How do I solo Pathfinder?


Advice

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Dark Archive

Any Arcane Caster or Rogue type would do. my most powerful classes are Wizard, Slayer, and Investigator. you have to be smart and build them well but that"s how. Alchemists or Gunslingers works as well. but Pathfinder and role-playing in general was never meant to be solo thing.


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ChaosTicket wrote:

One character to be a one-person-army to win every fight and get all the way from level 1 to 20.

Thats not to say help wouldnt be appreciated or accepted.

easy - be the GM and play... X'D

Silver Crusade

The problem with soloing.
1: Action Economy: This will kill your character faster then any thing else. This you see more as a GM in encounter building. One BBEG takes on a group of adventures. Normal that BBEG needs to be 2 to 4 levels higher to give the group any trouble. However this is going to work in reverse for you. As now your on the losing side of action economy.
2: Skill's: No one character can cover every skill. Their are more skills than any one character can get.
3: Incoming Damage: Normally this is divided by the members of the party. In this case it's you. So you will need to be able to handle the excessive damage some how.
4: Outgoing Damage: Normally you have 3, or more players helping you. With the lack of damage out going you will need to have a way to increase your damage by a large amount. This is one of the problems of action economy. However this alone determines if you live or die in most encounters.

Ways to over come the problems.
1, 3, and 4. Can be covered by any class that has a animal companion, eidolon, or mount class feature. This give you an extra attacker, and a creature to be attacked.
2 Taking torchbearer feet at level 5 is the best way to handle this. It gives you the ability to get a cohort. Your limited to a few choice. However it gives you the option of the three best choices for filling in skills. Bard, Ranger, and Rogue are good NPC choices for filling in skill your character dose not have. It also helps in parts 1, 3, and 4 to a much lesser degree.

My top suggestions are based around surviving low level. Then excelling at higher level play.

Hunter
Torchbearer: Rogue

Hunter (Animal Companion Int 3 or higher)
Torchbearer: Bard

Inquisitor: Sacred Huntsmaster (Animal Companion Int 3 or higher)
Torchbearer: Bard

Spiritualist
Torchbearer: Bard

Druid
Torchbearer: Rogue

Summoner
Torchbearer: Ranger

Summoner
Torchbearer: Bard

Oracle
Torchbearer: Ranger


Pathfinder Rulebook Subscriber

Investigator/Inquisitor gives you skills out the wazoo, + a d6 to certain rolls, lore mastery, studied target, judgements, alchemy, divine spells, bane...


(Nature Fang) Druid (of Gorum) VMC Cleric (if PSF, no VMC)

3/4 BAB (Studied Target = effectively Full BAB)
4+Int Skills (pump UMD)
Good Fort & Will Save
Full 9/9 divine spell casting
Trade Wildshape (and misc druid stuff) for Slayer Talents
-Trapfinding, Ranger Fighting Style, Combat Feat, etc
Nature Bond (Crocodile familiar, protector archetype)
-effectively d12 HD
-Scaling sneak attack
Spontaneous Summoning
-flanking buddies, ie, sneak attacks
-Summon Nautre's Ally VI to summon 1d4+2 Satyrs to each summon 1d4+1 Stirges each (massive CON drain)
VMC Cleric domain Rage
-Rage ability, rage powers, decent domain abilities.

Sure, you can take Torchbearer or Leadership feat if you want, but so can anyone.


While I think Arcanist is the strongest class, it's early survivability does seem low solo.
Druid starts off strong and keeps getting stronger. SNA will be your trappers, skills, and expansion of spell list. Your AC and you can flank and shred when appropriate; or you litter the field and cast from behind your wall of critters.
If I had to solo, druid wins.


lol... this is really kinda what's the most powerful class build thread...

my suggestion?
2 levels in flowing monk followed by 18 levels in diviner wizard, or arcanist(dimensional slide), OR 2 levels in Rogue followed by 18 in transmuter wizard. I know - what? not a blaster! lol...

really you want to maximize power (wizard, arcanist) and cover the OBVIOUS combat holes (have excellent escape powers for things you don't want to fight) and get some versatility in skills. It's more about survivability than raw power. Rogue transmutes are tricky and the elemental forms make them unstoppable. In a 20 point buy choose human and keep your ability scores at minimum of 10 (okay, maybe one 8), don't nuke Cha as you will need to talk your way out of a sticky spot now and then.

