S&S Solo Play Questions


Rules Questions and Gameplay Discussion


Who would you say is the most self sufficient? One first glance it would seem to be the alchemist, but I thought I would ask those with more experience.


Nohwear wrote:
Who would you say is the most self sufficient? One first glance it would seem to be the alchemist, but I thought I would ask those with more experience.

Merisiel has built-in solo advantages being able to evade and using her backstabbing ability. You would want to use her Shadow role because Smuggler is about getting and giving cards. But there's a case to be made for a lot of the characters ...


Alchemist is definitely a good choice. In the first adventure his single weapon left him pretty vulnerable to enemies that make you discard a random card or recharge your entire hand, fortunately he can add a d6 or two to make up for it. But only having one weapon makes strong case for keeping some of those alchemical bombs around, which are strong enough with him to kill basically anything guaranteed. Spells for utility (hi Cure). Get a healing potion/tot flask combo going as quick as you can. It makes him probably one of the most unkillable characters, which in turn means you can discard blessings and allies to explore as much as you want. Throughout the first adventure our two person party basically didn't have a discard pile with Damiel rolling heal potions at all times. I eventually stopped carrying the Cures, he didn't need them.


Dave Riley wrote:
Alchemist is definitely a good choice. In the first adventure his single weapon left him pretty vulnerable to enemies that make you discard a random card or recharge your entire hand, fortunately he can add a d6 or two to make up for it. But only having one weapon makes strong case for keeping some of those alchemical bombs around, which are strong enough with him to kill basically anything guaranteed. Spells for utility (hi Cure). Get a healing potion/tot flask combo going as quick as you can. It makes him probably one of the most unkillable characters, which in turn means you can discard blessings and allies to explore as much as you want. Throughout the first adventure our two person party basically didn't have a discard pile with Damiel rolling heal potions at all times. I eventually stopped carrying the Cures, he didn't need them.

With alchemists fire and noxious bombs Daniel has 4 weapons available.


I mentioned them in my post, but I'd hesitate to categorize them as "weapons" because of the forced recharge, even though they're very strong. You can work to spread them through your deck so you'll usually have one around when you reset your hand, but they take up an Item slot, which is what Damiel is most hungry for. When we played through AD1 I replaced both pretty quickly (in part because we didn't have the Character Add-On and were proxying them) and didn't feel much worse for it, except in instances of "recharge your entire hand before your check to defeat a bane with the Pirate trait. But those only happen a handful of times and they're usually against Banes whose checks are manageable even with a basic strength check supported by a blessing and an alchemical item discard.


Thank you everyone for your feedback.


It may not seem like the glamorous option, but I seem to recall the character that actually made it through every part of the AP solo was the Swashbuckler. Might want to consider her if you're planning on soloing the whole thing.

Sovereign Court

Reducing structural damage by 1, and potentially 2 with roles, definitely would gives the Swashbuckler a big benefit having to discard less cards.


If you're going to solo as Damiel, make sure to start with a potion of Glibness in your deck. Scenario 2 and 5 of the base set are a lot easier if you can recharge a potion to beat the boss.

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