to temporarily take another feat (among other things). By taking the feat Expanded Arcana with paragon surge they can then access any spell on the oracle/cleric spell list on the fly. You can also paragon surge for the feat Improved Eldritch Heritage to get the 9th level Arcane bloodline power - adding any sorcerer/wizard spell to your spell list.

Long story short, you can bash things and cast all the cleric/oracle and sorcerer/wizard spells spontaneously. Pretty unfair normally, but quite nice for a solo character.

Also fun would be a Reincarnated Druid. Druid's are great for solo play as they are and once you hit level five you can auto-reincarnate yourself - useful when you don't have any party members to revive yourself.

My last bit of advice would be to play any class with the vetala vampire template. This might be a better option for evil characters, but they're unkillable at low-levels and get fun possession abilities that can be very useful for solo infiltration and combat.


2 people marked this as a favorite.

If it is a intro scenario then i suggest against the Real solo classes, summoner, paladin, wizard after 9, druid, and propose that a barbarian or a ranger will be a fun solo hero. You will need to remake the encounters but letting a new player play a synthesist or some other powerhouse is not gonna be good for future gaming.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ipslore the Red wrote:

I'm trying to introduce a friend of mine to Pathfinder, and we're planning on doing a solo campaign of Shattered Star. We're starting with the first book, and if that goes well, continuing to the rest of the path. No details at the moment, but I plan on having him be about 2 levels above what's suggested for a full party- starting at level 3, progressing to 4 when it suggests level 2, and so on.

I might also use the mythic rules for his character. If I do, would adding some mythic templates, ranks, or tiers to a few encounters overwhelm a single character, or do you think an overleveled optimized PC could handle it?

All Paizo-published stuff on d20pfsrd is acceptable.

As they are, none of them. Two levels isn't a substitute for the loss of action economy 1 character, vs. 4. You'd need to modify pretty much every encounter, especially since major ones are built to balance against party synergies.

Sczarni

A summoner could do it for sure... just optimize an eidolon and watch it eat things.

An half-orc, toothy, invulnerable, superstition, witch hunter, increased damage reduction, reckless abandon, greater beast totem (pouncing) barbarian can one shot anything.

EDIT: Did I forget power attack?

Sczarni

Oh yah, or a bear shaman with augmented summoning. You get 3 scaling bears for the price of one.


Master summoner from lvl one.

At higher lvls, the Paragorn Surge Oracle probably comes ahead.

Scarab Sages

you could also build him 4 charectors *gasp* let him play all of them and learn the capabilities of four of the classes and roles at once. I had a simular thing teaching a friend.

Another idea used for that friend was they made their charectors, then in a weird portaling dm fingerwavy magic thing, I had all four charectors inhabit the same body. they rolled initiative for each 'persona' and basically when that persona's initiative came up, it was that persona's turn, and i 1d4'ed to see whose 'body' took the damage from bads, it worked out okay. after a few levels they got the gist and knew what they wanted to play for the most part. Just some ideas


Or just run some NPC lackeys for him. He can be the star of the show, making all the important decisions, with the rest of the party following his lead.


If you start him at level 3 just give him the squire feat to get a cohort and perhaps have him play a class that has an animal companion.

For example make him a mad dog barbarian and give him a paladin or ranger squire. That way he is not really solo and his cohort can use wands of CLW.


If you used the Gestalt rules a Paladin/Rogue would be rather capable of succeeding at most of an AP, via Stealth and Smite.

Since he's the only player, earning 4x the XP, he should end up (or you can start him off) about 4 levels ahead of where a normal group would be.


Well, a synthesist can do anything ever, so I vote they could.