choose traits from: Magical Knack or Magical Lineage, Wayang Spellhunter, or +1 to Fort sv.
You will need eschew components for casting in Mag Jar or Shadow form (silent spell).
Go bonded object - amulet (YMMV but shoot for Aegis of Recovery at low level).
weapon is MW cold iron cestus, bow/crossbow to 4 crossbows, wooden stakes, heavy war horse with gear, MW mithral horseshoes, elven chain shirt barding, MW mithral +1(+) ghost touch rapier for the rogue (when you are in Project Shadow).
many wands starting with Infernal Healing.
some scrolls...
a few potions including 2 cure lgts, 4 alch fire, anti plague, anti toxin...
ioun stones... yes(embedded preferred), +1 Init, +2 CON vs Death, regen 1/hr (this and the aegis cover you in case of -hp).
other usuals (cloak, headband, belt, eyes of eagle, boots elvenkind...).
etc...


Actually no. Its about a character, build, or class that can handle itself in all combat situations and probably outside ones.

It would probably be a spellcaster of some kind capable of offensive spells for single and group targets, crowd control, summoning, self-healing, and utility spells like teleportation and/or invisibility to escape danger.

People have their own opinion on things and Im trying not to discourage any posts. Most of the ideas skip around the Blaster problem making the ideas group support.


Actually is there any default spellcaster good at blasting like a basic wizard? Druid and Cleric have some domain powers to give some attack spells. There are the Storm Druid and Theologian archetypes for Druid and Cleric respectively I know of that can give them extra blasting power.

Silver Crusade

I have a hard time believing any pure caster. Surviving level 1 in a solo situation.

Dark Archive

Kensai magus, 3 levels of shadowdancer, high ac with hide in plain sight, its a matter of when you want to attack and fade away.

Or a myrmidarch, 3 levels of shadowdancer, shot on the run with hide in plain sight, duel only at range (limiting counters)


ChaosTicket wrote:
Arcane casters dont have healing o restoration spells.

For the healing part there is Infernal Healing for sorc / wiz, witch, summoner and magus. Assuming you have enough time between encounters to let it work, it should be quite effective.

If the GM decides you get undivided encounter XP (by RAW it's 1/3), you might even be able to pull a Mystic Theurge.


malebranche wrote:

Paladin! Why does no one ever suggest paladin? Tank with the ability to heal yourself as a swift action once you get Lay On Hands. Take a non-horse mount for more versatility in combat, or the Sacred Servant archetype for (slightly) improved spellcasting.

Probably because for many folk, the alignment thing is a deal breaker.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
calagnar wrote:
I have a hard time believing any pure caster. Surviving level 1 in a solo situation.

Druid, hands down.


TriOmegaZero wrote:
calagnar wrote:
I have a hard time believing any pure caster. Surviving level 1 in a solo situation.
Druid, hands down.

I agree at low level to possibly mid levels the druid class is a tough customer. Then the animal companion becomes a bag of teeth and claws and hit points and less effective as things turn more "magical". The animal usually gives negative circumstance bonuses in social situations.

Dark Archive

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Pathfinder LO Special Edition, PF Special Edition Subscriber
Just a Mort wrote:

I will disagree with you on animal companions. I've been trying PFS scenarios on gestalt, often I run into DR, or fail a willsave on animal companions. Gets even worse at higher levels.

Reincarnated druid does not have access to restoration so I don't know how you're removing neg levels from reincarnating.

Are divine spell casting services not a thing? scrolls? friendly neighborhood cleric you give a few thousand gold to.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
Azothath wrote:
The animal usually gives negative circumstance bonuses in social situations.

But that's more of a GM-FU than a rules thing.


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The Druid, with the reincarnated archetype, is also the only class capable of bringing themselves back from death after they die. This is a huge benefit in a solo game since nobody's likely to be hauling your corpse out of the dungeon to bring you back.


TriOmegaZero wrote:
Azothath wrote:
The animal usually gives negative circumstance bonuses in social situations.
But that's more of a GM-FU than a rules thing.

totally disagree. It's just common sense that almost all low level NPCs are going to feel threatened by having a clearly dangerous high HD animal around.


