Easiest solo character?


Advice

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Just tossing this out there but as above mentioned maybe a Pc with a bunch of npc retainers/henchmen/flunkies/redshirts to take up any slack in needs.

A Paladin with a squire, forester, priest, scribe etc.

A Mage with bodyguard, divine advisor, potion tester, etc..

Pretty much works for any class, and you don't really need to focus so much on being a one character party, the npcs don't need as much attention, and will add nice variable to the game.

anyway I am sure you have something in mind by this point.


Yes npc followers are allowed. I could also run a second character if needed. Just dont really want to.


4 level dip into cavalier for expert trainer - grab horse master at L6, rest levels into druid, grab boon companion for druid animal companion (non-horse). Now you have your main character and two animal friends/meat shields at your level.


Whatever the pc is the key is to design adventures around it

Cut and paste from whatever adventure access you have rather trying to adjust a published AP


15 point without dumping at first level is going to really really REALLY hurt.

Is this something where your dm wants you to push the system to the very limit, or are you just trying to have a laugh with a one character adventure to see how far you get?


Closer to the first but its me testing my skill as a player.


Well, if you really really wanna push things to the limit, a few things that haven't been mentioned in this thread yet...

1) Give the retraining rules a read. Use them to increase your maximum hp to the max per die. Or start as a martial character and retrain as a caster when you get high enough level to be able to have the key spells.

2) Battle cattle. Get a combat trained bison and optimize for handle animal for the early levels. It will be a better adventurer than you are for a while.

3) Seriously ask your DM if you can start at level 2 or 3. There is nothing fun about death at the hands of two cr 1/3 kobolds that rolled lucky.

4) If it really is just one character doing an adventure designed for a party of 4, ask if you are going to be standard wbl, or getting the loot that a full party would.

5) Use leadership to get a crafter that has different spells than you do. ex if playing an oracle, get a wizard cohort. Make them an android for the racial ability to add their character level to any d20 roll, great for higher craft dcs. Don't forget he's still a full caster, and casting beneficial spells won't break invisibility for him.

6) Blood money.

7) Repeating spell traps. Seriously, consider it.

8) Get a wand of unseen servant to check for traps. An hour of trap detection per cast is a good deal for 750.

9) Get a scroll/cast contingency on yourself as soon as possible. There will be something you forget, or a roll that will not be in your favor, and this will give you an easy way to escape and recover.


Won't be adventures designed for 4 , it will be scaled.

Shadow Lodge

EpicFail wrote:

Darn near any martial will shine in early levels, though lack of flight could hurt unless patched up by winged mount. This might sound harsh, but hey desperate times call for such things and you are all alone, commit suicide* (wow, did I just type that?) after level seven or so and then roll up a caster. I know it sounds crazy- perhaps you could plan it ahead of time with the GM. Yet it is less crazy than attacking an adventure path by yourself.

Whatever path you choose, I'd suggest not being too proud to run away as often as needed and then some. Come back with an upgraded plan and then show them who's boss.

*You could call it planned retirement to make it sound better. E.g., after reaching 6th Level Spronx the Barbarian realized he had all the money he needed to get 2 kegs of ale for the next 137 years, so off he went happily into the sunset.

no such thing as lack of flight for an aasimar, aasimar fighters are amazing once they grow wings. it removes on of the fighters biggest weaknesses, mobility.


One question. How well weapon a fighter/sorcerer/dragon disciple to in solo?


Rogue. (no kidding)


I usually go for Clerics as solo characters, adding in the Animal domain gives an Animal Companion for extra oomph. If they can pick up a Rogue cohort so much the better, but Chimes of Opening and Detect Traps are (albeit suboptimal) alternatives.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

You guys are missing a bet: the best solo character is GM, obviously! :-)


Daenar wrote:
Personally I think Barbarian. Can anyone else suggest what they feel would be the "easiest" character to play solo and have the campaign not get boring from levelling too slowly? I am a recovering one player runs 4 characters addict,it was just too much. Played 4 sheets in Rise of the Runelords all the way to 13th, dont want to do that any more it is exhausting. Help!

I would also say that they type of campaign your GM is trying to run may affect your choice. Will he let you stealth through/past encounters? How diplomatic will he let you be?

To be honest, if I were to try to tackle the RotRL campaign (for instance), having run through it already, I would use a Kitsune Sorcerer built specifically for enchantments (Fey Bloodline). We had one in our party when we did it and she was incredibly effective. Sure, she had us running interference for her, but if she hadn't, she likely would have surrounded herself with Charmed/Dominated allies and manipulated others into serving her purposes as well.

A Sorcerer might seem to have a difficult time soloing, but a Sorcerer with a couple of Dominated Stone Giants as meatshields and enemy combatants spilling their guts of every secret they know starts to look a lot better.

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