RPG Superstar 2012 Top 32

3 people marked this as a favorite.

your best bet would be a normal summoner:
- an optimized eidolon (pouncing quadruped- max # natural attacks, plus arms to add iterative full attack with 2hander; as big and strong as possible) will deal crazy damage with its own turn.
- that leaves the summoner with its own turn to cast/fight/whatever.
- if you add eldritch heritage[arcane] and improved familiar, he can pick up a faerie dragon familiar which can use its own turn to use wiz/sorc wands or scrolls (though the scrolls above 2nd level will require a caster level check).
that gives you 3 turns every round instead of 1! throw in leadership at 7th and you'll have 4- that's basically a full party with just one character.

that said, i agree with Cap.- starting a player out with a character capable of soloing an AP is gonna cause all kinds of problems down the road; that player will have unreasonable expectations of what all his future characters should be able to do, and maybe even of table dynamics and how much attention should be on him. The Nine and Detect Magic both made good suggestions for (IMHO) better solutions, although the best solution is probably to try to find a few more players...


I started a thread asking people to try soloing an AP with a Synthesist, so we'd had evidence of their power level, but few took me up on it.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

people talk about synthesist like its the most OP thing ever... IMHO its less potent (in most situations) than a vanilla summoner. as shown in my previous post, the regular summoner just has crazy action economy, something that the synthesist's exceptional survivability doesn't typically make up for. plus, with a separate eidolon you both get distinct skills and feats which is another advantage.


With one player, one interesting option would be a ninja. Rather than trying to fight everything, I'd try to stealth around what I couldn't easily fight. He'd probably still die without the gestalt rules though. Gestalt Ninja/Magus with a familiar (for wand buffing) would be powerful, versatile, and sneaky enough to run away from anything it couldn't outmatch.

EDIT: Hmmm... Magus and knifemaster rogue could be a brutal gestalt. Kukri + shocking grasp, vanish as a frequent spell...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
nate lange wrote:
people talk about synthesist like its the most OP thing ever... IMHO its less potent (in most situations) than a vanilla summoner. as shown in my previous post, the regular summoner just has crazy action economy, something that the synthesist's exceptional survivability doesn't typically make up for. plus, with a separate eidolon you both get distinct skills and feats which is another advantage.

If your synthesist summoner isn't one of the most powerful characters ever, it's because you're simply playing him wrong. The Synth Suummoner played right, is the reincarnation of Druidzilla with even better spells.

I don't think a Synth summoner could solo an AP as is, but I don't think any class can.

Liberty's Edge

I second a ninja or rogue. (get swift trigger and build mechanical triggers which triggers your magical clever traps which are stuck on your body). - He'd be a true sneaky hero.
Also, a ranger would be very versatile.
If you don't want to change the encounters - make sure the character has some serious stealth and movement skills.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

don't get me wrong, a synthesist should be a beast. my issue is just that the eidolon itself has the same outrageous melee capability whether the summoner is in him or not, and if it isn't than the summoner gets a separate turn (and his own separate feats). so, while the synthesist can pounce for a metric butt-ton of damage, the summoner can cast haste and (eventually) a quickened enlarge person and then have his eidolon pounce for noticeably more damage. in subsequent rounds while the synthesist continues fighting and potentially is forced to start funneling his hp into the eidolon, the buffed super eidolon also continues fighting (more effectively) and the summoner keeps him going with rejuvenate eidolon spells...

synthesists are indeed potent, but the base summoner is just broken. their only weak spot really is that if you can drop the summoner the eidolon disappears, but unless a GM designs an encounter specifically to accomplish that it's pretty unlikely. that's why i think that if anybody could solo an AP it would be a summoner.


+1 vote for druid. You got the summons, you got the wild shaping, you got the animal companion(s). What else do you need?

Sczarni

Sarcasmancer wrote:
+1 vote for druid. You got the summons, you got the wild shaping, you got the animal companion(s). What else do you need?

See what I'm sayin'?

Sczarni

1 person marked this as a favorite.

+1 for having your new player play 2+ characters. I would recommend the Sylvan Sorcerer and Lunar Oracle for a while so the player can get the feel of divine v. arcane casting. As the game progresses past level 7, allow your player to take the Leadership feat to gain access to a couple martial types.