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Azothath wrote:
TriOmegaZero wrote:
Azothath wrote:
The animal usually gives negative circumstance bonuses in social situations.
But that's more of a GM-FU than a rules thing.
totally disagree. It's just common sense that almost all low level NPCs are going to feel threatened by having a clearly dangerous high HD animal around.

More threatened than by a group of nutjobs who rush into danger for a living?


Azothath wrote:
TriOmegaZero wrote:
calagnar wrote:
I have a hard time believing any pure caster. Surviving level 1 in a solo situation.
Druid, hands down.
I agree at low level to possibly mid levels the druid class is a tough customer. Then the animal companion becomes a bag of teeth and claws and hit points and less effective as things turn more "magical". The animal usually gives negative circumstance bonuses in social situations.

That is a problem Ive thought about. animal companions start are fairly strong but their later profiles seem to slow down and never get the big boosts human classes get.

So by the end they have max 12 BAB, -5 Hit Dice, -2 feats, -1 ability score, and have to use Amulet of Might Fists instead of Amulet of Natural Armor. Animals cant learn any spells or spell-like abilities as far as I know.

Id still say a Druid is quite strong early on just because you can have an animal with barding have a high AC them most PCs. Maybe reaches its peak about 7-12.


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You'd think, in the reality of the world, people would be aware that "oh, that guy's dressed in hide, has leaves in his beard, and smells like dirt, must be a druid" and realize that the Bear over there next to is less of a threat than an ordinary bear would be. The presence of a Druid (who is not actively antagonistic towards you) actively discourages bear attacks.

Like "that adventurers exist and generally do not mean harm to random farmers" is probably well known in the reality the game takes place in. Of all the things that adventurers do, "stands next to a Bear" is fairly low on the list of things that will freak out commoners.

Shadow Lodge

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Azothath wrote:
totally disagree. It's just common sense that almost all low level NPCs are going to feel threatened by having a clearly dangerous high HD animal around.

Which has nothing to do with rules.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
ChaosTicket wrote:

So by the end they have Low BAB, -5 Hit Dice, have to use Amulet of Might Fists instead of Amulet of Natural Armor. Animals cant learn any spells or spell-like abiltities as far as I know.

Id still say a Druid is quite strong early on just because you can have an animal with barding have a high AC them most PCs. Maybe reaches its peak about 7-12.

Oddly enough, right at the end of PFS play, according to you. So I don't see that as a problem.

Nevermind the fact that all of it's attacks are at full BAB, or only at a -2 thanks to Multiattack. And Greater Magic Fang is an hour/level buff.

I like to introduce the animal as the PC and the druid as the companion a lot of the time.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
calagnar wrote:
Lots of good stuff

Nice analysis. This strikes me as being pretty much exactly right (though I think I'd favor pairing the Druid with a Bard torchbearer instead of a Rogue).

As far as the main class goes, add me to the group saying "Druid!". The versatility provided by the Druid spell list -- it has healing, crowd control, utility, blasting, buffs... -- and the versatility provided by being able to Wild shape into whatever form is needed is hard to beat.

The Reincarnated Druid archetype that was suggested gives up two levels of Wild shaping, which is painful. But the "free reboot after a TPK" ability is so good for a solo character that it probably trumps any disadvantages the archetype incurs.

So taken together: my vote goes for a Reincarnated Druid with a Bard torchbearer.

Silver Crusade

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I played a Hunter to level 6. I can say at least up to that point. The melee hunter far out preformed the druid I had played in another game.

Hunters look very weak on paper. However having played one. I would rank them higher then melee druids for combat effective. It is all about sharing team work feat's. They look weak until every one in your party has the same feat's.


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calagnar wrote:

I played a Hunter to level 6. I can say at least up to that point. The melee hunter far out preformed the druid I had played in another game.

Hunters look very weak on paper. However having played one. I would rank them higher then melee druids for combat effective. It is all about sharing team work feat's. They look weak until every one in your party has the same feat's.

Even just the animal companion sharing those feats is more effective than it appears on paper. I absolutely rocked with a bow Hunter in Dragon's Demand.


