Challenge: Smallest party that can complete an Adventure Path?


Pathfinder Adventure Path General Discussion


What's the smallest party that can successfully complete a Paizo Adventure Path while not getting any break from the GM (except for a slight break on point buy that is commonly given anyway)?

Here is my inspiration for this question:

This thread about hard Adventure Paths

This thread about a party of 2 for Council of Thieves (however, I think most of the posters lost sight of potential problems for medium/large-pet-dependent parties in this heavily urban AP -- still cool ideas though)

This more general thread about parties of 2 characters

This thread about 6/9 casters that also dealt with the concept of having only 3 PCs in a party

You can use almost(*) any non-Mythic (but see below) Paizo material, but it must be current (sorry, no pre-Errata Scarred Witch Doctor), with no Gestalt (however, VMC as presented in Pathfinder Unchained is allowed), and the GM isn't going to give you ANY breaks in running the AP, except for allowing you to start with 20 point buy (since it seems that most people do this anyway, as does PFS) instead of 15 point buy. Consider that the answer may not be the same for every AP (maybe some APs absolutely require more than 2 PCs and/or require breaking the final Extra Credit recommendation?), and consider that highly urban APs may give problems for classes dependent upon medium/large pets that cannot be dismissed or otherwise hidden. For Wrath of the Righteous (the only Mythic Paizo AP so far), consider this to be 2 alternate APs: one Mythic and one non-Mythic.

(*)No super powerful things like a PC being a Gargoyle -- races are limited to Core Group, Featured Group (Drow excluded before Second Darkness), Uncommon Group, Standard Group, Android (Iron Gods and later only), Lashunta, Shabti, and Syrinx -- the remaining Advanced Races and all Monstrous and Very Powerful Races being excluded for being too powerful for a normal-sized party (remember, this is supposed to be a challenge.

Extra Credit to anyone who actually made it through an AP with a constantly under-sized party.

Also Extra Credit if you can do this without Leadership or related feats (Torchbearer, Herald Squire, and any others I might have missed), and without using Master Summoner or similar archetypes that have a nova Summons ability (and using two such characters is legal but frowned upon :-) ).


dot


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Pretty much any AP is solo-able if you know what you're doing. Picking Druid as your class, for example, basically means you start with a pet Fighter depending on your animal companion. Go for the reincarnated Druid archetype, and come fifth level the notion of "TPK" has noticeably less impact.


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It is possible to solo an AP if you are a skilled enough player and are sufficiently optimized.

Until you roll a 1 on an important saving throw.

Liberty's Edge

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Snowlilly wrote:

It is possible to solo an AP if you are a skilled enough player and are sufficiently optimized.

Until you roll a 1 on an important saving throw.

Yup. This.

The game involves Save-Or-Lose effects, which only take out the party if everyone fails their Save. The fewer PCs there are, the more likely that becomes, and in a multiplicative sense rather than additive (ie: if the odds of one person failing are 1/4 the odds of two doing so are 1/16, three doing so are 1/64 and four doing so are 1/256). In the course of an AP, any individual character is almost certainly gonna fail at least one such Save...so if there's not at least one other person, it's a problem.

So I'd say the real minimum is probably two of them. Pets really help, too.


Here is the thing.

Mythic makes the game unbalanced... when you have a party of four Mythic adventurers.

A group of two Mythic characters? It is far more balanced.

One other thing to consider is this: if both players take the Leadership Feat, then they can fill voids in their group - especially if they started out with front-line types, and use the Cohorts for healers or other spellslingers.


If you can get undead earlier your minions can stroll through an awful lot of reign of winter


Didn't someone complete an entire AP as a solo Wizard?

Liberty's Edge

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I've done Kingmaker solo as an Arcanist (Occultist) and Giantslayer as an Enchantment-specced Wizard (giants have terrible will saves). The hardest part is levels 1-4, after that it's easy going.

Suspect you could solo an AP with any 9-level caster and most of the 6-level casters. Soloing with a 4-level caster or as a martial would be an interesting challenge.


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DominusMegadeus wrote:
Didn't someone complete an entire AP as a solo Wizard?

Something like that.


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thenovalord wrote:
If you can get undead earlier your minions can stroll through an awful lot of reign of winter

Now that gives me an idea for a devious variation on an AP -- a previous group of heroes tried to do it and failed. Then a Necromancer showed up and soloed it with a horde of Undead minions and sub-minions, but decided to take over the problem rather than actually cure it. NOW, the current crop of PCs have to deal with the Necromancer, in addition to much stuff left over and repurposed from the original AP . . . .


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I think a druid or summoner has the best chance. Wizards, even sorcerers have limited spells, and they might not be able to rest without being hassled or running into a random encounter without the GM softballing things.

Even if a druid or summoner runs out of spells they can be halfway decent in melee, plus they have a pet to help them out.


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Cleric. They can take a Feat letting them do Summons as a Standard Action. And they can heal themselves.

Dataphiles

Pathfinder Starfinder Adventure Path Subscriber

Master Summiner , and get summon good monster, and then a paladin cohort?

Scarab Sages

My wife and I did Curse of the Crimson Throne with a Ranger and a Wizard/Rogue. I'm pretty sure I didn't pull any more punches than I usually do. 8^)

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