Advice for solo campaigns


Advice


I recently just started a PbP solo campaign here on the Paizo forums, with a triple gestalt mythic character (Fighter or Paladin/Sorcerer/Ninja). Aside from class abilities I'm getting max hitpoints per level, a divine bonus to my AC, saves, and extra skill points per level (also, any time I outright die I get raised per the Resurrection spell with a non-removable permanent negative level).

Generally I think I have my build figured out. Full levels sorcerer, at least 10 levels of Ninja, 3 levels of Fighter, at least 6 levels of Shadow Dancer, as many levels of Paladin as I can fit in after that. My character is focusing on TWF and getting sneak attack (using stealth, darkness, invisibility, flanking - at Shadow Dancer 3 you get an incorporeal Shadow for a summon) Getting a familiar from the Arcana Bloodline as well.

This is the first time I've ever done a solo game before, so does anyone have advice for how to change my play style from the typical party teamwork dynamic?

How about feats/magic items/spells that work better solo? Or work crappy solo?

*Full lvl 1 char sheet The final version is spoilered under "Alt Build"


One thing to avoid are full round action spells and actions. Action economy is the most important resource you have for a while. Because of that things like combat reflexes and AoO are pretty good when you can get em or force them to happen. The specifics of your character and how you fight will determine much of that example but its one of the first things I think about in solo and it serves me well.

Summoning is made better in solo as well for much the same reasons above but if you do that regularly u need sacred summons sooner than later. Also I would recommend healing into your build as a swift so a paladin lay on hands or similar is great!!

RPG Superstar 2012 Top 32

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as renegade said, action economy is the most important resource. that cannot be overstated- nothing in your build is as important as action economy across every level of a solo campaign.

- paladin is a great option for this since you get swift action healing.
- arcane sorcerer is also a good option because the familiar gets its own turn, but you'd be better off with a sylvan sorcerer for the animal companion- take the eldritch heritage feat for arcane and improved familiar to get something that can use wands for you (and take boon companion too, for the animal companion).
- the rest of your idea is really interesting but unless your GM is gonna pull some punches it may not cut it... the sneak attack damage and stealth stuff is nice but it'll only go so far (and you can't use it and cast in the same round). i'd highly suggest summoner for you're third class- it keeps you all Cha based and the eidolon is probably the best teammate you could have. if you want to summon something or be invisible use spells, none of the ninja/shadowdancer/whatever class abilities are worth as much as the eidolon's whole extra round worth of actions. and now that you're not trying to squeeze damage out of those rare occasions when you can full attack with sneak attack you can switch to a reach build for the added action economy of AoOs.

without fighter levels you will be kind of feat starved, but a human or half-elf pally/sylvan sorc/summoner could do something like:
1- combat reflexes
race- skill focus: knowledge[your choice]
3- boon companion
5- eldritch heritage[arcane]
7- improved familiar (faerie dragon- they can use wiz/sorc wands without UMD)

your strategy would be something like: big cat (animal companion) pounces; eidolon pounces; familiar uses wand to buff/heal/whatever; you swift heal yourself (if needed), cast a spell, and position yourself to get free AoOs. obviously a cohort would make this even better if leadership is allowed... its so good in fact that you should (if allowed) take it right at 7th and push improved familiar back to 9th.


Personally I'm not too fond of the Summoner class (although since my character is a Fetchling the special racial archetype is pretty sweet I gotta admit) though I admit you're probably right on the Eidolon. I took Leadership (which is available in this campaign) in another game once and having a wizard cohort to buff me all combat was seriously powerful (though I'm not sure about a cohort's survivability in a Solo campaign during combat).

However the Shadow Dancer's Shadow summon does 1d6 Str damage as a touch attack, which stacks with the Crippling Strike advanced talent, so in later levels I'll be causing melee types to hemorrhage their strength while getting flanking, plus it is much more durable than an animal companion since it gets more hitpoints, my saving throws, and is incorporeal (which also means shenanigans for scouting). I have levels in mythic, so at a certain point I will be moving 60ft as part of a full attack action simply for free. And Ninja grants Greater Invisibility as a swift (there are tons of things keying off swifts; ki, mythic powers - extra attack or spell, lay on hands). So I'm expecting lots of opportunities to sneak attack with multiple attacks (which will grant dodge AC bonuses as well).

So half of the equation is - take as long as I need in a combat to kill while focusing on being basically unkillable due to : darkness/displacement, invis, high AC, high saves, high mobility. The other half is - quick disengage with D.D./teleport/other if I get in over my head.

RPG Superstar 2012 Top 32

having too many swift actions is actually an issue because you can only use one each round...

truthfully, though, if you're willing to DD/teleport away anytime you get in trouble and then double back with a better plan you should be fine with either build (or even with a weaker one).

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