I dont know if 15 BAB classes like the Hunter make good archers mainly because they cant get Improved Precise Shot before level 15 or Manyshot before 9. Using firearms takes about 3 feats so not really practical. You would probably have to forgo any feats related to spellcasting or defense as well. Melee? Pick up a Greatsword with 18 strength and youre good.

I would still put the Hunter way above the Fighter. It might not be great as a caster but still has Druid buff spells. While level 1 Fighter has a free combat feat, Hunters have an Animal Companion, +4 Skill points, Cantrips, 1-2 tier 1 spells per day, and 1 minute of Animal Focus.

Silver Crusade

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Range hunter with a snake constrictor animal companion. Level 3 team work feat Friendly Fire Maneuvers. Now the animal companion never provides cover to your range attacks. Starting as human with +2 Int you can get them greater grapple at 8th. So you then just get behind your animal companion with grapple and use AoO to grapple them. Then you get to shoot at a pined target with out cover. That might help the hunters range attack bonus.

Human Hunter Snake Constrictor (Animal Focus Str, Eye for Talent Int)
Level 1 (Medium)
Str 17 CMB +4 To Hit +4 Damage 1D3+4 Special Attacks grab Natural Armor +2
Speed 20 ft., climb 20 ft., swim 20 ft
Level 4 (Large)
Str 26 CMB +10 (+12 Grapple) To Hit +10 Damage 1D4+12 Special Attacks constrict 1d4+12 Natural Armor +5
Level 8 (Animal Focus Str, and Dex, Greater Long Strider, Greater Magic Fang)
Str 29 CMB 15 (+19 Grapple is move action) To Hit +15 Damage 1D4+15 Special Attacks constrict 1D4+13 Natural Armor +7
Speed 40 ft., climb 30 ft., swim 30 ft


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If retraining is an option, then you could go something survivable at 1st level (synthesist?) and retain your class levels to something stronger once you're out of the dangerzone of low levels.

If class retraining isn't an option, I'm also for druid. You can be practically unkillable at level 12.


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ChaosTicket wrote:
Actually is there any default spellcaster good at blasting like a basic wizard? Druid and Cleric have some domain powers to give some attack spells. There are the Storm Druid and Theologian archetypes for Druid and Cleric respectively I know of that can give them extra blasting power.

My go-to method of making a Druid that can blast is to do the unthinkable *gasp* multiclass. It's not too bad in the long run, you merely delay your spells by a single level. Dip into sorcerer, pick up crossblooded (orc/elemental [insert-your-choice-here]), and BAM, you just got decent damage added to ALL of your spells. You can shore up your -1 CL with a number of different traits, feats, items, etc.

Druid is, hands down, my go to class when I want to be good at everything.

Dark Archive

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Another good one is start out as a half-orc hunter, take 5 inquisitor levels for bane and judgements maybe even sanctified slayer for studied target and sneak attack, and keep your animal companion up to par with the boon companion and beast rider feats. Put the rest of your feats into archery. If you need to melee, cast lead blades, pump your str and to hit with judgements and animal focus, and possibly pick up power attack if you can spare the feats. Of course, the downside to this losing hunter spellcasting. It can be mitigated a bit with magical knack.


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kyrt-ryder wrote:
Azothath wrote:
TriOmegaZero wrote:
Azothath wrote:
The animal usually gives negative circumstance bonuses in social situations.
But that's more of a GM-FU than a rules thing.
totally disagree. It's just common sense that almost all low level NPCs are going to feel threatened by having a clearly dangerous high HD animal around.
More threatened than by a group of nutjobs who rush into danger for a living?

It depends. If people manage to convince themselves that these are OUR nutjobs, they seem to be fine with them . . . .

* * * * * * * *

Can't believe I forgot about the Reincarnated Druid archetype in my first big summary post.

Next section (Hybrid Classes) will have to wait until work stops brutalizing requiring both early to rise and late to bed of me . . . .


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Just a note but instead of summarizing all the classes, can you focus on the ones relevent to the topic? The Idea behind soling is the versatility to deal with any problem and the power to defeat any enemy.

By their very nature non-spellcasters are limited as they have no ability to heal themselves without spending money to purchase items that may or may not be available within a setting.