By the end, your new player will be, at a minimum, moderately conversant and familiar with all the standard roles.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
nate lange wrote:

don't get me wrong, a synthesist should be a beast. my issue is just that the eidolon itself has the same outrageous melee capability whether the summoner is in him or not, and if it isn't than the summoner gets a separate turn (and his own separate feats). so, while the synthesist can pounce for a metric butt-ton of damage, the summoner can cast haste and (eventually) a quickened enlarge person and then have his eidolon pounce for noticeably more damage. in subsequent rounds while the synthesist continues fighting and potentially is forced to start funneling his hp into the eidolon, the buffed super eidolon also continues fighting (more effectively) and the summoner keeps him going with rejuvenate eidolon spells...

synthesists are indeed potent, but the base summoner is just broken. their only weak spot really is that if you can drop the summoner the eidolon disappears, but unless a GM designs an encounter specifically to accomplish that it's pretty unlikely. that's why i think that if anybody could solo an AP it would be a summoner.

What you don't understand is that the synthesist covers the weak leak of the standard eidolon.... the summoner himself. The summoner rarely has the durability of his eidolon once the latter is advanced enough. The standard summoner has to decide whether his magic items buff him or his eidolon. The synthesist does not have that issue since the two are effectively one.

Silver Crusade

Synthesist is a very strong choice along with a cast of support NPCs run by the GM. ESPECIALLY if you get creative with the origins of the Eidolon.

A couple of friends are running Council of Thieves this way, with a Chelish woman whose soul has been fused with a sacrificed Erinyes as the PC and a number of NPCs as her supporting cast. It's been working out swimmingly for them so far, and the player has gotten plenty of enjoyable drama out of the PC and Erinyes' plight.


1 person marked this as a favorite.

I am against summoners in general and especially the synthesist. The vanilla summoner's issue is taking up too much time, not a problem in this instance, but the synthesist is objectively bad. From what I've seen on it, including a guide a fan of the synthesist wrote on it, it was atrociously written and the rules regarding it are obtuse and confusing. I have no desire to subject a new player to that.

As for playing multiple players, companions, summons, and the like, I'm somewhat reluctant to overwhelm him with new data, but it does seem viable.


I highly doubt any class can solo an AP. Since you're going to have to make adjustments anyway, why not let him pick the class he wants to play and then you make the adjustments based on that?


I'd suggest giving the character two extra levels, and a side kick, sister, wife, kid brother or whatever character/creature can serve as a good support character played by you.

Give the GM pc two extra levels of npc classes instead, aristocrat or expert probably best.

Silver Crusade

2 people marked this as a favorite.

Make up a nice, flavorful background for the character. Do it together, back and forth. Encourage a very experienced woods-crafty mundane background. Or whatever.

If your friend wants the simplicity of being a T1 shape-shifting-prepared-full-spell-caster-with-a pet then make up a Druid. If your friend wants something simpler, make a switch-hitting Fighter or Ranger. Consider starting your friend with a rogue. For example, a well equipped 7th level rogue ought to be able to complete most 1st level adventures written for a team of 4. Is that wrong?

After a solo session or two you can add a supporting character. Introduce the new character in role-playing, then hand over the character sheet. Then another. Pretty soon you have a small, well balanced group, able to tackle higher level challenges. Make the classes and roles interlocking, so that the whole is stronger than the sum of its parts. A pair of stalwart heroes with a helpful sidekick could go a long way.

I suggest you start your friend in a class without much in the way of spells or special abilities, and low point buy/dice rolling schema.


If you want to go without companion and summoning, and overcome a whole adventure path, you need 4 things, in my opinion
- Skill points. I'd say you need at least about 7 per level to have enough options to make it through an adventure path. It's also hard to teach someone the game if they can never pass a skill check.
- Martial ability. Because spells run out too quickly when on your own.
- Spells. To learn to use them, and to give you something extra in tougher fights.
- Saves. I'd want two good saves, and then spent some resources shoring up the third one.
This leaves four classes (I think): Alchemist, Inquisitor, Ranger and Bard. A bard may lack a bit on the combat front though, as they're really at their best supporting a party.

Liberty's Edge

You could make him play a brother combo of 2 characters (both with 1 wizard level of divination and then the feat: "Lookout". = always act in the surprise round and get a full round worth of actions in the surprise phase instead of 1standard action. Most commonly, people die or end up in s@~% positions from being surprised.