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Pathfinder Lost Omens Subscriber

so, i've not read the thread, but I'd put my money on any build that can focus on improving stealth, like anything that can hide realiably can use any kind of fighting style it wants because it can just run away if things go south and then return later.

on this end hellcat stealth and those feats to hide from stuff like tremorsense and blindsight are a must.

like to point this out, a FIGHTER, can stealth effectively in full plate, and then run if things go south rest a few days and come back. IT really doesn't matter the class.

there's also the master summoner...


This week, I have been studying the occultist and specifically the haunted collector archtype.

I feel like this class may be something that could fit the bill with good defense at low levels (medium armor proficiency, shields), martial weapons, curing and summoning (conjuration implement), blasting (evocation implement), and rounding out with transmutation, abjuration and enchantment.


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ChaosTicket wrote:

Just a note but instead of summarizing all the classes, can you focus on the ones relevent to the topic? The Idea behind soling is the versatility to deal with any problem and the power to defeat any enemy.

By their very nature non-spellcasters are limited as they have no ability to heal themselves without spending money to purchase items that may or may not be available within a setting.

You heal your level in HP each night you rest. If you go under bedrest, you heal twice that.

Non-spellcasters can do okay, but if things go south, they have much fewer options to escape and fight another day. I think fighting many creatures is very hard when you don't have a spellcaster, especially if that creature can go invisible.


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mighty template/lich template mythic cross blooded sorc undead/impossible 1 lvl heaven mystery oracle plus any other classes that let you pump up color spray and your 30 foot cone mythic color spray will have a dc minimum of 30 with the right feats and gear and will effect targets 12+ hit die are knocked unconscious even undead and constructs because of your sorc bloodlines :)


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Tarantula wrote:

You heal your level in HP each night you rest. If you go under bedrest, you heal twice that.

Non-spellcasters can do okay, but if things go south, they have much fewer options to escape and fight another day. I think fighting many creatures is very hard when you don't have a spellcaster, especially if that creature can go invisible.

You missed the context. Healing inside combat and between combats.

There were a couple checklists earlier.

Healing, Status cure, crowd control, utilities like flight and teleportation as well as basics like ranged, single target and group attack damage.

A Solo character.


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None of the classes were ever designed to "solo" a campaign, or module, that's built under the standard assumptions of a 4 person party that covers the standard range of challenges and threats..

It's really the DM who's going to have to work to modify encounters, the setting, and challenges, and perhaps even the rules as needed. The DM should really look to the Run Your Own Adventure books as guidelines. And the campaign HAS to be fitted to the character.


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ChaosTicket is wanting to solo PFS. That's why he's wanting a certain checklist of abilities and wanting to ignore things like the high stealth builds. Can't stealth through all the PFS scenarios when you have 3 useless bumblers with him.


Drahliana Moonrunner wrote:

None of the classes were ever designed to "solo" a campaign, or module, that's built under the standard assumptions of a 4 person party that covers the standard range of challenges and threats..

It's really the DM who's going to have to work to modify encounters, the setting, and challenges, and perhaps even the rules as needed. The DM should really look to the Run Your Own Adventure books as guidelines. And the campaign HAS to be fitted to the character.

Oh, of course. I assume we're just discussing the best ways to hypothetically do so. It's not actually going to happen. I'd like it if we stopped attacking the assumed purpose of the thread and just have some fun.


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Bloodrealm wrote:
Drahliana Moonrunner wrote:

None of the classes were ever designed to "solo" a campaign, or module, that's built under the standard assumptions of a 4 person party that covers the standard range of challenges and threats..

It's really the DM who's going to have to work to modify encounters, the setting, and challenges, and perhaps even the rules as needed. The DM should really look to the Run Your Own Adventure books as guidelines. And the campaign HAS to be fitted to the character.

Oh, of course. I assume we're just discussing the best ways to hypothetically do so. It's not actually going to happen. I'd like it if we stopped attacking the assumed purpose of the thread and just have some fun.

If you're okay with the OP continuously posting stuff like,

"Just a note but instead of summarizing all the classes, can you focus on the ones relevent to the topic? The Idea behind soling is the versatility to deal with any problem and the power to defeat any enemy." and "You missed the context. Healing inside combat and between combats.

There were a couple checklists earlier.

Healing, Status cure, crowd control, utilities like flight and teleportation as well as basics like ranged, single target and group attack damage.

A Solo character."