Pathfinder Adventure Path Subscriber
Bob_Loblaw wrote:
I highly doubt any class can solo an AP. Since you're going to have to make adjustments anyway, why not let him pick the class he wants to play and then you make the adjustments based on that?

I second this recommendation.

Otherwise what happens when...

GM: "Roll a save!"
Player: *rolls a 10* Um...that's 15 vs. I die.
GM: "Your character dies."

Even combat pet classes are not really soloable-worthy at level 1. Sure your pouncing shredder in a box annihilated that orc. *One* of his 3 buddies hits your Eidolon...(let's say quadraped, 14 dex and 1 of his evolutions was to add AC. So he has 5.5+1=6 hit points and AC 14) and kills it. The other 2 charge your summoner. Now what?

Alternatively I'd go with having the player create a party. One is the "star of the show" the others are supporting cast. I'd keep a few 3x5 cards for each of the supporting ones with typical tactics that most likely will cover most of your combat situations and out of combat skill challenges. He may get a better feel for the classes this way. Or he can out and out run the entire party with all of them having equal roles.


Ipslore the Red wrote:

I am against summoners in general and especially the synthesist. The vanilla summoner's issue is taking up too much time, not a problem in this instance, but the synthesist is objectively bad. From what I've seen on it, including a guide a fan of the synthesist wrote on it, it was atrociously written and the rules regarding it are obtuse and confusing. I have no desire to subject a new player to that.

As for playing multiple players, companions, summons, and the like, I'm somewhat reluctant to overwhelm him with new data, but it does seem viable.

You will have to get over your reluctance. Action economy is a critical element to the game. A single character is at a huge disadvantage when compared to a full party even if you add to its level. Those extra actions matter ALOT.

Personally I've given it some thought and I would allow him to make it a gestalt character, probably mixing bard or ninja and summoner or inquisitor and druid. Both cases the pet is really important to help with the action economy, as are the spells and skills.


To everyone doubting that a single character can solo an AP, it's been done. The thread was "Son of Beastmass", I believe. Still, that used one specific build I don't want to force him to use.

He's fine with playing two characters, so I'll do that. As for letting him play what he wants to play, I'd just do that except he's not sure what he wants to play other than a vague idea of what it should be capable of doing, namely, stealth, and stealth is easy to optimize thanks to invisibility.


Wizard and Cleric. Simple and powerful combination.

Wizard has invisibility, so do cleric with the trickery domain.


Or Magus and Warpriest for upfront power with spellcasting. I'd probably still use gelstalt rules for both characters though.


Pathfinder Adventure Path Subscriber

Regarding 2 full casters.

If this was 1st level I would not advise it. However I noticed that they are starting at 3rd so full casters even arcane have passed the death trials of levels 1-2 *and* have access to level 2 spell juiciness.

So yeah I think viable. A bit tough until the long haul till upper level godliness but doable.


Also looking at the experience point tables, a character soloing will have approxomately 3-4 levels above a party since they will be raking in 4x the experience, and 4x wealth by level. I would recommend any class that has strong saves, and just hire NPCs. Taking leadership at level 7 gains a cohort that will still be above the adventure intended level and lets you round out your abilities.

The biggest danger I see to a smart player is still save or lose spells since you have no PC friends to bail you out. The action economy can be gotten around with clever playing and good scouting.

It would be hard at low level, but a necromancer or enchanter could be very good for their ability to build up an army of mooks.


Ipslore the Red wrote:
To everyone doubting that a single character can solo an AP, it's been done. The thread was "Son of Beastmass", I believe. Still, that used one specific build I don't want to force him to use.

I had some time, so I popped into the "Son of Beastmass" thread. That was a module, not an AP. But I'm pretty sure that build (a level 18 Wizard) could solo the first 4 or 5 books of any AP without a problem. It'd be pretty boring though, after the player got tired of hulk smashing everything with 9th level spells. :/


Ah, my mistake. Point taken.


Alchemist has the most versatility.


Ipslore the Red wrote:

I'm trying to introduce a friend of mine to Pathfinder, and we're planning on doing a solo campaign of Shattered Star. We're starting with the first book, and if that goes well, continuing to the rest of the path. No details at the moment, but I plan on having him be about 2 levels above what's suggested for a full party- starting at level 3, progressing to 4 when it suggests level 2, and so on.