Because the OP isn't wanting a hypothetical character, nor one for a solo Custom GM campaign, but a character that can solo PFS. He's stated before in his other threads and directly to me in PMs that he wants something that can 100% of the time easily succeed all PFS scenarios in spite of having 3 people that you need to drag through with you and probably wont give meaningful help. He feels that sleep having a a 60+% chance of taking down the BBEG isn't worth it since it has too big a chance of doing nothing.


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Chess Pwn wrote:


Because the OP isn't wanting a hypothetical character, nor one for a solo Custom GM campaign, but a character that can solo PFS. He's stated before in his other threads and directly to me in PMs that he wants something that can 100% of the time easily succeed all PFS scenarios in spite of having 3 people that you need to drag through with you and probably wont give meaningful help. He feels that sleep having a a 60+% chance of taking down the BBEG isn't worth it since it has too big a chance of doing nothing.

That's not going to happen unless the Judge softballs the entire scenario. You can not solo PFS Period, unless the Judge flat out gives it to you. Maybe you can do it with some unbalanced third party stuff, but that's not an option for PFS.

It's also a pretty crappy attitude to cop as a player. PFS only works when everyone at the table accepts their part and responsibility to contribute and work together. If he really thinks that he'll never be working WITH his group on a PFS table, he really should find another venue to game in.

Or if he has a problem with Every Single PFS group that he's played with... maybe the real problem is staring at him from the mirror.


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That's the advice I've given him.


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If there's any option that can solo anything reasonable, it's going to be a well-built reincarnated druid. There are guides out there for how to build one, so the OP can just look one up.

Not only does the class get the really strong druid spell list and general versatility, but it also gets minions, and what makes it #1 with a bullet is that dying is not a problem once you get past 5th level. Once you get to the "you can die over and over again and be just fine" point, you can overcome more or less anything with sufficient persistence.

The biggest problem is "getting to level 5 alive" and really min-maxey options like "Start as a venerable Samsaran" mean you kind of need other folks to carry you for 5 levels until you become unstoppable.


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PossibleCabbage wrote:

If there's any option that can solo anything reasonable, it's going to be a well-built reincarnated druid. There are guides out there for how to build one, so the OP can just look one up.

Not only does the class get the really strong druid spell list and general versatility, but it also gets minions, and what makes it #1 with a bullet is that dying is not a problem once you get past 5th level. Once you get to the "you can die over and over again and be just fine" point, you can overcome more or less anything with sufficient persistence.

The biggest problem is "getting to level 5 alive" and really min-maxey options like "Start as a venerable Samsaran" mean you kind of need other folks to carry you for 5 levels until you become unstoppable.

Kind of hard to do that when the base assumption is that this player not only needs to "solo" all modules, but is starting with the premise that his fellow players are nothing more than dead weight.


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He said 1 to 20, PFS doesn't go to 20 so I assumed we weren't talking PFS.

From an efficiency standpoint, you are better off being able to win the combat then heal. Status cure is only a concern if you fail a save, so you could also have very high saves (paladin/monk). And, even if you can cure a status, if you get nauseated, you're basically done for because most characters can't cure it as a move action. Crowd control, flight, and teleportation are nice, but not required. Ranged/single target/group damage aren't required also, just one of those. If you can damage a group effectively, you can also use that to nova a single person less effectively.


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well - PFS rules forbid you from solo-ing a game, minimum players is 3 + GM.
Alas, this makes my two suggestions winners.
1) if you GM enough you will have enough chronicles to take the character to 20th and never play him - thus auto success AND PFS legal.
2) The arcanist/wizard will be able to cast Magic Jar and Shadow Projection making him able to bag his fellow team members and adventure using just one body or a substitute body as necessary. So it's really only getting to that point. Still, I can't see a table putting up with those kind of shenanigans. So not possible to play by yourself in PFS. (yes, it was funnier using the word with instead of by, but I'm not trying to trump myself <evil grin>)


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Tarantula wrote:

He said 1 to 20, PFS doesn't go to 20 so I assumed we weren't talking PFS.

Actually you can go to 20 in PFS. Beyond 11, there are two Seeker Arcs and sanctioned content from AP's that can get you to at least 19th.

And note Chesspwn's post earlier.

"ChaosTicket wants to solo PFS".

that kind of spells it out.

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