I might also use the mythic rules for his character. If I do, would adding some mythic templates, ranks, or tiers to a few encounters overwhelm a single character, or do you think an overleveled optimized PC could handle it?

All Paizo-published stuff on d20pfsrd is acceptable.

You will eventually need lesser restoration, healing, restoration, dispel magic,remove curse, death ward, freedom of movement, water breathing.

As such any class without these is just pretending and living on the DMs benefice and other classes dollar.

So Cleric, Oracle, Witch (healing patron), Inquisitor, or Samurai/Cavalier with the 'order of the tome' and some generous wealth by level are really the options. Paladin would rule low levels but become scuppered eventually. Archery or Reach are your best options. Summoning will also be handy along with stealth (traits are handy for that).

Shadow Lodge

I'd say wizard but let him have a free improved familiar, imp for example, that is effectively a cohort (give it class levels)


A Summoner has gotten through Carrion Crown solo, with a Diviner cohort, no adjustments made, xp slowed down so it wasn't level 8 by the end of book 1.

UMD covers a whole multitude of sins, including not being able to natively cast Restoration, Remove Curse, etc. Also, having a full party of wealth for one character is pretty much by definition really generous WBL.

There were a handful of fights that could've really wrecked. There was luck involved.


Pathfinder Adventure Path Subscriber

True...Guess it depends on how we are defining solo. PC+cohort+combat pet...or PC :)

Party of 3 with action economy probably has a better chance than army of one.

Though full caster antics by mid to high level probably makes it much more doable (as SoBeastmass demonstrated). Even then do you consider it solo when you *could* have or do have calling/summon/dominated pets along?


My rule of thumb is that if you have the helpful creature as a class feature, or a SM or SNA spell, or a feat, it's fair game. If you're doing shenanigans with friendly NPCs in the story, charmed/dominated people or monsters, created or controlled undead, planar binding, hiring mercenaries or buying wardogs, or anything like that, then you've given up your solo bragging rights.

But that's just where this one peculiar fellow has decided to draw his particular line in the sand.


I'd say let him pick what he wants, then give him a friendly npc to tag along with him. Mod the encounters or don't, depending

I find that most AP encounters are stupid/easy, and so need extensive reworking to fit my players. (or at least I used to, before I decided not to bother and run my own game instead)

If you optimize your character or give him good stats, preferably a combo, you can probably get on with 2 characters.

Good 2-player combos could be:

Rogue/druid
Paladin/wizard
Druid/Wizard
Summoner/bard

Fighter/cleric (+ a Yan-ti half-blood :D)


A well built melee Hunter is a beast, not having access to 7-9 spells sort of hurts but depending on build your beastitude makes up for it, eg building a small mounted hellcat stealth charging lancer. He's nearly invisible at all times and can explode enemy's while having awesome druid buff's.


If there's only one guy of whatever best suited class, even with an added npc, it's probably gonna be a good idea to run away from time to time. Nothing wrong with a strategic retreat followed by shoring up whatever weaknesses and a later attack. As you describe your player as being introduced to Pathfinder, you might want to drop that hint.


Ipslore the Red wrote:
To everyone doubting that a single character can solo an AP, it's been done. The thread was "Son of Beastmass", I believe. Still, that used one specific build I don't want to force him to use.

Son of Beastmass wasn't a full AP. As I recall I did The Witchwar Legacy and the last book of Kingmaker. Both used fairly straight forward sorcerers. It could just as easily have been done with any 9 level caster.

Doing the lower level books would be tricky solo but I suspect a druid and various clerics and oracles could manage it.


in no particular order....

vanilla half elf summoner, lunar oracle based on natural attacks with animal companion, almost any well made cleric, scarred witch doctor, druid after level 4, heavens oracle (colorspray cheese), sylvan sorcerer, and a few more. those are just my go to guys as they make it too easy, almost laughable. a tiefling fighter at level 2 could have an AC of 27 at level 2 if you don't want casters.

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / What classes could solo an Adventure Path? All Messageboards

Want to post a reply? Sign in.